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gameboard.cpp Example File
tutorial/t13/gameboard.cpp

    /****************************************************************************
    **
    ** Copyright (C) 2005-2005 Trolltech AS. All rights reserved.
    **
    ** This file is part of the documentation 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.
    **
    ****************************************************************************/

    /****************************************************************
    **
    ** Implementation of GameBoard class, Qt tutorial 13
    **
    ****************************************************************/

    #include <QApplication>
    #include <QFont>
    #include <QGridLayout>
    #include <QHBoxLayout>
    #include <QLCDNumber>
    #include <QLabel>
    #include <QPushButton>
    #include <QVBoxLayout>

    #include "cannonfield.h"
    #include "gameboard.h"
    #include "lcdrange.h"

    GameBoard::GameBoard(QWidget *parent)
        : QWidget(parent)
    {
        QPushButton *quit = new QPushButton("&Quit");
        quit->setFont(QFont("Times", 18, QFont::Bold));

        connect(quit, SIGNAL(clicked()), qApp, SLOT(quit()));

        LCDRange *angle = new LCDRange("ANGLE");
        angle->setRange(5, 70);

        LCDRange *force = new LCDRange("FORCE");
        force->setRange(10, 50);

        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("&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("&New Game");
        restart->setFont(QFont("Times", 18, QFont::Bold));

        connect(restart, SIGNAL(clicked()), this, SLOT(newGame()));

        hits = new QLCDNumber(2);
        shotsLeft = new QLCDNumber(2);
        QLabel *hitsLabel = new QLabel("HITS");
        QLabel *shotsLeftLabel = new QLabel("SHOTS LEFT");

        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);

        QGridLayout *gridLayout = new QGridLayout;
        gridLayout->addWidget(quit, 0, 0);
        gridLayout->addLayout(topLayout, 0, 1);
        gridLayout->addLayout(leftLayout, 1, 0);
        gridLayout->addWidget(cannonField, 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();
    }

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