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qt4-x11/doc/html/graphicsview-portedasteroids-view-cpp.html
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<h1 class="title">view.cpp Example File</h1>
<span class="small-subtitle">graphicsview/portedasteroids/view.cpp</span>
<!-- $$$graphicsview/portedasteroids/view.cpp-description -->
<div class="descr"> <a name="details"></a>
<pre class="cpp"> <span class="comment">/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** You may use this file under the terms of the BSD license as follows:
**
** &quot;Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
** * Neither the name of The Qt Company Ltd nor the names of its
** contributors may be used to endorse or promote products derived
** from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** &quot;AS IS&quot; AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.&quot;
**
** $QT_END_LICENSE$
**
****************************************************************************/</span>
<span class="comment">/*
* KAsteroids - Copyright (c) Martin R. Jones 1997
*
* Part of the KDE project
*/</span>
<span class="preprocessor">#include &lt;stdlib.h&gt;</span>
<span class="preprocessor">#include &lt;math.h&gt;</span>
<span class="preprocessor">#include &lt;qapplication.h&gt;</span>
<span class="preprocessor">#include &lt;qnamespace.h&gt;</span>
<span class="preprocessor">#include &lt;QAction&gt;</span>
<span class="preprocessor">#include &lt;QMessageBox&gt;</span>
<span class="preprocessor">#include &lt;QScrollArea&gt;</span>
<span class="preprocessor">#include &lt;QDir&gt;</span>
<span class="preprocessor">#include &lt;QGraphicsItem&gt;</span>
<span class="preprocessor">#include &lt;QTimerEvent&gt;</span>
<span class="preprocessor">#include &lt;QPixmap&gt;</span>
<span class="preprocessor">#include &lt;QResizeEvent&gt;</span>
<span class="preprocessor">#include &lt;QShowEvent&gt;</span>
<span class="preprocessor">#include &lt;QtDebug&gt;</span>
<span class="preprocessor">#include &quot;view.h&quot;</span>
<span class="preprocessor">#define IMG_BACKGROUND &quot;:/trolltech/examples/graphicsview/portedasteroids/bg.png&quot;</span>
<span class="preprocessor">#define REFRESH_DELAY 33</span>
<span class="preprocessor">#define SHIP_SPEED 0.3</span>
<span class="preprocessor">#define MISSILE_SPEED 10.0</span>
<span class="preprocessor">#define SHIP_STEPS 64</span>
<span class="preprocessor">#define ROTATE_RATE 2</span>
<span class="preprocessor">#define SHIELD_ON_COST 1</span>
<span class="preprocessor">#define SHIELD_HIT_COST 30</span>
<span class="preprocessor">#define BRAKE_ON_COST 4</span>
<span class="preprocessor">#define MAX_ROCK_SPEED 2.5</span>
<span class="preprocessor">#define MAX_POWERUP_SPEED 1.5</span>
<span class="preprocessor">#define MAX_SHIP_SPEED 12</span>
<span class="preprocessor">#define MAX_BRAKES 5</span>
<span class="preprocessor">#define MAX_SHIELDS 5</span>
<span class="preprocessor">#define MAX_FIREPOWER 5</span>
<span class="preprocessor">#define TEXT_SPEED 4</span>
<span class="preprocessor">#define PI_X_2 6.283185307</span>
<span class="preprocessor">#ifndef M_PI</span>
<span class="preprocessor">#define M_PI 3.141592654</span>
<span class="preprocessor">#endif</span>
<span class="keyword">static</span> <span class="keyword">struct</span>
{
<span class="type">int</span> id;
<span class="keyword">const</span> <span class="type">char</span> <span class="operator">*</span>path;
<span class="type">int</span> frames;
}
kas_animations <span class="operator">[</span><span class="operator">]</span> <span class="operator">=</span>
{
{ ID_ROCK_LARGE<span class="operator">,</span> <span class="string">&quot;rock1/rock1%1.png&quot;</span><span class="operator">,</span> <span class="number">32</span> }<span class="operator">,</span>
{ ID_ROCK_MEDIUM<span class="operator">,</span> <span class="string">&quot;rock2/rock2%1.png&quot;</span><span class="operator">,</span> <span class="number">32</span> }<span class="operator">,</span>
{ ID_ROCK_SMALL<span class="operator">,</span> <span class="string">&quot;rock3/rock3%1.png&quot;</span><span class="operator">,</span> <span class="number">32</span> }<span class="operator">,</span>
{ ID_SHIP<span class="operator">,</span> <span class="string">&quot;ship/ship%1.png&quot;</span><span class="operator">,</span> <span class="number">32</span> }<span class="operator">,</span>
