void BCBoard::setCellSize(qreal size) { if (m_cellSize == size) return; m_cellSize = size; emit cellSizeChanged(m_cellSize); update(); }
void DColorPicker::setCellSize(int cellSize) { if (m_cellSize == cellSize) return; m_cellSize = cellSize; resize(); emit cellSizeChanged(cellSize); }
void BCBoard::init() { foreach (const QList<BCItem *> &cells, m_cells) qDeleteAll(cells); m_cells.clear(); qDeleteAll(m_enemyTanks); m_enemyTanks.clear(); delete m_falcon; delete m_playerTank; const int size = m_boardSize * m_cellSize + 1; setImplicitWidth(size); setImplicitHeight(size); for (int row = 0; row < m_boardSize * 2; ++row) { QList<BCItem *> items; for (int column = 0; column < m_boardSize * 2; ++column) { BCGroud *cell = new BCGroud(this); connect(this, SIGNAL(cellSizeChanged(qreal)), cell, SLOT(setSize(qreal))); cell->setPosition(row, column); cell->setSize(obsticaleSize()); items << cell; } m_cells << items; } m_playerTank = new BCPlayerTank(this); m_playerTank->setSize(m_cellSize); m_playerTank->setPosition(12, 4); m_falcon = new BCFalcon(this); m_falcon->setSize(m_cellSize); m_falcon->setPosition(12, 6); QList<BattleCity::TankType> tanks; tanks << BattleCity::Basic << BattleCity::Basic << BattleCity::Fast << BattleCity::Fast << BattleCity::Basic << BattleCity::Basic << BattleCity::Power << BattleCity::Power << BattleCity::Fast << BattleCity::Fast << BattleCity::Power << BattleCity::Power << BattleCity::Basic << BattleCity::Basic << BattleCity::Fast << BattleCity::Fast << BattleCity::Power << BattleCity::Power << BattleCity::Armor << BattleCity::Armor; for (quint8 i = 0; i < enemyTanksCount(); ++i) { BCEnemyTank *tank = createEnemyTank(tanks[i], this); tank->setSize(m_cellSize); tank->hide(); if (i % 3 == 1) { tank->setPosition(0, 6); } else if (i % 3 == 2) { tank->setPosition(0, 12); } m_enemyTanks << tank; } m_enemyTanks[5]->setBonus(true); m_enemyTanks[11]->setBonus(true); m_enemyTanks[17]->setBonus(true); }