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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, TQWidget *parent);
private slots:
void speedChanged(int news);
private:
Floater *floater;
};
class FloaterGuide : public Wall
{
public:
FloaterGuide(Floater *floater, TQCanvas *canvas) : Wall(canvas) { this->floater = floater; almostDead = false; }
virtual void setPoints(int xa, int ya, int xb, int yb);
virtual void moveBy(double dx, double dy);
virtual Config *config(TQWidget *parent);
virtual void aboutToDelete();
virtual void aboutToDie();
private:
Floater *floater;
bool almostDead;
};
class Floater : public Bridge
{
public:
Floater(TQRect rect, TQCanvas *canvas);
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(TDEConfig *cfg);
virtual void load(TDEConfig *cfg);
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(TQWidget *parent) { return new FloaterConfig(this, parent); }
virtual TQPtrList<TQCanvasItem> moveableItems() const;
virtual void advance(int phase);
void setSpeed(int news);
int curSpeed() const { return speed; }
// called by floaterguide when changed;
void reset();
private:
int speedfactor;
int speed;
FloaterGuide *wall;
TQPoint origin;
Vector vector;
bool noUpdateZ;
bool haventMoved;
TQPoint firstPoint;
};
class FloaterObj : public Object
{
public:
FloaterObj() { m_name = i18n("Floater"); m__name = "floater"; }
virtual TQCanvasItem *newObject(TQCanvas *canvas) { return new Floater(TQRect(0, 0, 80, 40), canvas); }
};
#endif
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