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/****************************************************************
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**
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** Implementation of GameBoard class, TQt tutorial 13
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**
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****************************************************************/
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#include "gamebrd.h"
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#include <qfont.h>
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#include <qapplication.h>
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#include <qlabel.h>
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#include <qpushbutton.h>
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#include <qlcdnumber.h>
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#include <qlayout.h>
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#include "lcdrange.h"
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#include "cannon.h"
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GameBoard::GameBoard( TQWidget *parent, const char *name )
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: TQWidget( parent, name )
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{
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TQPushButton *quit = new TQPushButton( "&Quit", this, "quit" );
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quit->setFont( TQFont( "Times", 18, TQFont::Bold ) );
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connect( quit, SIGNAL(clicked()), qApp, SLOT(quit()) );
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LCDRange *angle = new LCDRange( "ANGLE", this, "angle" );
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angle->setRange( 5, 70 );
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LCDRange *force = new LCDRange( "FORCE", this, "force" );
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force->setRange( 10, 50 );
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cannonField = new CannonField( this, "cannonField" );
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connect( angle, SIGNAL(valueChanged(int)),
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cannonField, SLOT(setAngle(int)) );
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connect( cannonField, SIGNAL(angleChanged(int)),
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angle, SLOT(setValue(int)) );
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connect( force, SIGNAL(valueChanged(int)),
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cannonField, SLOT(setForce(int)) );
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connect( cannonField, SIGNAL(forceChanged(int)),
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force, SLOT(setValue(int)) );
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connect( cannonField, SIGNAL(hit()),
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this, SLOT(hit()) );
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connect( cannonField, SIGNAL(missed()),
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this, SLOT(missed()) );
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TQPushButton *shoot = new TQPushButton( "&Shoot", this, "shoot" );
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shoot->setFont( TQFont( "Times", 18, TQFont::Bold ) );
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connect( shoot, SIGNAL(clicked()), SLOT(fire()) );
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connect( cannonField, SIGNAL(canShoot(bool)),
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shoot, SLOT(setEnabled(bool)) );
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TQPushButton *restart
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= new TQPushButton( "&New Game", this, "newgame" );
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restart->setFont( TQFont( "Times", 18, TQFont::Bold ) );
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connect( restart, SIGNAL(clicked()), this, SLOT(newGame()) );
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hits = new TQLCDNumber( 2, this, "hits" );
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shotsLeft = new TQLCDNumber( 2, this, "shotsleft" );
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TQLabel *hitsL = new TQLabel( "HITS", this, "hitsLabel" );
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TQLabel *shotsLeftL
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= new TQLabel( "SHOTS LEFT", this, "shotsleftLabel" );
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TQGridLayout *grid = new TQGridLayout( this, 2, 2, 10 );
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grid->addWidget( quit, 0, 0 );
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grid->addWidget( cannonField, 1, 1 );
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grid->setColStretch( 1, 10 );
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TQVBoxLayout *leftBox = new TQVBoxLayout;
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grid->addLayout( leftBox, 1, 0 );
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leftBox->addWidget( angle );
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leftBox->addWidget( force );
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TQHBoxLayout *topBox = new TQHBoxLayout;
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grid->addLayout( topBox, 0, 1 );
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topBox->addWidget( shoot );
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topBox->addWidget( hits );
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topBox->addWidget( hitsL );
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topBox->addWidget( shotsLeft );
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topBox->addWidget( shotsLeftL );
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topBox->addStretch( 1 );
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topBox->addWidget( restart );
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angle->setValue( 60 );
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force->setValue( 25 );
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angle->setFocus();
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newGame();
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}
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void GameBoard::fire()
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{
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if ( cannonField->gameOver() || cannonField->isShooting() )
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return;
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shotsLeft->display( shotsLeft->intValue() - 1 );
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cannonField->shoot();
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}
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void GameBoard::hit()
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{
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hits->display( hits->intValue() + 1 );
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if ( shotsLeft->intValue() == 0 )
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cannonField->setGameOver();
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else
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cannonField->newTarget();
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}
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void GameBoard::missed()
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{
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if ( shotsLeft->intValue() == 0 )
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cannonField->setGameOver();
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}
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void GameBoard::newGame()
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{
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shotsLeft->display( 15 );
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hits->display( 0 );
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cannonField->restartGame();
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cannonField->newTarget();
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}
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