{ ID_MISSILE<span class="operator">,</span> <span class="string">&quot;missile/missile.png&quot;</span><span class="operator">,</span> <span class="number">1</span> }<span class="operator">,</span>
{ ID_BIT<span class="operator">,</span> <span class="string">&quot;bits/bits%1.png&quot;</span><span class="operator">,</span> <span class="number">16</span> }<span class="operator">,</span>
{ ID_EXHAUST<span class="operator">,</span> <span class="string">&quot;exhaust/exhaust.png&quot;</span><span class="operator">,</span> <span class="number">1</span> }<span class="operator">,</span>
{ ID_ENERGY_POWERUP<span class="operator">,</span> <span class="string">&quot;powerups/energy.png&quot;</span><span class="operator">,</span> <span class="number">1</span> }<span class="operator">,</span>
<span class="comment">// { ID_TELEPORT_POWERUP, &quot;powerups/teleport%1.png&quot;, 12 },</span>
{ ID_BRAKE_POWERUP<span class="operator">,</span> <span class="string">&quot;powerups/brake.png&quot;</span><span class="operator">,</span> <span class="number">1</span> }<span class="operator">,</span>
{ ID_SHIELD_POWERUP<span class="operator">,</span> <span class="string">&quot;powerups/shield.png&quot;</span><span class="operator">,</span> <span class="number">1</span> }<span class="operator">,</span>
{ ID_SHOOT_POWERUP<span class="operator">,</span> <span class="string">&quot;powerups/shoot.png&quot;</span><span class="operator">,</span> <span class="number">1</span> }<span class="operator">,</span>
{ ID_SHIELD<span class="operator">,</span> <span class="string">&quot;shield/shield%1.png&quot;</span><span class="operator">,</span> <span class="number">6</span> }<span class="operator">,</span>
{ <span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span> }
};
KAsteroidsView<span class="operator">::</span>KAsteroidsView( <span class="type"><a href="qwidget.html">QWidget</a></span> <span class="operator">*</span>parent)
: <span class="type"><a href="qwidget.html">QWidget</a></span>( parent)<span class="operator">,</span>
field(<span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">640</span><span class="operator">,</span> <span class="number">440</span>)<span class="operator">,</span>
view(<span class="operator">&amp;</span>field<span class="operator">,</span> <span class="keyword">this</span>)
{
view<span class="operator">.</span>setVerticalScrollBarPolicy( <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>ScrollBarAlwaysOff );
view<span class="operator">.</span>setHorizontalScrollBarPolicy( <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>ScrollBarAlwaysOff );
view<span class="operator">.</span>setCacheMode(<span class="type"><a href="qgraphicsview.html">QGraphicsView</a></span><span class="operator">::</span>CacheBackground);
view<span class="operator">.</span>setViewportUpdateMode(<span class="type"><a href="qgraphicsview.html">QGraphicsView</a></span><span class="operator">::</span>BoundingRectViewportUpdate);
view<span class="operator">.</span>setOptimizationFlags(<span class="type"><a href="qgraphicsview.html">QGraphicsView</a></span><span class="operator">::</span>DontClipPainter
<span class="operator">|</span> <span class="type"><a href="qgraphicsview.html">QGraphicsView</a></span><span class="operator">::</span>DontSavePainterState
<span class="operator">|</span> <span class="type"><a href="qgraphicsview.html">QGraphicsView</a></span><span class="operator">::</span>DontAdjustForAntialiasing);
view<span class="operator">.</span>viewport()<span class="operator">-</span><span class="operator">&gt;</span>setFocusProxy( <span class="keyword">this</span> );
<span class="type"><a href="qpixmap.html">QPixmap</a></span> pm( IMG_BACKGROUND );
field<span class="operator">.</span>setBackgroundBrush( pm );
textSprite <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qgraphicstextitem.html">QGraphicsTextItem</a></span>( <span class="number">0</span><span class="operator">,</span> <span class="operator">&amp;</span>field );
<span class="type"><a href="qfont.html">QFont</a></span> font( <span class="string">&quot;helvetica&quot;</span><span class="operator">,</span> <span class="number">18</span> );
textSprite<span class="operator">-</span><span class="operator">&gt;</span>setFont( font );
textSprite<span class="operator">-</span><span class="operator">&gt;</span>setCacheMode(<span class="type"><a href="qgraphicsitem.html">QGraphicsItem</a></span><span class="operator">::</span>DeviceCoordinateCache);
