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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"><html><head><meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1"><title>Qt Tutorial - t14/gamebrd.cpp</title>
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<h1 align=center>Source code for <a href="t14.html">tutorial 14</a>: gamebrd.cpp</h1><br clear="all">
<hr> <pre>/****************************************************************
**
** Implementation of GameBoard class, Qt tutorial 14
**
****************************************************************/
#include "gamebrd.h"
#include <<a href="qfont-h.html">qfont.h</a>>
#include <<a href="qapplication-h.html">qapplication.h</a>>
#include <<a href="qlabel-h.html">qlabel.h</a>>
#include <<a href="qaccel-h.html">qaccel.h</a>>
#include <<a href="qpushbutton-h.html">qpushbutton.h</a>>
#include <<a href="qlcdnumber-h.html">qlcdnumber.h</a>>
#include <<a href="qlayout-h.html">qlayout.h</a>>
#include <<a href="qvbox-h.html">qvbox.h</a>>
#include "lcdrange.h"
#include "cannon.h"
GameBoard::GameBoard( <a href="qwidget.html">QWidget</a> *parent, const char *name )
: <a href="qwidget.html">QWidget</a>( parent, name )
{
<a href="qpushbutton.html">QPushButton</a> *quit = new <a href="qpushbutton.html">QPushButton</a>( "&Quit", this, "quit" );
quit-><a href="qwidget.html#c52788">setFont</a>( <a href="qfont.html">QFont</a>( "Times", 18, QFont::Bold ) );
<a href="qobject.html#7f8e37">connect</a>( quit, SIGNAL(clicked()), qApp, SLOT(quit()) );
LCDRange *angle = new LCDRange( "ANGLE", this, "angle" );
angle->setRange( 5, 70 );
LCDRange *force = new LCDRange( "FORCE", this, "force" );
force->setRange( 10, 50 );
<a href="qvbox.html">QVBox</a> *box = new <a href="qvbox.html">QVBox</a>( this, "cannonFrame" );
box-><a href="qframe.html#558f79">setFrameStyle</a>( QFrame::WinPanel | QFrame::Sunken );
cannonField = new CannonField( box, "cannonField" );
<a href="qobject.html#7f8e37">connect</a>( angle, SIGNAL(valueChanged(int)),
cannonField, SLOT(setAngle(int)) );
<a href="qobject.html#7f8e37">connect</a>( cannonField, SIGNAL(angleChanged(int)),
angle, SLOT(setValue(int)) );
<a href="qobject.html#7f8e37">connect</a>( force, SIGNAL(valueChanged(int)),
cannonField, SLOT(setForce(int)) );
<a href="qobject.html#7f8e37">connect</a>( cannonField, SIGNAL(forceChanged(int)),
force, SLOT(setValue(int)) );
<a href="qobject.html#7f8e37">connect</a>( cannonField, SIGNAL(<a href=#633>hit</a>()),
this, SLOT(<a href=#633>hit</a>()) );
<a href="qobject.html#7f8e37">connect</a>( cannonField, SIGNAL(<a href=#634>missed</a>()),
this, SLOT(<a href=#634>missed</a>()) );
<a href="qpushbutton.html">QPushButton</a> *shoot = new <a href="qpushbutton.html">QPushButton</a>( "&Shoot", this, "shoot" );
shoot-><a href="qwidget.html#c52788">setFont</a>( <a href="qfont.html">QFont</a>( "Times", 18, QFont::Bold ) );
<a href="qobject.html#7f8e37">connect</a>( shoot, SIGNAL(clicked()), SLOT(<a href=#632>fire</a>()) );
<a href="qpushbutton.html">QPushButton</a> *restart
= new <a href="qpushbutton.html">QPushButton</a>( "&New Game", this, "newgame" );
