Diffstat (limited to 'noncore/games/parashoot/interface.cpp') (more/less context) (ignore whitespace changes)
-rw-r--r-- | noncore/games/parashoot/interface.cpp | 33 |
1 files changed, 18 insertions, 15 deletions
diff --git a/noncore/games/parashoot/interface.cpp b/noncore/games/parashoot/interface.cpp index db98720..a40426d 100644 --- a/noncore/games/parashoot/interface.cpp +++ b/noncore/games/parashoot/interface.cpp @@ -9,227 +9,230 @@ ** packaging of this file. ** ** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE ** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. ** ** See http://www.trolltech.com/gpl/ for GPL licensing information. ** ** Contact info@trolltech.com if any conditions of this licensing are ** not clear to you. ** **********************************************************************/ #include "interface.h" #include "man.h" #include <qpe/resource.h> +#include <qpe/qpeapplication.h> #include <qlabel.h> #include <qmessagebox.h> #include <qapplication.h> #include <qstyle.h> #include <qpe/qpetoolbar.h> #include <qtoolbutton.h> - + ParaShoot::ParaShoot(QWidget* parent, const char* name, WFlags f) : QMainWindow(parent,name,f), canvas(232, 258), fanfare("level_up"), score(0) { + QPEApplication::grabKeyboard(); + QPEApplication::setInputMethodHint(this, QPEApplication::AlwaysOff ); canvas.setAdvancePeriod(80); QPixmap bg = Resource::loadPixmap("parashoot/sky"); canvas.setBackgroundPixmap(bg); pb = new QCanvasView(&canvas, this); pb->setFocus(); setToolBarsMovable( FALSE ); QToolBar* toolbar = new QToolBar(this); toolbar->setHorizontalStretchable( TRUE ); setCaption( tr("ParaShoot") ); QPixmap newicon = Resource::loadPixmap("parashoot/manicon"); setIcon(newicon); new QToolButton(newicon, tr("New Game"), 0, this, SLOT(newGame()), toolbar, "New Game"); levelscore = new QLabel(toolbar); levelscore->setBackgroundMode( PaletteButton ); levelscore->setAlignment( AlignRight | AlignVCenter | ExpandTabs ); toolbar->setStretchableWidget( levelscore ); showScore(0,0); - + setCentralWidget(pb); autoDropTimer = new QTimer(this); connect (autoDropTimer, SIGNAL(timeout()), this, SLOT(play()) ); - + pauseTimer = new QTimer(this); - connect(pauseTimer, SIGNAL(timeout()), this, SLOT(wait()) ); + connect(pauseTimer, SIGNAL(timeout()), this, SLOT(wait()) ); setFocusPolicy(StrongFocus); newGame(); } void ParaShoot::resizeEvent(QResizeEvent *) { QSize s = centralWidget()->size(); int fw = style().defaultFrameWidth(); canvas.resize( s.width() - fw - 2, s.height() - fw - 2); } void ParaShoot::showScore( int score, int level ) { levelscore->setText(tr(" Level: %1 Score: %2 ").arg(score).arg(level) ); } void ParaShoot::newGame() { clear(); - if (pauseTimer->isActive()) + if (pauseTimer->isActive()) pauseTimer->stop(); clear(); Man::setManCount(0); score = 0; Bullet::setShotCount(0); Bullet::setNobullets(0); nomen = 2; Bullet::setLimit(nomen); level = 0; updatespeed = 80; showScore(0,0); gamestopped = false; Helicopter::deleteAll(); waitover = true; base = new Base(&canvas); cannon = new Cannon(&canvas); connect( cannon, SIGNAL(score(int)), this, SLOT(increaseScore(int))); autoDropTimer->start(100); } void ParaShoot::clear() { autoDropTimer->stop(); // QCanvasItem* item; QCanvasItemList l = canvas.allItems(); for (QCanvasItemList::Iterator it=l.begin(); it!=l.end(); ++it) { - delete *it; + delete *it; } } void ParaShoot::gameOver() { QCanvasItem* item; QCanvasItemList l = canvas.allItems(); - for (QCanvasItemList::Iterator it=l.begin(); it!=l.end(); ++it) { + for (QCanvasItemList::Iterator it=l.begin(); it!=l.end(); ++it) { item = *it; if ((item->rtti()==1500) || (item->rtti()==1600) || item->rtti()==1900) item->setAnimated(false); } autoDropTimer->stop(); Helicopter::silenceAll(); int shots = Bullet::getShotCount(); int shotsFired = cannon->shotsFired(); - if ( shotsFired == 0 ) + if ( shotsFired == 0 ) shotsFired = 1; QCanvasText* gameover = new QCanvasText( tr( " GAME OVER!\n" " Your Score: %1\n" " Parachuters Killed: %2\n" - " Accuracy: %3% " ).arg(score).arg(shots).arg(shots * 100 / shotsFired ), + " Accuracy: %3% " ).arg(score).arg(shots).arg(shots * 100 / shotsFired ), &canvas); gameover->setColor(red); gameover->setFont( QFont("times", 18, QFont::Bold) ); gameover->move(canvas.width()/2 -110, canvas.height()/2 -50); gameover->setZ(500); gameover->show(); gamestopped = true; waitover = false; pauseTimer->start(3000); } void ParaShoot::wait() { waitover = true; pauseTimer->stop(); } void ParaShoot::play() -{ +{ if (Man::getManCount() < nomen ) { new Man(&canvas); } if (Base::baseDestroyed()) { gameOver(); return; } } void ParaShoot::increaseScore(int x) { score += x; if ( score / 150 != (score-x) / 150 ) - levelUp(); + levelUp(); showScore(level,score); } void ParaShoot::levelUp() { - level++; + level++; int stage = level % 3; switch(stage) { case 0: nomen++; Bullet::setLimit(nomen); fanfare.play(); break; case 1: new Helicopter(&canvas); - break; + break; case 2: moveFaster(); fanfare.play(); - break; + break; default: return; } } void ParaShoot::moveFaster() { if (updatespeed > 50) updatespeed = updatespeed-5; else updatespeed = updatespeed-3; canvas.setAdvancePeriod(updatespeed); } void ParaShoot::keyPressEvent(QKeyEvent* event) { if (gamestopped) { if (waitover) newGame(); - else + else return; } else { switch(event->key()) { case Key_Up: case Key_F1: case Key_F9: case Key_Space: cannon->shoot(); break; case Key_Left: cannon->pointCannon(Cannon::Left); lastcannonkey=Key_Left; break; case Key_Right: cannon->pointCannon(Cannon::Right); lastcannonkey=Key_Right; |