shield <span class="operator">=</span> <span class="number">0</span>;
shieldOn <span class="operator">=</span> FALSE;
refreshRate <span class="operator">=</span> REFRESH_DELAY;
initialized <span class="operator">=</span> readSprites();
shieldTimer <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qtimer.html">QTimer</a></span>( <span class="keyword">this</span> );
connect( shieldTimer<span class="operator">,</span> SIGNAL(timeout())<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> SLOT(hideShield()) );
mTimerId <span class="operator">=</span> <span class="operator">-</span><span class="number">1</span>;
shipPower <span class="operator">=</span> MAX_POWER_LEVEL;
vitalsChanged <span class="operator">=</span> TRUE;
can_destroy_powerups <span class="operator">=</span> FALSE;
mPaused <span class="operator">=</span> TRUE;
<span class="keyword">if</span> ( <span class="operator">!</span>initialized ) {
textSprite<span class="operator">-</span><span class="operator">&gt;</span>setHtml( tr(<span class="string">&quot;&lt;font color=red&gt;Error: Cannot read sprite images&lt;/font&gt;&quot;</span>) );
textSprite<span class="operator">-</span><span class="operator">&gt;</span>setPos( (field<span class="operator">.</span>width()<span class="operator">-</span>textSprite<span class="operator">-</span><span class="operator">&gt;</span>boundingRect()<span class="operator">.</span>width()) <span class="operator">/</span> <span class="number">2</span><span class="operator">,</span>
(field<span class="operator">.</span>height()<span class="operator">-</span>textSprite<span class="operator">-</span><span class="operator">&gt;</span>boundingRect()<span class="operator">.</span>height()) <span class="operator">/</span> <span class="number">2</span> );
}
}
<span class="comment">// - - -</span>
KAsteroidsView<span class="operator">::</span><span class="operator">~</span>KAsteroidsView()
{
<a href="qtalgorithms.html#qDeleteAll">qDeleteAll</a>(rocks); rocks<span class="operator">.</span>clear();
<a href="qtalgorithms.html#qDeleteAll">qDeleteAll</a>(missiles); missiles<span class="operator">.</span>clear();
<a href="qtalgorithms.html#qDeleteAll">qDeleteAll</a>(bits); bits<span class="operator">.</span>clear();
<a href="qtalgorithms.html#qDeleteAll">qDeleteAll</a>(powerups); powerups<span class="operator">.</span>clear();
<a href="qtalgorithms.html#qDeleteAll">qDeleteAll</a>(exhaust); exhaust<span class="operator">.</span>clear();
}
<span class="comment">// - - -</span>
<span class="type">void</span> KAsteroidsView<span class="operator">::</span><a href="qtextstream.html#reset">reset</a>()
{
<span class="keyword">if</span> ( <span class="operator">!</span>initialized )
<span class="keyword">return</span>;
<a href="qtalgorithms.html#qDeleteAll">qDeleteAll</a>(rocks); rocks<span class="operator">.</span>clear();
<a href="qtalgorithms.html#qDeleteAll">qDeleteAll</a>(missiles); missiles<span class="operator">.</span>clear();
<a href="qtalgorithms.html#qDeleteAll">qDeleteAll</a>(bits); bits<span class="operator">.</span>clear();
<a href="qtalgorithms.html#qDeleteAll">qDeleteAll</a>(powerups); powerups<span class="operator">.</span>clear();
<a href="qtalgorithms.html#qDeleteAll">qDeleteAll</a>(exhaust); exhaust<span class="operator">.</span>clear();
shotsFired <span class="operator">=</span> <span class="number">0</span>;
shotsHit <span class="operator">=</span> <span class="number">0</span>;
rockSpeed <span class="operator">=</span> <span class="number">1.0</span>;
powerupSpeed <span class="operator">=</span> <span class="number">1.0</span>;
mFrameNum <span class="operator">=</span> <span class="number">0</span>;
mPaused <span class="operator">=</span> FALSE;
ship<span class="operator">-</span><span class="operator">&gt;</span>hide();
shield<span class="operator">-</span><span class="operator">&gt;</span>hide();
<span class="comment">/*
if ( mTimerId &gt;= 0 ) {
killTimer( mTimerId );
mTimerId = -1;
}
*/</span>
}
<span class="comment">// - --</span>
<span class="type">void</span> KAsteroidsView<span class="operator">::</span>newGame()
{
<span class="keyword">if</span> ( <span class="operator">!</span>initialized )
<span class="keyword">return</span>;
<span class="keyword">if</span> ( shieldOn )
{
shield<span class="operator">-</span><span class="operator">&gt;</span>hide();
shieldOn <span class="operator">=</span> FALSE;
}
reset();
