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<pre>/****************************************************************
**
** Implementation of GameBoard class, TQt tutorial 13
**
****************************************************************/
#include "gamebrd.h"
#include &lt;<a href="qfont-h.html">qfont.h</a>&gt;
#include &lt;<a href="qapplication-h.html">qapplication.h</a>&gt;
#include &lt;<a href="qlabel-h.html">qlabel.h</a>&gt;
#include &lt;<a href="qpushbutton-h.html">qpushbutton.h</a>&gt;
#include &lt;<a href="qlcdnumber-h.html">qlcdnumber.h</a>&gt;
#include &lt;<a href="qlayout-h.html">qlayout.h</a>&gt;
#include "lcdrange.h"
#include "cannon.h"
<a name="f109"></a>GameBoard::GameBoard( <a href="qwidget.html">TQWidget</a> *parent, const char *name )
: <a href="qwidget.html">TQWidget</a>( parent, name )
{
<a href="qpushbutton.html">TQPushButton</a> *tquit = new <a href="qpushbutton.html">TQPushButton</a>( "&amp;Quit", this, "tquit" );
tquit-&gt;<a href="qwidget.html#setFont">setFont</a>( TQFont( "Times", 18, TQFont::Bold ) );
<a href="qobject.html#connect">connect</a>( tquit, SIGNAL(<a href="qbutton.html#clicked">clicked</a>()), qApp, SLOT(<a href="qapplication.html#tquit">tquit</a>()) );
LCDRange *angle = new LCDRange( "ANGLE", this, "angle" );
angle-&gt;setRange( 5, 70 );
LCDRange *force = new LCDRange( "FORCE", this, "force" );
force-&gt;setRange( 10, 50 );
cannonField = new CannonField( this, "cannonField" );
<a href="qobject.html#connect">connect</a>( angle, SIGNAL(valueChanged(int)),
cannonField, SLOT(setAngle(int)) );
<a href="qobject.html#connect">connect</a>( cannonField, SIGNAL(angleChanged(int)),
angle, SLOT(setValue(int)) );
<a href="qobject.html#connect">connect</a>( force, SIGNAL(valueChanged(int)),
cannonField, SLOT(setForce(int)) );
<a href="qobject.html#connect">connect</a>( cannonField, SIGNAL(forceChanged(int)),
force, SLOT(setValue(int)) );
<a href="qobject.html#connect">connect</a>( cannonField, SIGNAL(hit()),
this, SLOT(hit()) );
<a href="qobject.html#connect">connect</a>( cannonField, SIGNAL(missed()),
this, SLOT(missed()) );
<a href="qpushbutton.html">TQPushButton</a> *shoot = new <a href="qpushbutton.html">TQPushButton</a>( "&amp;Shoot", this, "shoot" );
shoot-&gt;<a href="qwidget.html#setFont">setFont</a>( TQFont( "Times", 18, TQFont::Bold ) );
<a href="qobject.html#connect">connect</a>( shoot, SIGNAL(<a href="qbutton.html#clicked">clicked</a>()), SLOT(fire()) );
<a href="qobject.html#connect">connect</a>( cannonField, SIGNAL(canShoot(bool)),
shoot, SLOT(<a href="qwidget.html#setEnabled">setEnabled</a>(bool)) );
TQPushButton *restart
= new <a href="qpushbutton.html">TQPushButton</a>( "&amp;New Game", this, "newgame" );
restart-&gt;setFont( TQFont( "Times", 18, TQFont::Bold ) );
<a href="qobject.html#connect">connect</a>( restart, SIGNAL(clicked()), this, SLOT(newGame()) );
hits = new <a href="qlcdnumber.html">TQLCDNumber</a>( 2, this, "hits" );
shotsLeft = new <a href="qlcdnumber.html">TQLCDNumber</a>( 2, this, "shotsleft" );
<a href="qlabel.html">TQLabel</a> *hitsL = new <a href="qlabel.html">TQLabel</a>( "HITS", this, "hitsLabel" );
TQLabel *shotsLeftL
= new <a href="qlabel.html">TQLabel</a>( "SHOTS LEFT", this, "shotsleftLabel" );
<a href="qgridlayout.html">TQGridLayout</a> *grid = new <a href="qgridlayout.html">TQGridLayout</a>( this, 2, 2, 10 );
grid-&gt;<a href="qgridlayout.html#addWidget">addWidget</a>( tquit, 0, 0 );
grid-&gt;<a href="qgridlayout.html#addWidget">addWidget</a>( cannonField, 1, 1 );
grid-&gt;<a href="qgridlayout.html#setColStretch">setColStretch</a>( 1, 10 );
<a href="qvboxlayout.html">TQVBoxLayout</a> *leftBox = new <a href="qvboxlayout.html">TQVBoxLayout</a>;
grid-&gt;<a href="qgridlayout.html#addLayout">addLayout</a>( leftBox, 1, 0 );
leftBox-&gt;<a href="qboxlayout.html#addWidget">addWidget</a>( angle );
leftBox-&gt;<a href="qboxlayout.html#addWidget">addWidget</a>( force );
<a href="qhboxlayout.html">TQHBoxLayout</a> *topBox = new <a href="qhboxlayout.html">TQHBoxLayout</a>;
grid-&gt;<a href="qgridlayout.html#addLayout">addLayout</a>( topBox, 0, 1 );
topBox-&gt;<a href="qboxlayout.html#addWidget">addWidget</a>( shoot );
topBox-&gt;<a href="qboxlayout.html#addWidget">addWidget</a>( hits );
topBox-&gt;<a href="qboxlayout.html#addWidget">addWidget</a>( hitsL );
topBox-&gt;<a href="qboxlayout.html#addWidget">addWidget</a>( shotsLeft );
topBox-&gt;<a href="qboxlayout.html#addWidget">addWidget</a>( shotsLeftL );
topBox-&gt;<a href="qboxlayout.html#addStretch">addStretch</a>( 1 );
topBox-&gt;<a href="qboxlayout.html#addWidget">addWidget</a>( restart );
angle-&gt;setValue( 60 );
force-&gt;setValue( 25 );
angle-&gt;<a href="qwidget.html#setFocus">setFocus</a>();
newGame();
}
void <a name="f110"></a>GameBoard::fire()
{
if ( cannonField-&gt;gameOver() || cannonField-&gt;isShooting() )
return;
shotsLeft-&gt;<a href="qlcdnumber.html#display">display</a>( shotsLeft-&gt;<a href="qlcdnumber.html#intValue">intValue</a>() - 1 );
cannonField-&gt;shoot();
}
void <a name="f111"></a>GameBoard::hit()
{
hits-&gt;<a href="qlcdnumber.html#display">display</a>( hits-&gt;<a href="qlcdnumber.html#intValue">intValue</a>() + 1 );
if ( shotsLeft-&gt;<a href="qlcdnumber.html#intValue">intValue</a>() == 0 )
cannonField-&gt;setGameOver();
else
cannonField-&gt;newTarget();
}
void <a name="f112"></a>GameBoard::missed()
{
if ( shotsLeft-&gt;<a href="qlcdnumber.html#intValue">intValue</a>() == 0 )
cannonField-&gt;setGameOver();
}
void <a name="f113"></a>GameBoard::newGame()
{
shotsLeft-&gt;<a href="qlcdnumber.html#display">display</a>( 15 );
hits-&gt;<a href="qlcdnumber.html#display">display</a>( 0 );
cannonField-&gt;restartGame();
cannonField-&gt;newTarget();
}
</pre><!-- eof -->
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