/* * KAsteroids - Copyright (c) Martin R. Jones 1997 * * Part of the KDE project */ #ifndef __AST_VIEW_H__ #define __AST_VIEW_H__ #include #include #include #include #include #include "sprites.h" #include #define MAX_POWER_LEVEL 1000 class KAsteroidsView : public TQWidget { Q_OBJECT public: KAsteroidsView( TQWidget *parent = 0, const char *name = 0 ); virtual ~KAsteroidsView(); int refreshRate; void reset(); void setRockSpeed( double rs ) { rockSpeed = rs; } void addRocks( int num ); void newGame(); void endGame(); void newShip(); void rotateLeft( bool r ) { rotateL = r; rotateSlow = 5; } void rotateRight( bool r ) { rotateR = r; rotateSlow = 5; } void thrust( bool t ) { thrustShip = t && shipPower > 0; } void shoot( bool s ) { shootShip = s; shootDelay = 0; } void setShield( bool s ); void teleport( bool te) { teleportShip = te && mTeleportCount; } void brake( bool b ); void pause( bool p); void showText( const TQString &text, const TQColor &color, bool scroll=TRUE ); void hideText(); int shots() const { return shotsFired; } int hits() const { return shotsHit; } int power() const { return shipPower; } int teleportCount() const { return mTeleportCount; } int brakeCount() const { return mBrakeCount; } int shieldCount() const { return mShieldCount; } int shootCount() const { return mShootCount; } signals: void shipKilled(); void rockHit( int size ); void rocksRemoved(); void updateVitals(); private slots: void hideShield(); protected: void readSprites(); void wrapSprite( TQCanvasItem * ); void rockHit( TQCanvasItem * ); void reducePower( int val ); void addExhaust( double x, double y, double dx, double dy, int count ); void processMissiles(); void processShip(); void processPowerups(); void processShield(); virtual void resizeEvent( TQResizeEvent *event ); virtual void timerEvent( TQTimerEvent * ); private: TQCanvas field; TQCanvasView view; TQIntDict animation; TQPtrList rocks; TQPtrList missiles; TQPtrList bits; TQPtrList exhaust; TQPtrList powerups; KShield *shield; TQCanvasSprite *ship; TQCanvasText *textSprite; bool rotateL; bool rotateR; bool thrustShip; bool shootShip; bool teleportShip; bool brakeShip; bool pauseShip; bool shieldOn; bool vitalsChanged; int shipAngle; int rotateSlow; int rotateRate; int shipPower; int shotsFired; int shotsHit; int shootDelay; int mBrakeCount; int mShieldCount; int mTeleportCount; int mShootCount; double shipDx; double shipDy; int textDy; int mFrameNum; bool mPaused; int mTimerId; double rockSpeed; double powerupSpeed; KRandomSequence krandom; TQTimer *shieldTimer; }; #endif