/**************************************************************** ** ** Implementation of GameBoard class, TQt tutorial 13 ** ****************************************************************/ #include "gamebrd.h" #include #include #include #include #include #include #include "lcdrange.h" #include "cannon.h" GameBoard::GameBoard( TQWidget *parent, const char *name ) : TQWidget( parent, name ) { TQPushButton *quit = new TQPushButton( "&Quit", this, "quit" ); quit->setFont( TQFont( "Times", 18, TQFont::Bold ) ); connect( quit, TQ_SIGNAL(clicked()), tqApp, TQ_SLOT(quit()) ); LCDRange *angle = new LCDRange( "ANGLE", this, "angle" ); angle->setRange( 5, 70 ); LCDRange *force = new LCDRange( "FORCE", this, "force" ); force->setRange( 10, 50 ); cannonField = new CannonField( this, "cannonField" ); connect( angle, TQ_SIGNAL(valueChanged(int)), cannonField, TQ_SLOT(setAngle(int)) ); connect( cannonField, TQ_SIGNAL(angleChanged(int)), angle, TQ_SLOT(setValue(int)) ); connect( force, TQ_SIGNAL(valueChanged(int)), cannonField, TQ_SLOT(setForce(int)) ); connect( cannonField, TQ_SIGNAL(forceChanged(int)), force, TQ_SLOT(setValue(int)) ); connect( cannonField, TQ_SIGNAL(hit()), this, TQ_SLOT(hit()) ); connect( cannonField, TQ_SIGNAL(missed()), this, TQ_SLOT(missed()) ); TQPushButton *shoot = new TQPushButton( "&Shoot", this, "shoot" ); shoot->setFont( TQFont( "Times", 18, TQFont::Bold ) ); connect( shoot, TQ_SIGNAL(clicked()), TQ_SLOT(fire()) ); connect( cannonField, TQ_SIGNAL(canShoot(bool)), shoot, TQ_SLOT(setEnabled(bool)) ); TQPushButton *restart = new TQPushButton( "&New Game", this, "newgame" ); restart->setFont( TQFont( "Times", 18, TQFont::Bold ) ); connect( restart, TQ_SIGNAL(clicked()), this, TQ_SLOT(newGame()) ); hits = new TQLCDNumber( 2, this, "hits" ); shotsLeft = new TQLCDNumber( 2, this, "shotsleft" ); TQLabel *hitsL = new TQLabel( "HITS", this, "hitsLabel" ); TQLabel *shotsLeftL = new TQLabel( "SHOTS LEFT", this, "shotsleftLabel" ); TQGridLayout *grid = new TQGridLayout( this, 2, 2, 10 ); grid->addWidget( quit, 0, 0 ); grid->addWidget( cannonField, 1, 1 ); grid->setColStretch( 1, 10 ); TQVBoxLayout *leftBox = new TQVBoxLayout; grid->addLayout( leftBox, 1, 0 ); leftBox->addWidget( angle ); leftBox->addWidget( force ); TQHBoxLayout *topBox = new TQHBoxLayout; 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(); }