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-rw-r--r--kbounce/kbounce.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/kbounce/kbounce.cpp b/kbounce/kbounce.cpp
index 2d4fe887..5c4fc7f2 100644
--- a/kbounce/kbounce.cpp
+++ b/kbounce/kbounce.cpp
@@ -100,7 +100,7 @@ KJezzball::KJezzball()
// create demo game
createLevel( 1 );
statusBar()->message( i18n("Press %1 to start a game!")
- .tqarg(m_newAction->shortcut().toString()) );
+ .arg(m_newAction->shortcut().toString()) );
//m_gameWidget->display( i18n("Press <Space> to start a game!") );
setFocusPolicy(TQ_StrongFocus);
@@ -228,7 +228,7 @@ void KJezzball::gameOverNow()
TQString score;
score.setNum( m_game.score );
- KMessageBox::information( this, i18n("Game Over! Score: %1").tqarg(score) );
+ KMessageBox::information( this, i18n("Game Over! Score: %1").arg(score) );
statusBar()->message( i18n("Game over. Press <Space> for a new game") );
//m_gameWidget->display( i18n("Game over. Press <Space> for a new game!") );
highscore();
@@ -461,16 +461,16 @@ void KJezzball::switchLevel()
TQString foo = TQString(
i18n("You have successfully cleared more than 75% of the board.\n") +
-i18n("%1 points: 15 points per remaining life\n").tqarg(m_level.lifes*15) +
-i18n("%1 points: Bonus\n").tqarg((m_gameWidget->percent()-75)*2*(m_game.level+5)) +
-i18n("%1 points: Total score for this level\n").tqarg(score) +
-i18n("On to level %1. Remember you get %2 lives this time!")).tqarg(m_game.level+1).tqarg(m_game.level+2);
+i18n("%1 points: 15 points per remaining life\n").arg(m_level.lifes*15) +
+i18n("%1 points: Bonus\n").arg((m_gameWidget->percent()-75)*2*(m_game.level+5)) +
+i18n("%1 points: Total score for this level\n").arg(score) +
+i18n("On to level %1. Remember you get %2 lives this time!")).arg(m_game.level+1).arg(m_game.level+2);
KMessageBox::information( this,foo );
// KMessageBox::information( this, i18n("You've completed level %1 with "
- // "a score of %2.\nGet ready for the next one!").tqarg(level).tqarg(score));
+ // "a score of %2.\nGet ready for the next one!").arg(level).arg(score));
m_game.level++;
m_levelLCD->display( m_game.level );