bool Client::startLoop() { while (_step != GAME_STEP) if (getAns() == false) return false; startAI(); return true; }
void microMouseServer::connectSignals() { //connect all signals connect(ui->menu_loadMaze, SIGNAL(triggered()), this, SLOT(loadMaze())); connect(ui->menu_saveMaze, SIGNAL(triggered()), this, SLOT(saveMaze())); connect(ui->menu_connect2Mouse, SIGNAL(triggered()), this, SLOT(connect2mouse())); connect(ui->menu_startRun, SIGNAL(triggered()), this, SLOT(startAI())); connect(_comTimer, SIGNAL(timeout()), this, SLOT(netComs())); connect(_aiCallTimer, SIGNAL(timeout()), this, SLOT(studentAI())); connect(this->maze, SIGNAL(passTopWall(QPoint)), this, SLOT(addTopWall(QPoint))); connect(this->maze, SIGNAL(passBottomWall(QPoint)), this, SLOT(addBottomWall(QPoint))); connect(this->maze, SIGNAL(passLeftWall(QPoint)), this, SLOT(addLeftWall(QPoint))); connect(this->maze, SIGNAL(passRightWall(QPoint)), this, SLOT(addRightWall(QPoint))); connect(this->maze, SIGNAL(takeBottomWall(QPoint)),this,SLOT(removeBottomWall(QPoint))); connect(this->maze, SIGNAL(takeTopWall(QPoint)),this,SLOT(removeTopWall(QPoint))); connect(this->maze, SIGNAL(takeLeftWall(QPoint)),this,SLOT(removeLeftWall(QPoint))); connect(this->maze, SIGNAL(takeRightWall(QPoint)),this,SLOT(removeRightWall(QPoint))); }