<span class="keyword">if</span> ( mTimerId <span class="operator">&lt;</span> <span class="number">0</span> )
mTimerId <span class="operator">=</span> startTimer( REFRESH_DELAY );
<span class="keyword">emit</span> updateVitals();
}
<span class="comment">// - - -</span>
<span class="type">void</span> KAsteroidsView<span class="operator">::</span>endGame()
{
<a href="qtalgorithms.html#qDeleteAll">qDeleteAll</a>(rocks); rocks<span class="operator">.</span>clear();
<a href="qtalgorithms.html#qDeleteAll">qDeleteAll</a>(missiles); missiles<span class="operator">.</span>clear();
<a href="qtalgorithms.html#qDeleteAll">qDeleteAll</a>(bits); bits<span class="operator">.</span>clear();
<a href="qtalgorithms.html#qDeleteAll">qDeleteAll</a>(powerups); powerups<span class="operator">.</span>clear();
<a href="qtalgorithms.html#qDeleteAll">qDeleteAll</a>(exhaust); exhaust<span class="operator">.</span>clear();
}
<span class="type">void</span> KAsteroidsView<span class="operator">::</span>pause( <span class="type">bool</span> p )
{
<span class="keyword">if</span> ( <span class="operator">!</span>initialized )
<span class="keyword">return</span>;
<span class="keyword">if</span> ( <span class="operator">!</span>mPaused <span class="operator">&amp;</span><span class="operator">&amp;</span> p ) {
<span class="keyword">if</span> ( mTimerId <span class="operator">&gt;</span><span class="operator">=</span> <span class="number">0</span> ) {
killTimer( mTimerId );
mTimerId <span class="operator">=</span> <span class="operator">-</span><span class="number">1</span>;
}
} <span class="keyword">else</span> <span class="keyword">if</span> ( mPaused <span class="operator">&amp;</span><span class="operator">&amp;</span> <span class="operator">!</span>p )
mTimerId <span class="operator">=</span> startTimer( REFRESH_DELAY );
mPaused <span class="operator">=</span> p;
}
<span class="comment">// - - -</span>
<span class="type">void</span> KAsteroidsView<span class="operator">::</span>newShip()
{
<span class="keyword">if</span> ( <span class="operator">!</span>initialized )
<span class="keyword">return</span>;
ship<span class="operator">-</span><span class="operator">&gt;</span>setPos( width()<span class="operator">/</span><span class="number">2</span><span class="operator">,</span> height()<span class="operator">/</span><span class="number">2</span> );
ship<span class="operator">-</span><span class="operator">&gt;</span>setFrame( <span class="number">0</span> );
shield<span class="operator">-</span><span class="operator">&gt;</span>setPos( width()<span class="operator">/</span><span class="number">2</span><span class="operator">,</span> height()<span class="operator">/</span><span class="number">2</span> );
shield<span class="operator">-</span><span class="operator">&gt;</span>setFrame( <span class="number">0</span> );
ship<span class="operator">-</span><span class="operator">&gt;</span>setVelocity( <span class="number">0.0</span><span class="operator">,</span> <span class="number">0.0</span> );
shipDx <span class="operator">=</span> <span class="number">0</span>;
shipDy <span class="operator">=</span> <span class="number">0</span>;
shipAngle <span class="operator">=</span> <span class="number">0</span>;
rotateL <span class="operator">=</span> FALSE;
rotateR <span class="operator">=</span> FALSE;
thrustShip <span class="operator">=</span> FALSE;
shootShip <span class="operator">=</span> FALSE;
brakeShip <span class="operator">=</span> FALSE;
teleportShip <span class="operator">=</span> FALSE;
shieldOn <span class="operator">=</span> TRUE;
shootDelay <span class="operator">=</span> <span class="number">0</span>;
shipPower <span class="operator">=</span> MAX_POWER_LEVEL;
rotateRate <span class="operator">=</span> ROTATE_RATE;
rotateSlow <span class="operator">=</span> <span class="number">0</span>;
mBrakeCount <span class="operator">=</span> <span class="number">0</span>;
mTeleportCount <span class="operator">=</span> <span class="number">0</span>;
mShootCount <span class="operator">=</span> <span class="number">0</span>;
ship<span class="operator">-</span><span class="operator">&gt;</span>show();
shield<span class="operator">-</span><span class="operator">&gt;</span>show();
mShieldCount <span class="operator">=</span> <span class="number">1</span>; <span class="comment">// just in case the ship appears on a rock.</span>
shieldTimer<span class="operator">-</span><span class="operator">&gt;</span>start(<span class="number">1000</span>);
