void TradingSignalGroup08::addMagic() {
    QTableWidgetItem* instrument = new QTableWidgetItem(ui->instrument_text->text());

    ui->instrument_table->insertRow(ui->instrument_table->rowCount());
    ui->instrument_table->setItem(ui->instrument_table->rowCount()-1, 0, instrument);

    emit newMagic(ui->instrument_text->text());

    ui->instrument_text->clear();
}
Exemplo n.º 2
0
/**Moves the objects in the game*/
void Game::animate()
{
	//updates score
	gScene->removeItem(sAmount);
	score += 10;
	QString temp = QString::number(score);
	sAmount = new QGraphicsSimpleTextItem(temp);
	sAmount->setPos(400, 450);
	sAmount->setFont(fontT);
	sAmount->setZValue(2);
	gScene->addItem(sAmount);
		
	//moves all other things
	for(int l=0; l<things.size(); l++) {
		things[l]->move(yoshi->getLocx(), yoshi->getLocy());
		if(things[l]->type == Thing::kamekEnemy && things[l]->frame == 4) {
			int mod = levelCnt % 3;
			if(mod == 0 || levelCnt >= 3)
				mod = 3;
			if(things[l]->right) {
				int y = things[l]->getLocy();
				int x = things[l]->getLocx() +3;
				switch(rand()%mod){
					case 0:
						newMagic(x, y, 0);
						break;
					case 1:
						newBolt(x, y, 0);
						break;
					case 2:
						newWind(x, y, 0);
						break;
				}
			}
			else {
				int y = things[l]->getLocy();
				int x = things[l]->getLocx() -28;
				switch(rand()%mod){
					case 0:
						newMagic(x, y, 1);
						break;
					case 1:
						newBolt(x, y, 1);
						break;
					case 2:
						newWind(x, y, 1);
						break;
				}
			}
		}
		if(things[l]->del) {
			gScene->removeItem(things[l]);
			things.pop(l);
		}
	}
	if(timeCnt >= 1000) {
		
		interval -= (interval/16);
		timer->setInterval(interval);
		timeCnt = 0;
		goombaMax-=goombaMax*1/4;
		koopaMax-=koopaMax*1/4;
		kamekMax-=kamekMax*1/4;
		billMax-=billMax*1/4;
			
		background->move(0, 0);
		levelCnt++;
		gScene->removeItem(levelAmount);
		temp = QString::number(levelCnt);
		levelAmount = new QGraphicsSimpleTextItem(temp);
		levelAmount->setPos(400, 480);
		levelAmount->setFont(fontT);
		levelAmount->setZValue(2);
		gScene->addItem(levelAmount);
	}	
	else
		timeCnt++;
	
	//collisions
	collisions();
}