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#ifndef FLOATER_H
#define FLOATER_H
#include "game.h"
class Floater;
class FloaterConfig : public BridgeConfig
{
Q_OBJECT
public:
FloaterConfig(Floater *floater, QWidget *parent);
private slots:
void speedChanged(int news);
private:
Floater *floater;
};
class FloaterGuide : public Wall
{
public:
FloaterGuide(Floater *floater, QGraphicsItem *parent, QGraphicsScene *scene) : Wall(parent, scene) { this->floater = floater; almostDead = false; }
virtual void setPoints(double xa, double ya, double xb, double yb);
virtual void moveBy(double dx, double dy);
virtual Config *config(QWidget *parent);
virtual void aboutToDelete();
virtual void aboutToDie();
private:
Floater *floater;
bool almostDead;
};
class Floater : public Bridge
{
public:
Floater(QRect rect, QGraphicsItem * parent, QGraphicsScene *scene);
void resize(double resizeFactor);
virtual bool collision(Ball *ball, long int id) { Bridge::collision(ball, id); return false; }
virtual void saveState(StateDB *db);
virtual void loadState(StateDB *db);
virtual void save(KConfigGroup *cfgGroup);
virtual void load(KConfigGroup *cfgGroup);
virtual bool loadLast() const { return true; }
virtual void firstMove(int x, int y);
virtual void aboutToSave();
virtual void aboutToDie();
virtual void savingDone();
virtual void setGame(KolfGame *game);
virtual void editModeChanged(bool changed);
virtual bool moveable() const { return false; }
virtual void moveBy(double dx, double dy);
virtual Config *config(QWidget *parent) { return new FloaterConfig(this, parent); }
virtual QList<QGraphicsItem *> moveableItems() const;
virtual void advance(int phase);
void doAdvance();
void setSpeed(int news);
int curSpeed() const { return speed; }
// called by floaterguide when changed;
void reset();
private:
int speedfactor;
int speed;
FloaterGuide *wall;
/*
* base numbers are the size or position when no resizing has taken place (i.e. the defaults)
*/
double baseStartX, baseStartY, baseEndX, baseEndY;
double baseXVelocity, baseYVelocity;
/*
* resizeFactor is the number to multiply base numbers by to get their resized value (i.e. if it is 1 then use default size, if it is >1 then everything needs to be bigger, and if it is <1 then everything needs to be smaller)
*/
double resizeFactor;
QPoint origin;
Vector vector;
bool noUpdateZ;
bool haventMoved;
QPoint firstPoint;
};
class FloaterObj : public Object
{
public:
FloaterObj() { m_name = i18n("Floater"); m__name = "floater"; }
virtual QGraphicsItem *newObject(QGraphicsItem * parent, QGraphicsScene *scene) { return new Floater(QRect(0, 0, 80, 40), parent, scene); }
};
#endif
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