}
<span class="type">void</span> KAsteroidsView<span class="operator">::</span>setShield( <span class="type">bool</span> s )
{
<span class="keyword">if</span> ( <span class="operator">!</span>initialized )
<span class="keyword">return</span>;
<span class="keyword">if</span> ( shieldTimer<span class="operator">-</span><span class="operator">&gt;</span>isActive() <span class="operator">&amp;</span><span class="operator">&amp;</span> <span class="operator">!</span>s ) {
shieldTimer<span class="operator">-</span><span class="operator">&gt;</span>stop();
hideShield();
} <span class="keyword">else</span> {
shieldOn <span class="operator">=</span> s <span class="operator">&amp;</span><span class="operator">&amp;</span> mShieldCount;
}
}
<span class="type">void</span> KAsteroidsView<span class="operator">::</span>brake( <span class="type">bool</span> b )
{
<span class="keyword">if</span> ( <span class="operator">!</span>initialized )
<span class="keyword">return</span>;
<span class="keyword">if</span> ( mBrakeCount )
{
<span class="keyword">if</span> ( brakeShip <span class="operator">&amp;</span><span class="operator">&amp;</span> <span class="operator">!</span>b )
{
rotateL <span class="operator">=</span> FALSE;
rotateR <span class="operator">=</span> FALSE;
thrustShip <span class="operator">=</span> FALSE;
rotateRate <span class="operator">=</span> ROTATE_RATE;
}
brakeShip <span class="operator">=</span> b;
}
}
<span class="comment">// - - -</span>
<span class="type">bool</span> KAsteroidsView<span class="operator">::</span>readSprites()
{
<span class="type"><a href="qstring.html">QString</a></span> sprites_prefix <span class="operator">=</span> <span class="string">&quot;:/trolltech/examples/graphicsview/portedasteroids/sprites/&quot;</span>;
<span class="type">int</span> i <span class="operator">=</span> <span class="number">0</span>;
<span class="keyword">while</span> ( kas_animations<span class="operator">[</span>i<span class="operator">]</span><span class="operator">.</span>id )
{
<span class="type"><a href="qlist.html">QList</a></span><span class="operator">&lt;</span><span class="type"><a href="qpixmap.html">QPixmap</a></span><span class="operator">&gt;</span> anim;
<span class="type"><a href="qstring.html">QString</a></span> wildcard <span class="operator">=</span> sprites_prefix <span class="operator">+</span> kas_animations<span class="operator">[</span>i<span class="operator">]</span><span class="operator">.</span>path;
wildcard<span class="operator">.</span>replace(<span class="string">&quot;%1&quot;</span><span class="operator">,</span> <span class="string">&quot;*&quot;</span>);
<span class="type"><a href="qfileinfo.html">QFileInfo</a></span> fi(wildcard);
foreach (<span class="type"><a href="qstring.html">QString</a></span> entry<span class="operator">,</span> <span class="type"><a href="qdir.html">QDir</a></span>(fi<span class="operator">.</span>path()<span class="operator">,</span> fi<span class="operator">.</span>fileName())<span class="operator">.</span>entryList())
anim <span class="operator">&lt;</span><span class="operator">&lt;</span> <span class="type"><a href="qpixmap.html">QPixmap</a></span>(fi<span class="operator">.</span>path() <span class="operator">+</span> <span class="string">&quot;/&quot;</span> <span class="operator">+</span> entry);
animation<span class="operator">.</span>insert( kas_animations<span class="operator">[</span>i<span class="operator">]</span><span class="operator">.</span>id<span class="operator">,</span> anim );
i<span class="operator">+</span><span class="operator">+</span>;
}
ship <span class="operator">=</span> <span class="keyword">new</span> AnimatedPixmapItem( animation<span class="operator">[</span>ID_SHIP<span class="operator">]</span><span class="operator">,</span> <span class="operator">&amp;</span>field );
ship<span class="operator">-</span><span class="operator">&gt;</span>hide();
shield <span class="operator">=</span> <span class="keyword">new</span> KShield( animation<span class="operator">[</span>ID_SHIELD<span class="operator">]</span><span class="operator">,</span> <span class="operator">&amp;</span>field );
shield<span class="operator">-</span><span class="operator">&gt;</span>hide();