restart-><a href="qwidget.html#c52788">setFont</a>( <a href="qfont.html">QFont</a>( "Times", 18, QFont::Bold ) );
<a href="qobject.html#7f8e37">connect</a>( restart, SIGNAL(clicked()), this, SLOT(<a href=#635>newGame</a>()) );
hits = new <a href="qlcdnumber.html">QLCDNumber</a>( 2, this, "hits" );
shotsLeft = new <a href="qlcdnumber.html">QLCDNumber</a>( 2, this, "shotsleft" );
<a href="qlabel.html">QLabel</a> *hitsL = new <a href="qlabel.html">QLabel</a>( "HITS", this, "hitsLabel" );
<a href="qlabel.html">QLabel</a> *shotsLeftL
= new <a href="qlabel.html">QLabel</a>( "SHOTS LEFT", this, "shotsleftLabel" );
<a href="qaccel.html">QAccel</a> *accel = new <a href="qaccel.html">QAccel</a>( this );
accel-><a href="qaccel.html#2dfde3">connectItem</a>( accel-><a href="qaccel.html#cc688f">insertItem</a>( Key_Enter ),
this, SLOT(<a href=#632>fire</a>()) );
accel-><a href="qaccel.html#2dfde3">connectItem</a>( accel-><a href="qaccel.html#cc688f">insertItem</a>( Key_Return ),
this, SLOT(<a href=#632>fire</a>()) );
accel-><a href="qaccel.html#2dfde3">connectItem</a>( accel-><a href="qaccel.html#cc688f">insertItem</a>( CTRL+Key_Q ),
qApp, SLOT(quit()) );
<a href="qgridlayout.html">QGridLayout</a> *grid = new <a href="qgridlayout.html">QGridLayout</a>( this, 2, 2, 10 );
grid-><a href="qgridlayout.html#dac29c">addWidget</a>( quit, 0, 0 );
grid-><a href="qgridlayout.html#dac29c">addWidget</a>( box, 1, 1 );
grid-><a href="qgridlayout.html#df80c4">setColStretch</a>( 1, 10 );
<a href="qvboxlayout.html">QVBoxLayout</a> *leftBox = new <a href="qvboxlayout.html">QVBoxLayout</a>;
grid-><a href="qgridlayout.html#a409bc">addLayout</a>( leftBox, 1, 0 );
leftBox-><a href="qboxlayout.html#ebba99">addWidget</a>( angle );
leftBox-><a href="qboxlayout.html#ebba99">addWidget</a>( force );
<a href="qhboxlayout.html">QHBoxLayout</a> *topBox = new <a href="qhboxlayout.html">QHBoxLayout</a>;
grid-><a href="qgridlayout.html#a409bc">addLayout</a>( topBox, 0, 1 );
topBox-><a href="qboxlayout.html#ebba99">addWidget</a>( shoot );
topBox-><a href="qboxlayout.html#ebba99">addWidget</a>( hits );
topBox-><a href="qboxlayout.html#ebba99">addWidget</a>( hitsL );
topBox-><a href="qboxlayout.html#ebba99">addWidget</a>( shotsLeft );
topBox-><a href="qboxlayout.html#ebba99">addWidget</a>( shotsLeftL );
topBox-><a href="qboxlayout.html#0226eb">addStretch</a>( 1 );
topBox-><a href="qboxlayout.html#ebba99">addWidget</a>( restart );
angle->setValue( 60 );
force->setValue( 25 );
angle-><a href="qwidget.html#25775a">setFocus</a>();
<a href=#635>newGame</a>();
}
void <a name="632"></a>GameBoard::fire()
{
if ( cannonField->gameOver() || cannonField->isShooting() )
return;
shotsLeft->display( shotsLeft->intValue() - 1 );
cannonField->shoot();
}
void <a name="633"></a>GameBoard::hit()
{
hits->display( hits->intValue() + 1 );
if ( shotsLeft->intValue() == 0 )
cannonField->setGameOver();
else
cannonField->newTarget();
}
void <a name="634"></a>GameBoard::missed()
{
if ( shotsLeft->intValue() == 0 )
cannonField->setGameOver();
}
void <a name="635"></a>GameBoard::newGame()
{
shotsLeft->display( 15 );
hits->display( 0 );
cannonField->restartGame();
cannonField->newTarget();
}
</pre>
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