/**************************************************************** ** ** Implementation of GameBoard class, Qt tutorial 14 ** ****************************************************************/ #include "gamebrd.h" #include #include #include #include #include #include #include #include #include "lcdrange.h" #include "cannon.h" GameBoard::GameBoard( QWidget *parent, const char *name ) : QWidget( parent, name ) { QPushButton *quit = new QPushButton( "&Quit", this, "quit" ); quit->setFont( QFont( "Times", 18, QFont::Bold ) ); connect( 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 ); QVBox *box = new QVBox( this, "cannonFrame" ); box->setFrameStyle( QFrame::WinPanel | QFrame::Sunken ); cannonField = new CannonField( box, "cannonField" ); connect( angle, SIGNAL(valueChanged(int)), cannonField, SLOT(setAngle(int)) ); connect( cannonField, SIGNAL(angleChanged(int)), angle, SLOT(setValue(int)) ); connect( force, SIGNAL(valueChanged(int)), cannonField, SLOT(setForce(int)) ); connect( cannonField, SIGNAL(forceChanged(int)), force, SLOT(setValue(int)) ); connect( cannonField, SIGNAL(hit()), this, SLOT(hit()) ); connect( cannonField, SIGNAL(missed()), this, SLOT(missed()) ); QPushButton *shoot = new QPushButton( "&Shoot", this, "shoot" ); shoot->setFont( QFont( "Times", 18, QFont::Bold ) ); connect( shoot, SIGNAL(clicked()), SLOT(fire()) ); connect( cannonField, SIGNAL(canShoot(bool)), shoot, SLOT(setEnabled(bool)) ); QPushButton *restart = new QPushButton( "&New Game", this, "newgame" ); restart->setFont( QFont( "Times", 18, QFont::Bold ) ); connect( restart, SIGNAL(clicked()), this, SLOT(newGame()) ); hits = new QLCDNumber( 2, this, "hits" ); shotsLeft = new QLCDNumber( 2, this, "shotsleft" ); QLabel *hitsL = new QLabel( "HITS", this, "hitsLabel" ); QLabel *shotsLeftL = new QLabel( "SHOTS LEFT", this, "shotsleftLabel" ); QAccel *accel = new QAccel( this ); accel->connectItem( accel->insertItem( Key_Enter ), this, SLOT(fire()) ); accel->connectItem( accel->insertItem( Key_Return ), this, SLOT(fire()) ); accel->connectItem( accel->insertItem( CTRL+Key_Q ), qApp, SLOT(quit()) ); QGridLayout *grid = new QGridLayout( this, 2, 2, 10 ); grid->addWidget( quit, 0, 0 ); grid->addWidget( box, 1, 1 ); grid->setColStretch( 1, 10 ); QVBoxLayout *leftBox = new QVBoxLayout; grid->addLayout( leftBox, 1, 0 ); leftBox->addWidget( angle ); leftBox->addWidget( force ); QHBoxLayout *topBox = new QHBoxLayout; grid->addLayout( topBox, 0, 1 ); topBox->addWidget( shoot ); topBox->addWidget( hits ); topBox->addWidget( hitsL ); topBox->addWidget( shotsLeft ); topBox->addWidget( shotsLeftL ); topBox->addStretch( 1 ); topBox->addWidget( restart ); angle->setValue( 60 ); force->setValue( 25 ); angle->setFocus(); newGame(); } void GameBoard::fire() { if ( cannonField->gameOver() || cannonField->isShooting() ) return; shotsLeft->display( shotsLeft->intValue() - 1 ); cannonField->shoot(); } void GameBoard::hit() { hits->display( hits->intValue() + 1 ); if ( shotsLeft->intValue() == 0 ) cannonField->setGameOver(); else cannonField->newTarget(); } void GameBoard::missed() { if ( shotsLeft->intValue() == 0 ) cannonField->setGameOver(); } void GameBoard::newGame() { shotsLeft->display( 15 ); hits->display( 0 ); cannonField->restartGame(); cannonField->newTarget(); }