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< pre > /****************************************************************
**
** Definition of CannonField class, TQt tutorial 14
**
****************************************************************/
#ifndef CANNON_H
#define CANNON_H
class TQTimer;
#include < < a href = "qwidget-h.html" > ntqwidget.h< / a > >
class CannonField : public < a href = "ntqwidget.html" > TQWidget< / a >
{
TQ_OBJECT
public:
CannonField( < a href = "ntqwidget.html" > TQWidget< / a > *parent=0, const char *name=0 );
int angle() const { return ang; }
int force() const { return f; }
bool gameOver() const { return gameEnded; }
bool isShooting() const;
< a href = "ntqsize.html" > TQSize< / a > sizeHint() const;
< a href = "ntqsizepolicy.html" > TQSizePolicy< / a > sizePolicy() const;
public slots:
void setAngle( int degrees );
void setForce( int newton );
void shoot();
void newTarget();
void setGameOver();
void restartGame();
private slots:
void moveShot();
signals:
void hit();
void missed();
void angleChanged( int );
void forceChanged( int );
void canShoot( bool );
protected:
void paintEvent( < a href = "qpaintevent.html" > TQPaintEvent< / a > * );
void mousePressEvent( < a href = "qmouseevent.html" > TQMouseEvent< / a > * );
void mouseMoveEvent( < a href = "qmouseevent.html" > TQMouseEvent< / a > * );
void mouseReleaseEvent( < a href = "qmouseevent.html" > TQMouseEvent< / a > * );
private:
void paintShot( < a href = "ntqpainter.html" > TQPainter< / a > * );
void paintTarget( < a href = "ntqpainter.html" > TQPainter< / a > * );
void paintBarrier( < a href = "ntqpainter.html" > TQPainter< / a > * );
void paintCannon( < a href = "ntqpainter.html" > TQPainter< / a > * );
< a href = "ntqrect.html" > TQRect< / a > cannonRect() const;
< a href = "ntqrect.html" > TQRect< / a > shotRect() const;
< a href = "ntqrect.html" > TQRect< / a > targetRect() const;
< a href = "ntqrect.html" > TQRect< / a > barrierRect() const;
bool barrelHit( const < a href = "ntqpoint.html" > TQPoint< / a > & ) const;
int ang;
int f;
int timerCount;
< a href = "ntqtimer.html" > TQTimer< / a > * autoShootTimer;
float shoot_ang;
float shoot_f;
< a href = "ntqpoint.html" > TQPoint< / a > target;
bool gameEnded;
bool barrelPressed;
};
#endif // CANNON_H
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