diff options
Diffstat (limited to 'kbounce/game.cpp')
-rw-r--r-- | kbounce/game.cpp | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/kbounce/game.cpp b/kbounce/game.cpp index 2d4c9721..0f1895de 100644 --- a/kbounce/game.cpp +++ b/kbounce/game.cpp @@ -378,13 +378,13 @@ JezzGame::JezzGame( const TQPixmap &background, int ballNum, TQWidget *parent, c for ( int x=0; x<FIELD_WIDTH; x++ ) m_field->setTile( x, FIELD_HEIGHT-1, TILE_BORDER ); - connect( m_field, TQT_SIGNAL(ballCollision(Ball *, int, int, int)), this, TQT_SLOT(ballCollision(Ball *, int, int, int)) ); + connect( m_field, TQ_SIGNAL(ballCollision(Ball *, int, int, int)), this, TQ_SLOT(ballCollision(Ball *, int, int, int)) ); // create view m_view = new JezzView( m_field, this, "m_view" ); m_view->move( 0, 0 ); m_view->adjustSize(); - connect( m_view, TQT_SIGNAL(buildWall(int, int, bool)), this, TQT_SLOT(buildWall(int, int, bool)) ); + connect( m_view, TQ_SIGNAL(buildWall(int, int, bool)), this, TQ_SLOT(buildWall(int, int, bool)) ); // create balls for ( int n=0; n<ballNum; n++ ) @@ -403,7 +403,7 @@ JezzGame::JezzGame( const TQPixmap &background, int ballNum, TQWidget *parent, c // create game clock m_clock = new TQTimer( this ); - connect( m_clock, TQT_SIGNAL(timeout()), this, TQT_SLOT(tick()) ); + connect( m_clock, TQ_SIGNAL(timeout()), this, TQ_SLOT(tick()) ); m_clock->start( GAME_DELAY ); // setup geometry @@ -618,8 +618,8 @@ void JezzGame::buildWall( int x, int y, bool vertical ) vertical? Wall::Up : Wall::Left, vertical? TILE_WALLUP : TILE_WALLLEFT, this, "m_wall1" ); - connect( m_wall1, TQT_SIGNAL(finished(Wall *, int)), - this, TQT_SLOT(wallFinished(Wall *, int)) ); } + connect( m_wall1, TQ_SIGNAL(finished(Wall *, int)), + this, TQ_SLOT(wallFinished(Wall *, int)) ); } if ( !m_wall2 ) { @@ -627,8 +627,8 @@ void JezzGame::buildWall( int x, int y, bool vertical ) vertical? Wall::Down: Wall::Right, vertical? TILE_WALLDOWN : TILE_WALLRIGHT, this, "m_wall2" ); - connect( m_wall2, TQT_SIGNAL(finished(Wall *, int)), - this, TQT_SLOT(wallFinished(Wall *, int)) ); + connect( m_wall2, TQ_SIGNAL(finished(Wall *, int)), + this, TQ_SLOT(wallFinished(Wall *, int)) ); } } } |