<span class="keyword">return</span> (<span class="operator">!</span>ship<span class="operator">-</span><span class="operator">&gt;</span>image(<span class="number">0</span>)<span class="operator">.</span>isNull() <span class="operator">&amp;</span><span class="operator">&amp;</span> <span class="operator">!</span>shield<span class="operator">-</span><span class="operator">&gt;</span>image(<span class="number">0</span>)<span class="operator">.</span>isNull());
}
<span class="comment">// - - -</span>
<span class="type">void</span> KAsteroidsView<span class="operator">::</span>addRocks( <span class="type">int</span> num )
{
<span class="keyword">if</span> ( <span class="operator">!</span>initialized )
<span class="keyword">return</span>;
<span class="keyword">for</span> ( <span class="type">int</span> i <span class="operator">=</span> <span class="number">0</span>; i <span class="operator">&lt;</span> num; i<span class="operator">+</span><span class="operator">+</span> )
{
KRock <span class="operator">*</span>rock <span class="operator">=</span> <span class="keyword">new</span> KRock( animation<span class="operator">[</span>ID_ROCK_LARGE<span class="operator">]</span><span class="operator">,</span> <span class="operator">&amp;</span>field<span class="operator">,</span>
ID_ROCK_LARGE<span class="operator">,</span> randInt(<span class="number">2</span>)<span class="operator">,</span> randInt(<span class="number">2</span>) <span class="operator">?</span> <span class="operator">-</span><span class="number">1</span> : <span class="number">1</span> );
<span class="type">double</span> dx <span class="operator">=</span> (<span class="number">2.0</span> <span class="operator">-</span> randDouble()<span class="operator">*</span><span class="number">4.0</span>) <span class="operator">*</span> rockSpeed;
<span class="type">double</span> dy <span class="operator">=</span> (<span class="number">2.0</span> <span class="operator">-</span> randDouble()<span class="operator">*</span><span class="number">4.0</span>) <span class="operator">*</span> rockSpeed;
rock<span class="operator">-</span><span class="operator">&gt;</span>setVelocity( dx<span class="operator">,</span> dy );
rock<span class="operator">-</span><span class="operator">&gt;</span>setFrame( randInt( rock<span class="operator">-</span><span class="operator">&gt;</span>frameCount() ) );
<span class="keyword">if</span> ( dx <span class="operator">&gt;</span> <span class="number">0</span> )
{
<span class="keyword">if</span> ( dy <span class="operator">&gt;</span> <span class="number">0</span> )
rock<span class="operator">-</span><span class="operator">&gt;</span>setPos( <span class="number">5</span><span class="operator">,</span> <span class="number">5</span> );
<span class="keyword">else</span>
rock<span class="operator">-</span><span class="operator">&gt;</span>setPos( <span class="number">5</span><span class="operator">,</span> field<span class="operator">.</span>height() <span class="operator">-</span> <span class="number">25</span> );
rock<span class="operator">-</span><span class="operator">&gt;</span>setFrame( <span class="number">0</span> );
}
<span class="keyword">else</span>
{
<span class="keyword">if</span> ( dy <span class="operator">&gt;</span> <span class="number">0</span> )
rock<span class="operator">-</span><span class="operator">&gt;</span>setPos( field<span class="operator">.</span>width() <span class="operator">-</span> <span class="number">25</span><span class="operator">,</span> <span class="number">5</span> );
<span class="keyword">else</span>
rock<span class="operator">-</span><span class="operator">&gt;</span>setPos( field<span class="operator">.</span>width() <span class="operator">-</span> <span class="number">25</span><span class="operator">,</span> field<span class="operator">.</span>height() <span class="operator">-</span> <span class="number">25</span> );
rock<span class="operator">-</span><span class="operator">&gt;</span>setFrame( <span class="number">0</span> );
}
rock<span class="operator">-</span><span class="operator">&gt;</span>show();
rocks<span class="operator">.</span>append( rock );
}
}
<span class="comment">// - - -</span>
<span class="type">void</span> KAsteroidsView<span class="operator">::</span>showText( <span class="keyword">const</span> <span class="type"><a href="qstring.html">QString</a></span> <span class="operator">&amp;</span>text<span class="operator">,</span> <span class="keyword">const</span> <span class="type"><a href="qcolor.html">QColor</a></span> <span class="operator">&amp;</span>color<span class="operator">,</span> <span class="type">bool</span> scroll )
