Esempio n. 1
0
void GroupGame::switchToMode() {
    GroupingMode::switchToMode();
    m_ui->helpBar->setText(tr("<font color=\"green\">Type the groups of characters you hear ASAP.</font>"));
    m_ui->changeSequence->hide();

    // Create the high scores button
    QAction *action = m_morse->menuBar()->addAction("HighScores");
    connect(action, SIGNAL(triggered()), &m_scores, SLOT(showScores()));
}
Esempio n. 2
0
int main(int argc, const char * argv[]) {
    srand((unsigned int)time(NULL));
    
    Player player1;
    Player *player1Pointer;
    player1Pointer = &player1;
    player1.index = 1;
    player1.numberOfLives = 3;
    player1.score = 0;
    player1.answer = 0;
    player1.loseLives = 'N';
    
    Player player2;
    Player *player2Pointer;
    player2Pointer = &player2;
    player2.index = 2;
    player2.numberOfLives = 3;
    player2.score = 0;
    player2.answer = 0;
    player2.loseLives = 'N';
    
    while (player1.numberOfLives > 0 && player2.numberOfLives > 0) {
        play(&player1);
        showScores(&player1, &player2);
        play(&player2);
        showScores(&player1, &player2);
    }
    
    if (player1.numberOfLives == 0 && player2.numberOfLives == 0) {
        printf("Tie!\n");
    } else if (player2.numberOfLives == 0) {
        printf("Player 1 won!\n");
    } else if (player1.numberOfLives == 0) {
        printf("Player 2 won!\n");
    }
    
    return 0;
}
Esempio n. 3
0
void GroupGame::modeMenus() {
    // Create the high scores button
    QAction *action = menu()->addAction("HighScores");
    connect(action, SIGNAL(triggered()), &m_scores, SLOT(showScores()));
}
Esempio n. 4
0
Window::Window(const QString& file)
: m_pause_action(0), m_previous_state(0) {
	setAcceptDrops(true);

	// Create states
	m_states.insert("NewGame", new NewGameState(this));
	m_states.insert("OpenGame", new OpenGameState(this));
	m_states.insert("Optimizing", new OptimizingState(this));
	m_states.insert("Play", new PlayState(this));
	m_states.insert("AutoPause", new AutoPauseState(this));
	m_states.insert("Pause", new PauseState(this));
	m_states.insert("Finish", new FinishState(this));
	m_state = m_states.value("NewGame");

	// Create widgets
	m_contents = new QStackedWidget(this);
	setCentralWidget(m_contents);

	m_board = new Board(this);
	m_contents->addWidget(m_board);
	connect(m_board, &Board::started, this, &Window::gameStarted);
	connect(m_board, &Board::finished, this, &Window::gameFinished);
	connect(m_board, &Board::optimizingStarted, this, &Window::optimizingStarted);
	connect(m_board, &Board::optimizingFinished, this, &Window::optimizingFinished);

	// Create pause screen
	m_pause_screen = new QLabel(tr("<p><b><big>Paused</big></b><br>Click to resume playing.</p>"), this);
	m_pause_screen->setAlignment(Qt::AlignCenter);
	m_pause_screen->installEventFilter(this);
	m_contents->addWidget(m_pause_screen);

	// Create open game screen
	QLabel* open_game_screen = new QLabel(tr("<p><b><big>Please wait</big></b><br>Loading game...</p>"), this);
	open_game_screen->setAlignment(Qt::AlignCenter);
	m_contents->addWidget(open_game_screen);

	// Create start screen
	QLabel* start_screen = new QLabel(tr("Click to start a new game."), this);
	start_screen->setAlignment(Qt::AlignCenter);
	start_screen->installEventFilter(this);
	m_contents->addWidget(start_screen);

	// Create new game screen
	QLabel* new_game_screen = new QLabel(tr("<p><b><big>Please wait</big></b><br>Generating a new board...</p>"), this);
	new_game_screen->setAlignment(Qt::AlignCenter);
	m_contents->addWidget(new_game_screen);

	// Create optimizing screen
	QLabel* optimizing_screen = new QLabel(tr("<p><b><big>Please wait</big></b><br>Optimizing word list...</p>"), this);
	optimizing_screen->setAlignment(Qt::AlignCenter);
	m_contents->addWidget(optimizing_screen);

