MainWindow::MainWindow() { //We need a scene and a view to do graphics in QT scene = new QGraphicsScene(); view = new QGraphicsView( scene ); //This adds a button to the window and connects it to the timer button = new QPushButton("Start/Stop", view); connect(button, SIGNAL(clicked()), this, SLOT(buttonPress())); //To fill a rectangle use a QBrush. To draw the border of a shape, use a QPen QBrush redBrush(Qt::red); //First 2 arguments are the x, y, of the upper left of the rectangle. //The second 2 arguments are the width and height //The last 2 arguments are the velocity in the x, and y, directions item = new BouncingRectangle( 11.0, 74.0, 20.0, 20.0, 2, 3 ); item->setBrush( redBrush ); scene->addItem( item ); //This sets the size of the window and gives it a title. view->setFixedSize( WINDOW_MAX_X*2, WINDOW_MAX_Y*2 ); view->setWindowTitle( "Bouncing Rectangles!"); //This is how we do animation. We use a timer with an interval of 5 milliseconds //We connect the signal from the timer - the timeout() function to a function //of our own - called handleTimer - which is in this same MainWindow class timer = new QTimer(this); timer->setInterval(5); connect(timer, SIGNAL(timeout()), this, SLOT(handleTimer())); timer2 = new QTimer(this); timer2->setInterval(250); connect(timer2, SIGNAL(timeout()), this, SLOT(addRectangle())); }
GameOver::GameOver(MainWindow* parent) { parent_ = parent; scene_ = new QGraphicsScene(); setScene(scene_); QBrush silverBrush(QColor(227,228,229)); gameOverText = new QGraphicsSimpleTextItem("GAME OVER"); QFont myFont("Helvetica [Cronyx]",70,QFont::Bold); gameOverText->setFont(myFont); gameOverText->setBrush(silverBrush); scene_->addItem(gameOverText); gameOverText->setPos(300,170); QBrush blackBrush(QColor(0,0,0)); clickText = new QGraphicsSimpleTextItem("Click File->New Game to play again!"); QFont bFont("Helvetica [Cronyx]",30,QFont::Bold); clickText->setFont(bFont); clickText->setBrush(blackBrush); scene_->addItem(clickText); clickText->setPos(250,300); counter = 0; timer_ = new QTimer(this); timer_->setInterval(1000); connect(timer_,SIGNAL(timeout()),this,SLOT(handleTimer())); timer_->start(); }
WarningWidget::WarningWidget(QWidget *parent) : TWidget(parent) , _secondsLeft(kWaitBeforeRevertMs / 1000) , _keepChanges(this, lang(lng_theme_keep_changes), st::defaultBoxButton) , _revert(this, lang(lng_theme_revert), st::defaultBoxButton) { _keepChanges->setClickedCallback([] { Window::Theme::KeepApplied(); }); _revert->setClickedCallback([] { Window::Theme::Revert(); }); _timer.setTimeoutHandler([this] { handleTimer(); }); updateText(); }
ConsoleWidget::ConsoleWidget(MainWindow *main) : QPlainTextEdit((QWidget *)main) { m_main = main; m_suppress = false; m_histIndex = -1; // a block is a line, so this is the maximum number of lines to buffer setMaximumBlockCount(CW_SCROLLHEIGHT); acceptInput(false); connect(&m_timer, SIGNAL(timeout()), this, SLOT(handleTimer())); }
// The ctor. ScintillaQt::ScintillaQt(QsciScintillaBase *qsb_) : capturedMouse(false), qsb(qsb_) { wMain = qsb->viewport(); // We aren't a QObject so we use the API class to do QObject related things // for us. qsb->connect(&qtimer, SIGNAL(timeout()), SLOT(handleTimer())); Initialise(); }
