| 1 | /****************************************************************
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| 2 | **
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| 3 | ** Implementation of GameBoard class, Qt tutorial 14
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| 4 | **
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| 5 | ****************************************************************/
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| 6 |
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| 7 | #include "gamebrd.h"
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| 8 |
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| 9 | #include <qfont.h>
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| 10 | #include <qapplication.h>
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| 11 | #include <qlabel.h>
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| 12 | #include <qaccel.h>
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| 13 | #include <qpushbutton.h>
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| 14 | #include <qlcdnumber.h>
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| 15 | #include <qlayout.h>
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| 16 | #include <qvbox.h>
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| 17 |
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| 18 | #include "lcdrange.h"
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| 19 | #include "cannon.h"
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| 20 |
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| 21 | GameBoard::GameBoard( QWidget *parent, const char *name )
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| 22 | : QWidget( parent, name )
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| 23 | {
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| 24 | QPushButton *quit = new QPushButton( "&Quit", this, "quit" );
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| 25 | quit->setFont( QFont( "Times", 18, QFont::Bold ) );
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| 26 |
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| 27 | connect( quit, SIGNAL(clicked()), qApp, SLOT(quit()) );
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| 28 |
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| 29 | LCDRange *angle = new LCDRange( "ANGLE", this, "angle" );
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| 30 | angle->setRange( 5, 70 );
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| 31 |
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| 32 | LCDRange *force = new LCDRange( "FORCE", this, "force" );
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| 33 | force->setRange( 10, 50 );
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| 34 |
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| 35 | QVBox *box = new QVBox( this, "cannonFrame" );
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| 36 | box->setFrameStyle( QFrame::WinPanel | QFrame::Sunken );
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| 37 |
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| 38 | cannonField = new CannonField( box, "cannonField" );
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| 39 |
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| 40 | connect( angle, SIGNAL(valueChanged(int)),
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| 41 | cannonField, SLOT(setAngle(int)) );
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| 42 | connect( cannonField, SIGNAL(angleChanged(int)),
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| 43 | angle, SLOT(setValue(int)) );
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| 44 |
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| 45 | connect( force, SIGNAL(valueChanged(int)),
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| 46 | cannonField, SLOT(setForce(int)) );
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| 47 | connect( cannonField, SIGNAL(forceChanged(int)),
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| 48 | force, SLOT(setValue(int)) );
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| 49 |
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| 50 | connect( cannonField, SIGNAL(hit()),
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| 51 | this, SLOT(hit()) );
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| 52 | connect( cannonField, SIGNAL(missed()),
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| 53 | this, SLOT(missed()) );
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| 54 |
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| 55 | QPushButton *shoot = new QPushButton( "&Shoot", this, "shoot" );
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| 56 | shoot->setFont( QFont( "Times", 18, QFont::Bold ) );
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| 57 |
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| 58 | connect( shoot, SIGNAL(clicked()), SLOT(fire()) );
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| 59 |
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| 60 | connect( cannonField, SIGNAL(canShoot(bool)),
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| 61 | shoot, SLOT(setEnabled(bool)) );
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| 62 |
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| 63 | QPushButton *restart
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| 64 | = new QPushButton( "&New Game", this, "newgame" );
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| 65 | restart->setFont( QFont( "Times", 18, QFont::Bold ) );
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| 66 |
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| 67 | connect( restart, SIGNAL(clicked()), this, SLOT(newGame()) );
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| 68 |
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| 69 | hits = new QLCDNumber( 2, this, "hits" );
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| 70 | shotsLeft = new QLCDNumber( 2, this, "shotsleft" );
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| 71 | QLabel *hitsL = new QLabel( "HITS", this, "hitsLabel" );
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| 72 | QLabel *shotsLeftL
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| 73 | = new QLabel( "SHOTS LEFT", this, "shotsleftLabel" );
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| 74 |
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| 75 | QAccel *accel = new QAccel( this );
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| 76 | accel->connectItem( accel->insertItem( Key_Enter ),
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| 77 | this, SLOT(fire()) );
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| 78 | accel->connectItem( accel->insertItem( Key_Return ),
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| 79 | this, SLOT(fire()) );
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| 80 | accel->connectItem( accel->insertItem( CTRL+Key_Q ),
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| 81 | qApp, SLOT(quit()) );
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| 82 |
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| 83 | QGridLayout *grid = new QGridLayout( this, 2, 2, 10 );
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| 84 | grid->addWidget( quit, 0, 0 );
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| 85 | grid->addWidget( box, 1, 1 );
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| 86 | grid->setColStretch( 1, 10 );
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| 87 |
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| 88 | QVBoxLayout *leftBox = new QVBoxLayout;
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| 89 | grid->addLayout( leftBox, 1, 0 );
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| 90 | leftBox->addWidget( angle );
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| 91 | leftBox->addWidget( force );
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| 92 |
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| 93 | QHBoxLayout *topBox = new QHBoxLayout;
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| 94 | grid->addLayout( topBox, 0, 1 );
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| 95 | topBox->addWidget( shoot );
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| 96 | topBox->addWidget( hits );
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| 97 | topBox->addWidget( hitsL );
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| 98 | topBox->addWidget( shotsLeft );
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| 99 | topBox->addWidget( shotsLeftL );
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| 100 | topBox->addStretch( 1 );
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| 101 | topBox->addWidget( restart );
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| 102 |
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| 103 | angle->setValue( 60 );
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| 104 | force->setValue( 25 );
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| 105 | angle->setFocus();
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| 106 |
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| 107 | newGame();
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| 108 | }
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| 109 |
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| 110 |
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| 111 | void GameBoard::fire()
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| 112 | {
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| 113 | if ( cannonField->gameOver() || cannonField->isShooting() )
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| 114 | return;
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| 115 | shotsLeft->display( shotsLeft->intValue() - 1 );
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| 116 | cannonField->shoot();
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| 117 | }
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| 118 |
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| 119 |
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| 120 | void GameBoard::hit()
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| 121 | {
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| 122 | hits->display( hits->intValue() + 1 );
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| 123 | if ( shotsLeft->intValue() == 0 )
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| 124 | cannonField->setGameOver();
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| 125 | else
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| 126 | cannonField->newTarget();
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| 127 | }
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| 128 |
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| 129 |
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| 130 | void GameBoard::missed()
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| 131 | {
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| 132 | if ( shotsLeft->intValue() == 0 )
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| 133 | cannonField->setGameOver();
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| 134 | }
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| 135 |
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| 136 |
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| 137 | void GameBoard::newGame()
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| 138 | {
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| 139 | shotsLeft->display( 15 );
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| 140 | hits->display( 0 );
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| 141 | cannonField->restartGame();
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| 142 | cannonField->newTarget();
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| 143 | }
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