📄 interface.cpp
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/************************************************************************ Copyright (C) 2000-2002 Trolltech AS. All rights reserved.**** This file is part of the Qtopia Environment.**** This file may be distributed and/or modified under the terms of the** GNU General Public License version 2 as published by the Free Software** Foundation and appearing in the file LICENSE.GPL included in the** 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 <qtopia/resource.h>#include <qlabel.h>#include <qmessagebox.h>#include <qapplication.h>#include <qstyle.h>#include <qtopia/qpetoolbar.h>#include <qtoolbutton.h> ParaShoot::ParaShoot(QWidget* parent, const char* name, WFlags f) : QMainWindow(parent,name,f), cannon(NULL), base(NULL), fanfare("level_up"), score(0){ canvas.setAdvancePeriod(80); pb = new QCanvasView(&canvas, this); pb->setFocus(); setToolBarsMovable( FALSE ); QPEToolBar* toolbar = new QPEToolBar(this); toolbar->setHorizontalStretchable( TRUE ); setCaption( tr("ParaShoot") ); new QToolButton( Resource::loadIconSet("ParaShoot"), 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()) ); setFocusPolicy(StrongFocus);}void ParaShoot::resizeEvent(QResizeEvent *){ QSize s = centralWidget()->size(); int fw = style().defaultFrameWidth(); canvas.resize( s.width() - fw - 2, s.height() - fw - 2); QImage bgimage = Resource::loadImage("parashoot/sky"); QPixmap bgpixmap; bgpixmap.convertFromImage(bgimage.smoothScale(canvas.width(), canvas.height()), QPixmap::Auto); canvas.setBackgroundPixmap(bgpixmap); if (base) { base->reposition(); } if (cannon) { cannon->reposition(); }}void ParaShoot::focusOutEvent (QFocusEvent *) { if (!gamestopped) canvas.setAdvancePeriod(-1);}void ParaShoot::focusInEvent (QFocusEvent *) { if (!gamestopped) canvas.setAdvancePeriod(updatespeed);}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()) 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; }}void ParaShoot::gameOver(){ QCanvasItem* item; QCanvasItemList l = canvas.allItems(); 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 ) 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 ), &canvas); gameover->setColor(red); gameover->setFont( QFont("times", 16, QFont::Bold) ); gameover->move((canvas.width() - gameover->boundingRect().width()) / 2, (canvas.height() - gameover->boundingRect().height()) / 2); 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(); showScore(level,score);}void ParaShoot::levelUp(){ level++; int stage = level % 3; switch(stage) { case 0: nomen++; Bullet::setLimit(nomen); fanfare.play(); break; case 1: new Helicopter(&canvas); break; case 2: moveFaster(); fanfare.play(); 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 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; break; default: return; } }}void ParaShoot::keyReleaseEvent(QKeyEvent* event){ if ( lastcannonkey == event->key() ) cannon->pointCannon(Cannon::NoDir);}
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