Public Methods
Public Slots
Public Members
Protected Methods
Private Methods
Private Members
static const char* GameStateNames[]
| GameStateNames[] |
KGameWindow (QWidget* parent=0, const char* name=0)
| KGameWindow |
Create the window and initializes its members
~KGameWindow ()
| ~KGameWindow |
Deletes the background and the pool
Ask all the sprites to repaint
Country * clickIn (const QPoint &Point)
| clickIn |
Returns the country where inside which is the argument point. 0 f none.
Player * currentPlayer (void)
| currentPlayer |
Returns the current player
void newGame (void)
| newGame |
Creates a new game. Called when the New Game button is hit
void initArmiesMovement (int nb, Country* src, Country* dest)
| initArmiesMovement |
Prepares the sprites to be moved : removes the nb necessary sprites from
source, creates the moving sprites and gives them their destination, etc
void moveCannons (void)
| moveCannons |
The 3 methods below manage the movement of, respectively, the cannons,
the cavalrymen and the infantrymen. It ask them to move by a certain amount
and, eventually, manages their arrival at destination
void moveCavalrymen (void)
| moveCavalrymen |
void moveInfantrymen (void)
| moveInfantrymen |
void initCombatMovement (Country *attacker, Country *defender)
| initCombatMovement |
Initializes the sprites that will fight for the attacker and the
defender. Prepares them for moving
void moveMovingCombatants (void)
| moveMovingCombatants |
Handle the moving of the fighters towards destination
void combatantArrival (AnimSprite *)
| combatantArrival |
Handle the arrival of a fighter to destination
void animCombat (void)
| animCombat |
Prepare the fighting animation : replace the sprites sequence by the
sequence of explosion
void stopCombat (void)
| stopCombat |
Replaces the animated fighters by the simple cannon image
void animExplosion (int)
| animExplosion |
Replaces the sequence of destroyed cannon(s) by the explosion sequence
void stopExplosion (void)
| stopExplosion |
When all the explosion sequence has been shown for all explosing
devices, removes these sprites
void initCombatBringBack (int, Country *, Country *)
| initCombatBringBack |
Set up the eventual survivor(s) to come back home
void evenementTimer (void)
| evenementTimer |
called every 50ms, it causes the scrolling of the world if necessary the
movement of the moving sprites. After it call the paint method to do the
animation of the sprites and it asks the pool to update
bool setupPlayers (void)
| setupPlayers |
Prepares the players for the game with human interaction. Return true
if successful or false if failure or cancel
void distribueArmees (void)
| distribueArmees |
Do the distribution of armies for all players in function of their
number of countries
int nbNewArmies (Player *p)
| nbNewArmies |
Computes the number of armies to be distributed to p at the beginning of
the turn, function of the number of countries he owns
TODO : this method should be a method of Player
void attackEnd (void)
| attackEnd |
Changes the owner of the attacked country if its number of armies
becomes negative or null. Handle the end of the game of the
winning conditions are fullfilled.
void resolveAttack (void)
| resolveAttack |
Computes the results of the fight
void displayNextPlayerButton (void)
| displayNextPlayerButton |
Display and removes various toolbar buttons in function of the state
of the game.
void removeNextPlayerButton (void)
| removeNextPlayerButton |
void displayRecyclingButtons (void)
| displayRecyclingButtons |
void removeRecyclingButtons (void)
| removeRecyclingButtons |
void displayNormalGameButtons (void)
| displayNormalGameButtons |
void removeNormalGameButtons (void)
| removeNormalGameButtons |
void displayDefenseButtons (void)
| displayDefenseButtons |
void removeDefenseButtons (void)
| removeDefenseButtons |
void displayInvasionButtons (void)
| displayInvasionButtons |
void removeInvasionButtons (void)
| removeInvasionButtons |
void displayCancelButton (void)
| displayCancelButton |
void removeCancelButton (void)
| removeCancelButton |
void setBarFlagButton (void)
| setBarFlagButton |
Updates the flag in the statusbar with the one of the current player
void changeItem ( const QString& text, int id )
| changeItem |
Shortcut for "statusBar()-> changeItem(text, id)"
void reconnectMouse (void)
| reconnectMouse |
Reconnect the mouse events signals to their slots to allow human players
to play
void disconnectMouse (void)
| disconnectMouse |
Disconnects the mouse events signals from their slots to avoid human
player actions when it is the turn of the AI
[const]
[const]
QString getStateName (void)
| getStateName |
[const]
int setCurrentPlayerToFirst ()
| setCurrentPlayerToFirst |
int setCurrentPlayerToNext ()
| setCurrentPlayerToNext |
sets the current player to be the next one in the list. Makes the associated actions :
Changes the flag in the status bar,...
