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/****************************************************************************
**
** Copyright (C) 2005-2005 Trolltech AS. All rights reserved.
**
** This file is part of the example classes of the Qt Toolkit.
**
** This file may be distributed under the terms of the Q Public License
** as defined by Trolltech AS of Norway and appearing in the file
** LICENSE.QPL included in the packaging of this file.
**
** 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.
**
** See http://www.trolltech.com/pricing.html or email sales@trolltech.com for
** information about Qt Commercial License Agreements.
** See http://www.trolltech.com/qpl/ for QPL licensing information.
** 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.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
****************************************************************************/
/****************************************************************
**
** Definition of CannonField class, Qt tutorial 13
**
****************************************************************/
#ifndef CANNON_H
#define CANNON_H
#include <QWidget>
class QTimer;
class CannonField : public QWidget
{
Q_OBJECT
public:
CannonField(QWidget *parent = 0);
int angle() const { return currentAngle; }
int force() const { return currentForce; }
bool gameOver() const { return gameEnded; }
bool isShooting() const;
public slots:
void setAngle(int angle);
void setForce(int force);
void shoot();
void newTarget();
void setGameOver();
void restartGame();
private slots:
void moveShot();
signals:
void hit();
void missed();
void angleChanged(int newAngle);
void forceChanged(int newForce);
void canShoot(bool can);
protected:
void paintEvent(QPaintEvent *event);
private:
void paintShot(QPainter &painter);
void paintTarget(QPainter &painter);
void paintCannon(QPainter &painter);
QRect cannonRect() const;
QRect shotRect() const;
QRect targetRect() const;
int currentAngle;
int currentForce;
int timerCount;
QTimer *autoShootTimer;
float shootAngle;
float shootForce;
QPoint target;
bool gameEnded;
};
#endif // CANNON_H
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