	// Create game menu
	QMenu* menu = menuBar()->addMenu(tr("&Game"));
	menu->addAction(tr("New &Game..."), this, SLOT(newGame()), tr("Ctrl+Shift+N"));
	menu->addAction(tr("&New Roll"), this, SLOT(newRoll()), QKeySequence::New);
	menu->addAction(tr("&Choose..."), this, SLOT(chooseGame()));
	menu->addAction(tr("&Share..."), this, SLOT(shareGame()));
	menu->addSeparator();
	QAction* end_action = menu->addAction(tr("&End"), this, SLOT(endGame()));
	end_action->setEnabled(false);
	connect(m_board, &Board::pauseAvailable, end_action, &QAction::setEnabled);
	m_pause_action = menu->addAction(tr("&Pause"));
	m_pause_action->setCheckable(true);
	m_pause_action->setShortcut(tr("Ctrl+P"));
	m_pause_action->setEnabled(false);
	connect(m_pause_action, &QAction::triggered, this, &Window::setPaused);
	connect(m_board, &Board::pauseAvailable, m_pause_action, &QAction::setEnabled);
	menu->addSeparator();
	m_details_action = menu->addAction(tr("&Details"), this, SLOT(showDetails()));
	m_details_action->setEnabled(false);
	menu->addAction(tr("&High Scores"), this, SLOT(showScores()));
	menu->addSeparator();
	QAction* action = menu->addAction(tr("&Quit"), this, SLOT(close()), tr("Ctrl+Q"));
	action->setMenuRole(QAction::QuitRole);
	monitorVisibility(menu);

	// Create settings menu
	menu = menuBar()->addMenu(tr("&Settings"));
	QMenu* submenu = menu->addMenu(tr("Show &Maximum Score"));
	QAction* score_actions[3];
	score_actions[0] = submenu->addAction(tr("&Never"));
	score_actions[1] = submenu->addAction(tr("&End Of Game"));
	score_actions[2]  = submenu->addAction(tr("&Always"));
	QActionGroup* group = new QActionGroup(this);
	for (int i = 0; i < 3; ++i) {
		score_actions[i]->setData(i);
		score_actions[i]->setCheckable(true);
		group->addAction(score_actions[i]);
	}
	connect(group, &QActionGroup::triggered, m_board, &Board::setShowMaximumScore);
	QAction* missed_action = menu->addAction(tr("Show Missed &Words"));
	missed_action->setCheckable(true);
	connect(missed_action, &QAction::toggled, m_board, &Board::setShowMissedWords);
	QAction* counts_action = menu->addAction(tr("Show Word &Counts"));
	counts_action->setCheckable(true);
	counts_action->setChecked(true);
	connect(counts_action, &QAction::toggled, m_board, &Board::setShowWordCounts);
	menu->addAction(tr("&Board Language..."), this, SLOT(showLanguage()));
	menu->addSeparator();
	menu->addAction(tr("Application &Language..."), this, SLOT(showLocale()));
	monitorVisibility(menu);

	// Create help menu
	menu = menuBar()->addMenu(tr("&Help"));
	menu->addAction(tr("&Controls"), this, SLOT(showControls()));
	menu->addSeparator();
	action = menu->addAction(tr("&About"), this, SLOT(about()));
	action->setMenuRole(QAction::AboutRole);
	action = menu->addAction(tr("About &Hspell"), this, SLOT(aboutHspell()));
	action->setMenuRole(QAction::ApplicationSpecificRole);
	action = menu->addAction(tr("About &Qt"), qApp, SLOT(aboutQt()));
	action->setMenuRole(QAction::AboutQtRole);
	action = menu->addAction(tr("About &SCOWL"), this, SLOT(aboutScowl()));
	action->setMenuRole(QAction::ApplicationSpecificRole);
	monitorVisibility(menu);

	// Load settings
	QSettings settings;
	QAction* score_action = score_actions[qBound(0, settings.value("ShowMaximumScore", 1).toInt(), 2)];
	score_action->setChecked(true);
	m_board->setShowMaximumScore(score_action);
	missed_action->setChecked(settings.value("ShowMissed", true).toBool());
	counts_action->setChecked(settings.value("ShowWordCounts", true).toBool());
	restoreGeometry(settings.value("Geometry").toByteArray());

	// Start game
	QString current = file;
	if (settings.contains("Current/Version")) {
		if (current.isEmpty() ||
				QMessageBox::question(this, tr("Question"), tr("End the current game?"), QMessageBox::Yes | QMessageBox::No, QMessageBox::No) == QMessageBox::No) {
			current = ":saved:";
		}
	}

	m_state->finish();
	m_contents->setCurrentIndex(3);
	if (current.isEmpty()) {
		newGame();
	} else {
		startGame(current);
	}
}