gameboard.cpp
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/****************************************************************************
**
** Copyright (C) 2005-2007 Trolltech ASA. All rights reserved.
**
** This file is part of the example classes of the Qt Toolkit.
**
** This file may be used under the terms of the GNU General Public
** License version 2.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file. Please review the following information to ensure GNU
** General Public Licensing requirements will be met:
** http://www.trolltech.com/products/qt/opensource.html
**
** If you are unsure which license is appropriate for your use, please
** review the following information:
** http://www.trolltech.com/products/qt/licensing.html or contact the
** sales department at sales@trolltech.com.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
****************************************************************************/
#include <QApplication>
#include <QFont>
#include <QGridLayout>
#include <QHBoxLayout>
#include <QLCDNumber>
#include <QLabel>
#include <QPushButton>
#include <QShortcut>
#include <QVBoxLayout>
#include <QWidget>
#include "cannonfield.h"
#include "gameboard.h"
#include "lcdrange.h"
GameBoard::GameBoard(QWidget *parent)
: QWidget(parent)
{
QPushButton *quit = new QPushButton(tr("&Quit"));
quit->setFont(QFont("Times", 18, QFont::Bold));
connect(quit, SIGNAL(clicked()), qApp, SLOT(quit()));
LCDRange *angle = new LCDRange(tr("ANGLE"));
angle->setRange(5, 70);
LCDRange *force = new LCDRange(tr("FORCE"));
force->setRange(10, 50);
QFrame *cannonBox = new QFrame;
cannonBox->setFrameStyle(QFrame::WinPanel | QFrame::Sunken);
cannonField = new 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(tr("&Shoot"));
shoot->setFont(QFont("Times", 18, QFont::Bold));
connect(shoot, SIGNAL(clicked()),
this, SLOT(fire()));
connect(cannonField, SIGNAL(canShoot(bool)),
shoot, SLOT(setEnabled(bool)));
QPushButton *restart = new QPushButton(tr("&New Game"));
restart->setFont(QFont("Times", 18, QFont::Bold));
connect(restart, SIGNAL(clicked()), this, SLOT(newGame()));
hits = new QLCDNumber(2);
hits->setSegmentStyle(QLCDNumber::Filled);
shotsLeft = new QLCDNumber(2);
shotsLeft->setSegmentStyle(QLCDNumber::Filled);
QLabel *hitsLabel = new QLabel(tr("HITS"));
QLabel *shotsLeftLabel = new QLabel(tr("SHOTS LEFT"));
(void) new QShortcut(Qt::Key_Enter, this, SLOT(fire()));
(void) new QShortcut(Qt::Key_Return, this, SLOT(fire()));
(void) new QShortcut(Qt::CTRL + Qt::Key_Q, this, SLOT(close()));
QHBoxLayout *topLayout = new QHBoxLayout;
topLayout->addWidget(shoot);
topLayout->addWidget(hits);
topLayout->addWidget(hitsLabel);
topLayout->addWidget(shotsLeft);
topLayout->addWidget(shotsLeftLabel);
topLayout->addStretch(1);
topLayout->addWidget(restart);
QVBoxLayout *leftLayout = new QVBoxLayout;
leftLayout->addWidget(angle);
leftLayout->addWidget(force);
QVBoxLayout *cannonLayout = new QVBoxLayout;
cannonLayout->addWidget(cannonField);
cannonBox->setLayout(cannonLayout);
QGridLayout *gridLayout = new QGridLayout;
gridLayout->addWidget(quit, 0, 0);
gridLayout->addLayout(topLayout, 0, 1);
gridLayout->addLayout(leftLayout, 1, 0);
gridLayout->addWidget(cannonBox, 1, 1, 2, 1);
gridLayout->setColumnStretch(1, 10);
setLayout(gridLayout);
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();
}