{
<span class="keyword">if</span> ( <span class="operator">!</span>initialized )
<span class="keyword">return</span>;
textSprite<span class="operator">-</span><span class="operator">&gt;</span>setHtml( <span class="type"><a href="qstring.html">QString</a></span>(<span class="string">&quot;&lt;font color=#%1%2%3&gt;%4&lt;/font&gt;&quot;</span>)
<span class="operator">.</span>arg(color<span class="operator">.</span>red()<span class="operator">,</span> <span class="number">2</span><span class="operator">,</span> <span class="number">16</span><span class="operator">,</span> QLatin1Char(<span class="char">'0'</span>))
<span class="operator">.</span>arg(color<span class="operator">.</span>green()<span class="operator">,</span> <span class="number">2</span><span class="operator">,</span> <span class="number">16</span><span class="operator">,</span> QLatin1Char(<span class="char">'0'</span>))
<span class="operator">.</span>arg(color<span class="operator">.</span>blue()<span class="operator">,</span> <span class="number">2</span><span class="operator">,</span> <span class="number">16</span><span class="operator">,</span> QLatin1Char(<span class="char">'0'</span>))
<span class="operator">.</span>arg(text) );
Q_UNUSED(color);
<span class="comment">// ### Porting: no such thing textSprite-&gt;setColor( color );</span>
<span class="keyword">if</span> ( scroll ) {
textSprite<span class="operator">-</span><span class="operator">&gt;</span>setPos( (field<span class="operator">.</span>width()<span class="operator">-</span>textSprite<span class="operator">-</span><span class="operator">&gt;</span>boundingRect()<span class="operator">.</span>width()) <span class="operator">/</span> <span class="number">2</span><span class="operator">,</span>
<span class="operator">-</span>textSprite<span class="operator">-</span><span class="operator">&gt;</span>boundingRect()<span class="operator">.</span>height() );
textDy <span class="operator">=</span> TEXT_SPEED;
} <span class="keyword">else</span> {
textSprite<span class="operator">-</span><span class="operator">&gt;</span>setPos( (field<span class="operator">.</span>width()<span class="operator">-</span>textSprite<span class="operator">-</span><span class="operator">&gt;</span>boundingRect()<span class="operator">.</span>width()) <span class="operator">/</span> <span class="number">2</span><span class="operator">,</span>
(field<span class="operator">.</span>height()<span class="operator">-</span>textSprite<span class="operator">-</span><span class="operator">&gt;</span>boundingRect()<span class="operator">.</span>height()) <span class="operator">/</span> <span class="number">2</span> );
textDy <span class="operator">=</span> <span class="number">0</span>;
}
textSprite<span class="operator">-</span><span class="operator">&gt;</span>show();
}
<span class="comment">// - - -</span>
<span class="type">void</span> KAsteroidsView<span class="operator">::</span>hideText()
{
textDy <span class="operator">=</span> <span class="operator">-</span>TEXT_SPEED;
}
<span class="comment">// - - -</span>
<span class="type">void</span> KAsteroidsView<span class="operator">::</span>resizeEvent(<span class="type"><a href="qresizeevent.html">QResizeEvent</a></span><span class="operator">*</span> event)
{
<span class="type"><a href="qwidget.html">QWidget</a></span><span class="operator">::</span>resizeEvent(event);
field<span class="operator">.</span>setSceneRect(<span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> width()<span class="operator">-</span><span class="number">4</span><span class="operator">,</span> height()<span class="operator">-</span><span class="number">4</span>);
view<span class="operator">.</span>resize(width()<span class="operator">,</span>height());
}
<span class="comment">// - - -</span>
<span class="type">void</span> KAsteroidsView<span class="operator">::</span>timerEvent( <span class="type"><a href="qtimerevent.html">QTimerEvent</a></span> <span class="operator">*</span> )
{
field<span class="operator">.</span>advance();
<span class="comment">// move rocks forward</span>
foreach(AnimatedPixmapItem <span class="operator">*</span>rock<span class="operator">,</span> rocks) {
((KRock <span class="operator">*</span>)rock)<span class="operator">-</span><span class="operator">&gt;</span>nextFrame();
wrapSprite( rock );
}
wrapSprite( ship );
<span class="comment">// check for missile collision with rocks.</span>
processMissiles();
