void CannonField::paintEvent(QPaintEvent *event)
{
	QPainter painter(this);
	
	paintCannon(painter);
	if(autoShootTimer -> isActive())
		paintShot(painter);
	paintTarget(painter);
}
Exemple #2
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void CannonField::paintEvent( QPaintEvent *e )
{
    QRect updateR = e->rect();
    QPainter p;
    p.begin( this );

    if ( updateR.intersects( cannonRect() ) )
	paintCannon( &p );
    if ( shooting &&  updateR.intersects( shotRect() ) )
	paintShot( &p );
    p.end();
}
Exemple #3
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void CannonField::paintEvent( QPaintEvent *e )
{
    QRect updateR = e->rect();
    QPainter p( this );

    if ( updateR.intersects( cannonRect() ) )
        paintCannon( &p );
    if ( autoShootTimer->isActive() &&
         updateR.intersects( shotRect() ) )
        paintShot( &p );
    if ( updateR.intersects( targetRect() ) )
        paintTarget( &p );
}
Exemple #4
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void CannonField::paintEvent(QPaintEvent * /* event */)
{
  QPainter painter(this);
  if (gameEnded)
  {
    painter.setPen(Qt::black);
    painter.setFont(QFont("Courier", 48, QFont::Bold));
    painter.drawText(rect(), Qt::AlignCenter, tr("Game Over"));
  }
  paintCannon(painter);
  if (isShooting())
    paintShot(painter);
  if (!gameEnded)
    paintTarget(painter);
  return;
}
Exemple #5
0
void CannonField::paintEvent( QPaintEvent *e )
{
    QRect updateR = e->rect();
    QPainter p( this );

    if ( gameEnded ) {
	p.setPen( black );
	p.setFont( QFont( "Courier", 48, QFont::Bold ) );
	p.drawText( rect(), AlignCenter, "Game Over" );
    }
    if ( updateR.intersects( cannonRect() ) )
	paintCannon( &p );
    if ( isShooting() && updateR.intersects( shotRect() ) )
	paintShot( &p );
    if ( !gameEnded && updateR.intersects( targetRect() ) )
	paintTarget( &p );
}