Esempio n. 1
0
MainWindow::MainWindow(QWidget *parent) :
    QMainWindow(parent),
    ui(new Ui::MainWindow)
{
    ui->setupUi(this);

    // Maximize the window
    showMaximized();

    //Show welcome message
    ui->statusBar->showMessage("Bienvenue sur BOMBERMAN.", 15000);

    // Linking buttons to action triggered
    connect(ui->actionDemarrerPartieSolo,SIGNAL(triggered()),this,SLOT(BeginPartySolo()));
    connect(ui->actionDemarrerPartieMulti,SIGNAL(triggered()),this,SLOT(BeginPartyMulti()));
    connect(ui->actionChargerPartieSolo,SIGNAL(triggered()),this,SLOT(LoadPartySolo()));
    connect(ui->actionChargerPartieMulti,SIGNAL(triggered()),this,SLOT(LoadPartyMulti()));
    connect(ui->actionSauvegarderPartieSolo,SIGNAL(triggered()),this,SLOT(SavePartySolo()));
    connect(ui->actionQuitter,SIGNAL(triggered()),this,SLOT(Quit()));
    connect(ui->actionCommandes_de_jeu,SIGNAL(triggered()),this,SLOT(GameControls()));
    connect(ui->actionAffichage,SIGNAL(triggered()),this,SLOT(DisplaySetting()));
    connect(ui->actionAudio,SIGNAL(triggered()),this,SLOT(AudioSetting()));
    connect(ui->actionAide,SIGNAL(triggered()),this,SLOT(Help()));
    connect(ui->actionA_propos,SIGNAL(triggered()),this,SLOT(Credits()));
    connect(ui->actionAffichageStatistics,SIGNAL(triggered()),this,SLOT(Statistics()));
}
Esempio n. 2
0
void InputController::HandleInput(const float frameTime)
{
	// Populate the key state from the game system.
	IDiceInvaders::KeyStatus keystate;
	Game::GetInstance().GetSystem().getKeyStatus(keystate);

	bool gameOver = GameState::GetInstance().IsGameOver();

	// We want to process game controls if it's still running ...
	if ( !gameOver )
	{
		GameControls(keystate, frameTime);
	}
	// ... otherwise we listen for space bar to exit the game.
	else
	{
		GameOverScreen(keystate);
	}
}