/** Constructor. Loads pictures, builds the game area, and initializes flag values * @param parent Pointer to the parent MainWindow. This is passed to QGraphicsView */ GameSpace::GameSpace(MainWindow* parent) : QGraphicsView(parent) { parent_ = parent; // Initialize scene scene_ = new QGraphicsScene; setScene(scene_); // Create the background (important that this is the first image added to the scene) backgroundPics_.push_back(new QPixmap("images/dirt_background_800.png")); // 0 (theoretically, a title screen) backgroundPics_.push_back(new QPixmap("images/dirt_background_800.png")); // 1 backgroundPics_.push_back(new QPixmap("images/netherBrick_background_800.png")); // 2 backgroundPics_.push_back(new QPixmap("images/whiteStone_background_800.png")); // 3 backgroundPicItem_ = new QGraphicsPixmapItem(*backgroundPics_[0]); scene_->addItem(backgroundPicItem_); backgroundPicItem_->setZValue(-1); // Initialize player stevePic_ = new QPixmap("images/steve.png"); player_ = NULL; // we will initialize Steve in the first game // Initialize pixmaps for enemies zombiePic_ = new QPixmap("images/zombie.png"); spiderPic_ = new QPixmap("images/spider.png"); creeperPic_ = new QPixmap("images/creeper.png"); skeletonPic_ = new QPixmap("images/skeleton.png"); endermanPic_ = new QPixmap("images/enderman.png"); // Initialize item pixmaps heartPic_ = new QPixmap("images/heart.png"); potionStrengthPic_ = new QPixmap("images/potion_strength.png"); // Initialize timer timer_ = new QTimer(this); timer_->setInterval(1); // this is kept low so that the player's update speed is fast and so we have specific control over the speed of all game events connect(timer_, SIGNAL(timeout()), this, SLOT(handleTimer())); // Enable mouse capture setMouseTracking(true); setFocus(); // Initialize score score_ = 0; // Initialize level level_ = 0; // because we haven't started a game yet // Initialize game status flags gameInProgress_ = false; gameOverFlag_ = false; }
QvisReflectWidget::QvisReflectWidget(QWidget *parent) : QWidget(parent), renderer(250,250) { setMinimumSize(250,250); rendererCreated = false; mode2D = true; for(int i = 0; i < 8; ++i) octantOn[i] = false; originOctant = 0; octantOn[originOctant] = true; createSharedElements(); timer = new QTimer(this); connect(timer, SIGNAL(timeout()), this, SLOT(handleTimer())); cameraInterpolant = 0.; switchingCameras = false; activeCamera = 0; }
void DlgFmncPrjImpelb::handleRequest( DbsFmnc* dbsfmnc , ReqFmnc* req ) { if (req->ixVBasetype == ReqFmnc::VecVBasetype::CMD) { reqCmd = req; if (req->cmd.compare("cmdset") == 0) { } else { cout << "\tinvalid command!" << endl; }; if (!req->retain) reqCmd = NULL; } else if (req->ixVBasetype == ReqFmnc::VecVBasetype::REGULAR) { if (req->dpchapp->ixFmncVDpch == VecFmncVDpch::DPCHAPPFMNCINIT) { handleDpchAppFmncInit(dbsfmnc, (DpchAppFmncInit*) (req->dpchapp), &(req->dpcheng)); } else if (req->dpchapp->ixFmncVDpch == VecFmncVDpch::DPCHAPPDLGFMNCPRJIMPELBDATA) { DpchAppData* dpchappdata = (DpchAppData*) (req->dpchapp); if (dpchappdata->has(DpchAppData::CONTIAC)) { handleDpchAppDataContiac(dbsfmnc, &(dpchappdata->contiac), &(req->dpcheng)); }; } else if (req->dpchapp->ixFmncVDpch == VecFmncVDpch::DPCHAPPDLGFMNCPRJIMPELBDO) { DpchAppDo* dpchappdo = (DpchAppDo*) (req->dpchapp); if (dpchappdo->ixVDo != 0) { if (dpchappdo->ixVDo == VecVDo::BUTDNECLICK) { handleDpchAppDoButDneClick(dbsfmnc, &(req->dpcheng)); }; } else if (dpchappdo->ixVDoImp != 0) { if (dpchappdo->ixVDoImp == VecVDoImp::BUTRUNCLICK) { handleDpchAppDoImpButRunClick(dbsfmnc, &(req->dpcheng)); } else if (dpchappdo->ixVDoImp == VecVDoImp::BUTSTOCLICK) { handleDpchAppDoImpButStoClick(dbsfmnc, &(req->dpcheng)); }; }; } else if (req->dpchapp->ixFmncVDpch == VecFmncVDpch::DPCHAPPFMNCALERT) { handleDpchAppFmncAlert(dbsfmnc, (DpchAppFmncAlert*) (req->dpchapp), &(req->dpcheng)); }; // IP handleRequest.upload --- BEGIN } else if (req->ixVBasetype == ReqFmnc::VecVBasetype::UPLOAD) { handleUpload(dbsfmnc, req->filename); // IP handleRequest.upload --- END // IP handleRequest.download --- BEGIN } else if (req->ixVBasetype == ReqFmnc::VecVBasetype::DOWNLOAD) { req->filename = handleDownload(dbsfmnc); // IP handleRequest.download --- END // IP handleRequest.timer --- BEGIN } else if (req->ixVBasetype == ReqFmnc::VecVBasetype::TIMER) { handleTimer(dbsfmnc, req->sref); // IP handleRequest.timer --- END }; };