Returns 0 in case of success; non-zero otherwise. For example, it returns 1 the current player was the last one
void initActions ()
| initActions |
[protected]
Add the main toolbar buttons
void initStatusBar ()
| initStatusBar |
[protected]
Prepares the status bar
void initView ()
| initView |
[protected]
creates and display the main frame with the background
void initSprites ()
| initSprites |
[protected]
Prepares the sprites lists
void addAButton (const QString& fileName, int id, const QString& slot, const QString& txt)
| addAButton |
[protected]
Add a button to the toolbar
void enterEvent (QEvent* ev)
| enterEvent |
[protected]
Reimplementation of the inherited function : starts the timer.
void leaveEvent (QEvent* ev)
| leaveEvent |
[protected]
Reimplementation of the inherited function : stops the timer.
void slotExitGame (void)
| slotExitGame |
[slot]
The slots associated to the buttons
void slotNewGame (void)
| slotNewGame |
[slot]
void slotOpenGame (void)
| slotOpenGame |
[slot]
void slotRecycling (void)
| slotRecycling |
[slot]
void slotRecyclingFinished (void)
| slotRecyclingFinished |
[slot]
void slotNextPlayer (void)
| slotNextPlayer |
[slot]
void slotAttack1 (void)
| slotAttack1 |
[slot]
void slotAttack2 (void)
| slotAttack2 |
[slot]
void slotAttack3 (void)
| slotAttack3 |
[slot]
void slotDefense1 (void)
| slotDefense1 |
[slot]
void slotDefense2 (void)
| slotDefense2 |
[slot]
void slotInvade1 (void)
| slotInvade1 |
[slot]
void slotInvade5 (void)
| slotInvade5 |
[slot]
void slotInvade10 (void)
| slotInvade10 |
[slot]
void slotInvasionFinished (void)
| slotInvasionFinished |
[slot]
void slotRetreat1 (void)
| slotRetreat1 |
[slot]
void slotRetreat5 (void)
| slotRetreat5 |
[slot]
void slotRetreat10 (void)
| slotRetreat10 |
[slot]
void slotMove (void)
| slotMove |
[slot]
void slotCancel (void)
| slotCancel |
[slot]
void slotDumpGameInformations (void)
| slotDumpGameInformations |
[slot]
void showAboutApplication (void)
| showAboutApplication |
[slot]
The standard showAboutApplication slot
void slotTimerEvent (void)
| slotTimerEvent |
[slot]
Connected to the frame timer, it manages the behavior of the game in
function of the value of the state.
Fundamental method !!!
void evenementLButtonDown (const QPoint&)
| evenementLButtonDown |
[slot]
Connected to the frame mouse buttons signals, they manages the reaction
of the game to user interaction inside its main widget in function of
the state of the game.
Fundamental methods !!!
void evenementLButtonUp (const QPoint&)
| evenementLButtonUp |
[slot]
void evenementRButtonDown (const QPoint&)
| evenementRButtonDown |
[slot]
[private]
[private]
NKD = Numberof Killed Defenders
NKA = Numberof Killed Attackers
These numbers are set up by resolveAttack() and are used to compute
in various methods
TODO : this solution is ugly. Change that.
[private]
[private]
[private]
[private]
[private]
[private]
[private]
[private]
[private]
[private]
[private]
QString status2Text
| status2Text |
[private]
int nbMovedArmies
| nbMovedArmies |
[private]
unsigned int nbPlayers
| nbPlayers |
[private]
Country * firstCountry
| firstCountry |
[private]
Country * secondCountry
| secondCountry |
[private]
The 2 countries involved in a fight or in a armies move
[private]
KStandardDirs * dirs
| dirs |
[private]
[private]
[private]
[private]
QToolButton * barFlagButton
| barFlagButton |
[private]
void aiAction ()
| aiAction |
[private]
This button is used to display the flag of the currently active player
in the status bar
[private]
[private]
Generated by: gael on noirdes.limsi.u-psud.fr on Fri Jan 3 17:03:38 2003, using kdoc 2.0a53. |