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📄 bullet.cpp

📁 Trolltech公司发布的图形界面操作系统。可在qt-embedded-2.3.10平台上编译为嵌入式图形界面操作系统。
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/************************************************************************ Copyright (C) 2000-2005 Trolltech AS.  All rights reserved.**** This file is part of the Qtopia Environment.** ** This program is free software; you can redistribute it and/or modify it** under the terms of the GNU General Public License as published by the** Free Software Foundation; either version 2 of the License, or (at your** option) any later version.** ** A copy of the GNU GPL license version 2 is included in this package as ** LICENSE.GPL.**** This program is distributed in the hope that it will be useful, but** WITHOUT ANY WARRANTY; without even the implied warranty of** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. ** See the GNU General Public License for more details.**** In addition, as a special exception Trolltech gives permission to link** the code of this program with Qtopia applications copyrighted, developed** and distributed by Trolltech under the terms of the Qtopia Personal Use** License Agreement. You must comply with the GNU General Public License** in all respects for all of the code used other than the applications** licensed under the Qtopia Personal Use License Agreement. If you modify** this file, you may extend this exception to your version of the file,** but you are not obligated to do so. If you do not wish to do so, delete** this exception statement from your version.** ** 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 "codes.h"  #include "bullet.h"#include "man.h"#include "helicopter.h"#include <qtopia/resource.h>#include <qtopia/qmath.h>int limit;int shotcount;int nobullets;Bullet::Bullet(QCanvas* canvas, double angle, int cannonx, int cannony) :        QCanvasSprite(0, canvas),	bang("collide01") // No tr{     QCanvasPixmapArray* bulletarray = new QCanvasPixmapArray(Resource::findPixmap("parashoot/bullet"));     setSequence(bulletarray);     if (nobullets < limit) {         nobullets++;        move(cannonx, cannony);        dy = 0;        dx = 0;        show();        setXY(angle);        setVelocity(-dx, -dy);	bang.play();     } else         return;}void Bullet::setXY(double angle){   double ang = angle;   if ( (y() < 0) || (x() < 0) || (y() > canvas()->height()) ||        (x() > canvas()->width()) )       delete this;    else {        double radians = 0;       radians = ang * 3.14159265/180;       dx = (qCos(radians)) *7;       dy = (qSin(radians)) *7;   }}void Bullet::setLimit(int amount){   limit = amount;}void Bullet::setNobullets(int amount){   nobullets = amount;}void Bullet::checkCollision(){    QCanvasItem* item;    QCanvasItemList l=collisions(FALSE);      for (QCanvasItemList::Iterator it=l.begin(); it!=l.end(); ++it) {          item = *it;          if ( (item->rtti()== 1500) && (item->collidesWith(this)) ) {               Man* deadman = (Man*)item;               if (deadman->frame() != 5) return;               deadman->done();	       emit score(10);               setShotCount(shotcount+1);               setAnimated(false);               nobullets--;               delete this;               return;          }          else if ( (item->rtti()==1900) && (item->collidesWith(this)) ) {               Helicopter* deadchopper = (Helicopter*) item;               deadchopper->done();	       emit score(50);               setAnimated(false);               nobullets--;               delete this;               return;         }      }       //check shot is not out of bounds     if ( (y() < 0) || (x() < 0) ||          (y() > canvas()->height()) ||          ( x() > canvas()->width()))  {          setAnimated(false);          nobullets--;          delete this;          return;     }}void Bullet::advance(int phase){   QCanvasSprite::advance(phase);   if (phase == 0)          checkCollision();}int Bullet::getShotCount(){   return shotcount;} void Bullet::setShotCount(int amount){   shotcount = amount;}Bullet::~Bullet(){}int Bullet::rtti() const{   return bullet_rtti;}

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