MainWindow::MainWindow() : QMainWindow(){ // Initialize variables pvx = 0; pvy = 0; attack = 1; pattack = false; paused = false; maxhp = 10; level = 1; pauseMe = 0; human = NULL; anim = 0; // Master Timer timer = new QTimer; gameSpeed = 14; timer->setInterval(gameSpeed); srand(time(0)); // Secondary Timer timer2 = new QTimer; timer2->setInterval(100); // Load ALL THE PICTURES ab1 = new QPixmap("images/actualblue-1.png"); ab2 = new QPixmap("images/actualblue-2.png"); ag1 = new QPixmap("images/actualgreen-1.png"); ag2 = new QPixmap("images/actualgreen-2.png"); apl = new QPixmap("images/actualplayer.png"); ap = new QPixmap("images/actualpurple.png"); ar1 = new QPixmap("images/actualred-1.png"); ar2 = new QPixmap("images/actualred-2.png"); ar3 = new QPixmap("images/actualred-3.png"); ay = new QPixmap("images/actualyellow.png"); app = new QPixmap("images/actualpink.png"); pbullet = new QPixmap("images/bullet.png"); bbullet = new QPixmap("images/bluebullet.png"); gbullet = new QPixmap("images/greenbullet.png"); ppbullet = new QPixmap("images/pinkbullet.png"); ybullet = new QPixmap("images/yellowbullet.png"); widebulletpic = new QPixmap("images/redbullet.png"); heartpic = new QPixmap("images/heart.png"); rainbow = new QPixmap("images/rainbow.png"); bg1 = new QPixmap("images/background.png"); bg2 = new QPixmap("images/background2.png"); bg3 = new QPixmap("images/background3.png"); // This is for the hearts h1 = new QGraphicsPixmapItem(*heartpic); h1->setPos(400, 575); h1->setVisible(false); h2 = new QGraphicsPixmapItem(*heartpic); h2->setPos(375, 575); h2->setVisible(false); h3 = new QGraphicsPixmapItem(*heartpic); h3->setPos(350, 575); h3->setVisible(false); h4 = new QGraphicsPixmapItem(*heartpic); h4->setPos(325, 575); h4->setVisible(false); h5 = new QGraphicsPixmapItem(*heartpic); h5->setPos(300, 575); h5->setVisible(false); // Initialize the Scenes and Views gameScene = new GScene(this); gameView = new QGraphicsView(gameScene); mainScene = new QGraphicsScene; mainView = new QGraphicsView(mainScene); mainView->setWindowTitle("Starships (were meant to fly...)"); // Now add the hearts gameScene->addItem(h1); gameScene->addItem(h2); gameScene->addItem(h3); gameScene->addItem(h4); gameScene->addItem(h5); // Make the layouts holder = new QWidget; holder2 = new QWidget; holder3 = new QWidget; layout = new QVBoxLayout(holder); layout2 = new QHBoxLayout(holder2); layout3 = new QHBoxLayout(holder3); //Set the attributes to the game scene QBrush bg(*bg1); gameScene->setBackgroundBrush(bg); gameScene->setSceneRect(0,0,425,600); gameView->setFixedSize(430,605); gameView->setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff); gameView->setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOff); // Make buttons // Players love buttons startB = new QPushButton("Start"); startB->setGeometry(160, 475, 100, 60); startB->setStyleSheet("background-color:rgba(0,0,0,0); color:#ffffff; font-size:36px;"); gameScene->addWidget(startB); restartB = new QPushButton("Start"); restartB->setFixedHeight(28); pauseB = new QPushButton("Pause"); pauseB->setFixedHeight(28); endB = new QPushButton("Quit"); endB->setFixedHeight(28); nameB = new QTextEdit; nameB->setFixedHeight(28); nameB->setStyleSheet("background-color:rgb(0,0,0); color:#ffffff;"); // Connecting the timers and buttons connect(timer, SIGNAL(timeout()), this, SLOT(handleTimer())); connect(timer2, SIGNAL(timeout()), this, SLOT(nextLevel())); connect(startB, SIGNAL(clicked()), this, SLOT(startGame())); connect(pauseB, SIGNAL(clicked()), this, SLOT(pauseGame())); connect(endB, SIGNAL(clicked()), this , SLOT(quitGame())); connect(restartB, SIGNAL(clicked()), this , SLOT(restartGame())); // Make the labels nameL = new QTextEdit; nameL->setStyleSheet("background-color:rgb(0,0,0); color:#ffffff;"); nameL->setFixedHeight(28); nameL->setFixedWidth(200); nameL->setReadOnly(true); layout3->addWidget(nameL); scoreL = new QTextEdit; scoreL->setStyleSheet("background-color:rgb(0,0,0); color:#ffffff;"); scoreL->setFixedHeight(28); scoreL->setFixedWidth(130); scoreL->setReadOnly(true); layout3->addWidget(scoreL); hpL = new QTextEdit; hpL->setStyleSheet("background-color:rgb(0,0,0); color:#ffffff;"); hpL->setFixedHeight(28); hpL->setFixedWidth(80); hpL->setReadOnly(true); layout3->addWidget(hpL); errorL = new QLabel; errorL->setStyleSheet("background-color:rgba(0,0,0,1); color:#ffffff; font-size:24px;"); errorL->setGeometry(QRect(60,520,380,80)); gameScene->addWidget(errorL); nextWave = new QLabel("Get ready for the next wave!"); nextWave->setStyleSheet("background-color:rgba(0,0,0,1); color:#ffffff; font-size:24px;"); nextWave->setGeometry(QRect(55,220,380,80)); nextWave->hide(); gameScene->addWidget(nextWave); endScore = new QLabel; endScore->setStyleSheet("background-color:rgba(0,0,0,1); color:#ffffff; font-size:26px;"); endScore->setGeometry(QRect(0,40,425,80)); endScore->setAlignment(Qt::AlignCenter); endScore->hide(); gameScene->addWidget(endScore); scoreList = new QLabel; scoreList->setStyleSheet("background-color:rgba(0,0,0,1); color:#ffffff; font-size:26px;"); scoreList->setGeometry(QRect(0,55,425,500)); scoreList->setAlignment(Qt::AlignCenter); scoreList->hide(); gameScene->addWidget(scoreList); // Set the layouts layout2->addWidget(restartB); layout2->addWidget(pauseB); layout2->addWidget(endB); layout->addWidget(holder2); layout->addWidget(gameView); layout->addWidget(nameB); holder3->setVisible(false); layout->addWidget(holder3); layout->setContentsMargins(0, 0, 0, 0); layout->setMargin(0); layout2->setContentsMargins(0, 0, 0, 0); layout2->setMargin(0); layout3->setContentsMargins(0, 0, 0, 0); layout3->setMargin(0); mainScene->addWidget(holder); mainView->setFixedSize(460,710); mainView->setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff); mainView->setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOff); // Setting these for faster rendering gameView->setAttribute(Qt::WA_OpaquePaintEvent); gameView->setAttribute(Qt::WA_NoSystemBackground); mainView->setAttribute(Qt::WA_OpaquePaintEvent); mainView->setAttribute(Qt::WA_NoSystemBackground); mainView->setViewportUpdateMode(QGraphicsView::FullViewportUpdate); gameView->setViewportUpdateMode(QGraphicsView::FullViewportUpdate); }
/*! */ MonitorClient::MonitorClient( QObject * parent, DispHolder & disp_holder, const char * hostname, const int port, const int version ) : QObject( parent ) , M_disp_holder( disp_holder ) , M_server_port( static_cast< quint16 >( port ) ) , M_socket( new QUdpSocket( this ) ) , M_timer( new QTimer( this ) ) , M_version( version ) , M_waited_msec( 0 ) { assert( parent ); // check protocl versin range if ( version < 1 ) { M_version = 1; } if ( 4 < version ) { M_version = 4; } QHostInfo host = QHostInfo::fromName( QString::fromAscii( hostname ) ); if ( host.error() != QHostInfo::NoError ) { qDebug() << "Error " << host.errorString(); return; } M_server_addr = host.addresses().front(); // INADDR_ANY, bind random created port to local if ( ! M_socket->bind( 0 ) ) { std::cerr << "MonitorClient. failed to bind the socket." << std::endl; return; } if ( ! isConnected() ) { std::cerr << "MonitorClient. failed to initialize the socket." << std::endl; return; } // setReadBufferSize() makes no effect for QUdpSocet... // M_socket->setReadBufferSize( 8192 * 256 ); connect( M_socket, SIGNAL( readyRead() ), this, SLOT( handleReceive() ) ); connect( M_timer, SIGNAL( timeout() ), this, SLOT( handleTimer() ) ); }
