void GameWinDialog::paintContent(QPainter &p) { GamePanel::paintContent(p); p.setOpacity(1); p.setFont(gameStock->Font60); p.setPen(QPen(QColor(0x030055))); drawHCentered(p, 50, tr("You're the Winner!")); p.setFont(gameStock->Font40); drawHCentered(p, 200, tr("You finished all the levels!")); p.setFont(gameStock->Font20); const int y30 = DY(40); const int x1 = DX(300), x2 = DX(420), x3 = DX(600); const int /*y1 = DY(250), */y2 = DY(350)/*, y3 = DY(350)*/; p.drawPixmap(x1,y2, gameStock->Score); p.drawText(x3,y2+y30, QString::number(score)); p.setPen(QPen(Qt::black)); p.drawText(x2,y2+y30, tr("Score:")); }
void LevelFailDialog::paintContent(QPainter &p) { GamePanel::paintContent(p); p.setOpacity(1); p.setFont(gameStock->Font40); p.setPen(QPen(QColor(0x030055))); drawHCentered(p, 50, tr("Level %1 failed :(").arg(level)); p.setFont(gameStock->Font20); drawHCentered(p, 250, tr("Hope next time you'll do it better...")); }
void LevelWinDialog::paintContent(QPainter &p) { GamePanel::paintContent(p); p.setOpacity(1); p.setFont(gameStock->Font40); p.setPen(QPen(QColor(0x030055))); drawHCentered(p, 50, tr("Level %1 completed!").arg(level)); p.setFont(gameStock->Font20); const int y30 = DY(40); const int x1 = DX(300), x2 = DX(380), x3 = DX(600); const int y1 = DY(250), y2 = DY(350); p.drawPixmap(x1,y1, gameStock->Clock); p.drawText(x3,y1+y30, QString("%1:%2").arg(time/60, 2, 10, QChar('0')).arg(time%60, 2, 10, QChar('0'))); p.drawPixmap(x1,y2, gameStock->Score); p.drawText(x3,y2+y30, QString::number(score)); p.setPen(QPen(Qt::black)); p.drawText(x2,y1+y30, tr("Time left:")); p.drawText(x2,y2+y30, tr("Score:")); }
/** The drawing method * * It simply call the right drawing method according to the type of * the caption. */ void RainbruRPG::Terminal::Caption::draw(){ switch(type){ case H_CENTERED: drawHCentered(); break; case WORD_WRAPPED: drawWordWrapped(); break; } }