📄 gamebrd.cpp
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#include <qapplication.h>#include <qpushbutton.h>#include <qfont.h>#include <qlcdnumber.h>//#include <qgrid.h>#include <qlayout.h>#include <qlabel.h>#include "lcdrange.h"#include "cannon.h"#include "gamebrd.h"GameBoard::GameBoard(QWidget *parent,const char *name) :QWidget(parent,name){ QPushButton *quit = new QPushButton("Quit",this,"quit"); quit->setFont(QFont("Times",18,QFont::Bold)); connect(quit,SIGNAL(clicked()),qApp,SLOT(quit()));/* QGrid *grid = new QGrid(4,this); LCDRange *previous = 0; for(int r=0;r<4;r++) for(int c=0;c<4;c++){ LCDRange *lr = new LCDRange(grid); if(previous) connect(lr,SIGNAL(valueChanged(int)), previous,SLOT(setValue(int))); previous = lr; }*/ LCDRange *angle = new LCDRange("Angle",this,"angle"); angle->setRange(5,70); LCDRange *force = new LCDRange("Force",this,"force"); force->setRange(10,50); cannonField = new CannonField(this,"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",this,"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",this,"newgame"); restart->setFont(QFont("Times",18,QFont::Bold)); connect(restart,SIGNAL(clicked()),this,SLOT(newGame())); hits = new QLCDNumber(2,this,"hits"); shotsLeft = new QLCDNumber(2,this,"shotsleft"); QLabel *hitsL = new QLabel("HITS",this,"hitsLabel"); QLabel *shotsLeftL = new QLabel("SHOTS FEFT",this,"shotsleftLabel"); QGridLayout *grid = new QGridLayout(this,2,2,10); grid->addWidget(quit,0,0);// grid->addWidget(angle,1,0,Qt::AlignTop); grid->addWidget(cannonField,1,1); grid->setColStretch(1,10); //grid->setColStretch(0,2); QVBoxLayout *leftBox = new QVBoxLayout; grid->addLayout(leftBox,1,0); leftBox->addWidget(angle); leftBox->addWidget(force); QHBoxLayout *topBox = new QHBoxLayout; grid->addLayout(topBox,0,1); topBox->addWidget(shoot); topBox->addWidget(hits); topBox->addWidget(hitsL); topBox->addWidget(shotsLeft); topBox->addWidget(shotsLeftL); topBox->addStretch(1); topBox->addWidget(restart); 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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