/** Default constructor */ MainWindow::MainWindow() : QWidget() { /** constructor() that has in input file for scores */ ifstream fin; fin.open("scores.txt"); if(fin.fail()) { cout << "Could not find the scores file" << endl; } else { string temp; int temp2; getline(fin,temp,'|'); fin >> temp2; while(fin.good()) { scorenames.push_back(temp); scores.push_back(temp2); getline(fin,temp,'|'); fin >> temp2; } } /** Set the Pixmaps */ ez=new QPixmap("ezreal.png"); *ez=ez->scaled(75,75,Qt::KeepAspectRatioByExpanding); melee=new QPixmap("meleeminion.png"); *melee=melee->scaled(50,50,Qt::KeepAspectRatioByExpanding); caster=new QPixmap("casterminion.png"); *caster=caster->scaled(45,45,Qt::KeepAspectRatioByExpanding); siege=new QPixmap("siegeminion.png"); *siege=siege->scaled(65,65,Qt::KeepAspectRatioByExpanding); basic=new QPixmap("basicattack.gif"); *basic=basic->scaled(10,10,Qt::KeepAspectRatioByExpanding); mystic=new QPixmap("basicattack.gif"); *mystic=mystic->scaled(30,30,Qt::KeepAspectRatioByExpanding); trueshot=new QPixmap("trueshot.png"); *trueshot=trueshot->scaled(75,75,Qt::KeepAspectRatioByExpanding); heal=new QPixmap("heal.png"); *heal=heal->scaled(50,50,Qt::KeepAspectRatioByExpanding); clarity=new QPixmap("clarity.png"); *clarity=clarity->scaled(50,50,Qt::KeepAspectRatioByExpanding); ignite=new QPixmap("ignite.png"); *ignite=ignite->scaled(50,50,Qt::KeepAspectRatioByExpanding); energy=new QPixmap("energybolt.gif"); *energy=energy->scaled(50,50,Qt::KeepAspectRatioByExpanding); cannon=new QPixmap("cannonshot.png"); *cannon=cannon->scaled(55,55,Qt::KeepAspectRatioByExpanding); /** color is the default color set for spacers and background of widgets*/ color.setRgb(240,240,240,255); /** MainWidget which holds everything */ mainwidget= new QWidget; mainwidget->setFixedSize(1200,800); /** Main Layout for MainWindow */ mainLayout = new QVBoxLayout; mainwidget->setLayout(mainLayout); /** TITLE above row1*/ row0 = new QHBoxLayout; /** IconObject used to display QPixmap */ hold_spacer0 = new IconObject; /** Used to hold a space */ spacer0 = new QPixmap(100,64); spacer0->fill(color); /** IconObject used to display QPixmap */ hold_title = new IconObject; /** Ability display icon */ title = new QPixmap("title.png"); /** IconObject used to display QPixmap */ hold_spacer01 = new IconObject; /** Used to hold a space */ spacer01 = new QPixmap(100,64); spacer01->fill(color); // set pixmaps hold_spacer0->setPixmap(*spacer0); hold_title->setPixmap(title->scaled(700,40,Qt::KeepAspectRatioByExpanding)); hold_spacer0->setPixmap(*spacer01); //add to layout row0 row0->addWidget(hold_spacer0); row0->addWidget(hold_title); row0->addWidget(hold_spacer01); mainLayout->addLayout(row0); /** Horizontal box for row 1*/ row1= new QHBoxLayout; /** Button which initiates/restarts game*/ start= new QPushButton("Start"); /** Button which pauses/continues game*/ pause = new QPushButton("Pause"); /** quits the game*/ quit = new QPushButton("Quit"); /** Score display*/ name = new QTextEdit("Name"); name->setMaximumHeight(30); name->setMaximumWidth(200); /** level display*/ level = new QLabel("LEVEL: 00"); /** score display*/ score = new QLabel("SCORE: 00"); row1->addWidget(start); row1->addWidget(pause); row1->addWidget(quit); row1->addWidget(name); row1->addWidget(level); row1->addWidget(score); mainLayout->addLayout(row1); /** Horizontal box for row 2*/ row2 = new QHBoxLayout; /** Scene which holds monsters, player and powerups*/ scene = new QGraphicsScene; /** View which holds gameplay*/ view = new GameWindow(scene); row2->addWidget(view); mainLayout->addLayout(row2); /** Horizontal box for row 3*/ row3 = new QHBoxLayout; //left /** IconObject used to display QPixmap */ hold_basicattackicon = new IconObject; /** Ability display icon */ basicattackicon = new QPixmap("basicattack.gif"); /** IconObject used to display QPixmap */ hold_mysticshoticon = new IconObject; /** Ability display icon */ mysticshoticon = new QPixmap("basicattack.gif"); //mysticshoticon->scaledToHeight(64,Qt::FastTransformation); /** IconObject used to display QPixmap */ hold_trueshoticon = new IconObject; /** Ability display icon */ trueshoticon = new QPixmap("trueshot.png"); /** IconObject used to display QPixmap */ hold_spacer1 = new IconObject; /** Used to hold a space */ spacer1 = new QPixmap(400,64); spacer1->fill(color); //midleft /** IconObject used to display QPixmap */ hold_heart = new IconObject; /** Heart Icon */ heart = new QPixmap("heart.gif"); /** Health display */ health = new QLabel("200"); health->setMaximumHeight(25); /** IconObject used to display QPixmap */ hold_spacer2 = new IconObject; /** Used to hold a space */ spacer2 = new QPixmap(64,64); spacer2->fill(color); //midright /** IconObject used to display QPixmap */ hold_potion = new IconObject; /** Mana Icon */ potion = new QPixmap("mana.gif"); /** Mana display */ mana= new QLabel("50"); mana->setMaximumHeight(25); /*Add the Pixmaps to the IconObjects*/ hold_basicattackicon->setPixmap(basicattackicon->scaledToHeight(10)); hold_mysticshoticon->setPixmap(mysticshoticon->scaledToHeight(20)); hold_trueshoticon->setPixmap(trueshoticon->scaled(40,60,Qt::KeepAspectRatioByExpanding)); hold_spacer1->setPixmap(*spacer1); hold_heart->setPixmap(*heart); hold_spacer2->setPixmap(*spacer2); hold_potion->setPixmap(*potion); /* Add IconObjects to row3 */ row3->addWidget(hold_basicattackicon); row3->addWidget(hold_mysticshoticon); row3->addWidget(hold_trueshoticon); row3->addWidget(hold_spacer1); row3->addWidget(hold_heart); row3->addWidget(health); row3->addWidget(hold_spacer2); row3->addWidget(hold_potion); row3->addWidget(mana); /* Add layout to main widget*/ mainLayout->addLayout(row3); // set player //objects.push_back( //set bool variables trueshotfiring = false; inGame = false; gamePaused = false; playerAlive = false; up = false; down = false; left = false; right = false; grabbedignite=false; lostgame=false; //set counters /** Level identifies which level the game is at */ levelff=1; /** Leftclickcounter determines how many times left click is pressed */ leftclickcounter=0; /** Leftclickholdcounter determines how long left click is pressed */ leftclickholdcounter=0; /** Spawn counter for a meleeminoin */ spawnmelee=0; /** Spawn counter for a Siegeminion*/ spawnsiege=0; /** Spawn counter for a Casterminion*/ spawncaster=0; /** Ez can not be hurt immediately at next clock *giving the player time to move out of the way*/ ezhurt=0; /** Points scored*/ points=0; /** Icon spawning at 200*/ iconspawn=0; // set timer timer = new QTimer(this);// timer->start(val) later on in show() //connections connect(start,SIGNAL(clicked()),this,SLOT(clickedStart())); connect(pause,SIGNAL(clicked()),this,SLOT(clickedPause())); connect(view,SIGNAL(leftButtonClicked()),this,SLOT(leftClick())); connect(view,SIGNAL(rightButtonClicked()),this,SLOT(rightClick())); connect(view,SIGNAL(leftButtonHoldStart()),this,SLOT(leftHoldstart())); connect(view,SIGNAL(leftButtonHoldCancel()),this,SLOT(leftHoldcancel())); connect(view,SIGNAL(uparrow()),this,SLOT(moveup())); connect(view,SIGNAL(downarrow()),this,SLOT(movedown())); connect(view,SIGNAL(leftarrow()),this,SLOT(moveleft())); connect(view,SIGNAL(rightarrow()),this,SLOT(moveright())); connect(timer,SIGNAL(timeout()),this,SLOT(handleTimer())); connect(quit,SIGNAL(clicked()),this,SLOT(clickedQuit())); }