<span class="comment">// these are generated when a ship explodes</span>
<span class="keyword">for</span>(<span class="type"><a href="qlist.html">QList</a></span><span class="operator">&lt;</span>KBit<span class="operator">*</span><span class="operator">&gt;</span><span class="operator">::</span>iterator it <span class="operator">=</span> bits<span class="operator">.</span>begin(); it <span class="operator">!</span><span class="operator">=</span> bits<span class="operator">.</span>end(); it<span class="operator">+</span><span class="operator">+</span>)
{
KBit <span class="operator">*</span>bit <span class="operator">=</span> <span class="operator">*</span>it;
<span class="keyword">if</span>( bit<span class="operator">-</span><span class="operator">&gt;</span>expired() )
{
<span class="keyword">delete</span> bit;
it <span class="operator">=</span> bits<span class="operator">.</span>erase(it);
<span class="keyword">break</span>;
}
<span class="keyword">else</span>
{
bit<span class="operator">-</span><span class="operator">&gt;</span>growOlder();
bit<span class="operator">-</span><span class="operator">&gt;</span>setFrame( ( bit<span class="operator">-</span><span class="operator">&gt;</span>frame()<span class="operator">+</span><span class="number">1</span> ) <span class="operator">%</span> bit<span class="operator">-</span><span class="operator">&gt;</span>frameCount() );
}
}
<a href="qtalgorithms.html#qDeleteAll">qDeleteAll</a>(exhaust);
exhaust<span class="operator">.</span>clear();
<span class="comment">// move / rotate ship.</span>
<span class="comment">// check for collision with a rock.</span>
processShip();
<span class="comment">// move powerups and check for collision with player and missiles</span>
processPowerups();
<span class="keyword">if</span> ( textSprite<span class="operator">-</span><span class="operator">&gt;</span>isVisible() )
{
<span class="keyword">if</span> ( textDy <span class="operator">&lt;</span> <span class="number">0</span> <span class="operator">&amp;</span><span class="operator">&amp;</span>
textSprite<span class="operator">-</span><span class="operator">&gt;</span>boundingRect()<span class="operator">.</span>y() <span class="operator">&lt;</span><span class="operator">=</span> <span class="operator">-</span>textSprite<span class="operator">-</span><span class="operator">&gt;</span>boundingRect()<span class="operator">.</span>height() ) {
textSprite<span class="operator">-</span><span class="operator">&gt;</span>hide();
} <span class="keyword">else</span> {
textSprite<span class="operator">-</span><span class="operator">&gt;</span>moveBy( <span class="number">0</span><span class="operator">,</span> textDy );
}
<span class="keyword">if</span> ( textSprite<span class="operator">-</span><span class="operator">&gt;</span>sceneBoundingRect()<span class="operator">.</span>y() <span class="operator">&gt;</span> (field<span class="operator">.</span>height()<span class="operator">-</span>textSprite<span class="operator">-</span><span class="operator">&gt;</span>boundingRect()<span class="operator">.</span>height())<span class="operator">/</span><span class="number">2</span> )
textDy <span class="operator">=</span> <span class="number">0</span>;
}
<span class="keyword">if</span> ( vitalsChanged <span class="operator">&amp;</span><span class="operator">&amp;</span> <span class="operator">!</span>(mFrameNum <span class="operator">%</span> <span class="number">10</span>) ) {
<span class="keyword">emit</span> updateVitals();
vitalsChanged <span class="operator">=</span> FALSE;
}
mFrameNum<span class="operator">+</span><span class="operator">+</span>;
}
<span class="type">void</span> KAsteroidsView<span class="operator">::</span>wrapSprite( <span class="type"><a href="qgraphicsitem.html">QGraphicsItem</a></span> <span class="operator">*</span>s )
{
<span class="type">int</span> x <span class="operator">=</span> <span class="type">int</span>(s<span class="operator">-</span><span class="operator">&gt;</span>x() <span class="operator">+</span> s<span class="operator">-</span><span class="operator">&gt;</span>boundingRect()<span class="operator">.</span>width() <span class="operator">/</span> <span class="number">2</span>);
<span class="type">int</span> y <span class="operator">=</span> <span class="type">int</span>(s<span class="operator">-</span><span class="operator">&gt;</span>y() <span class="operator">+</span> s<span class="operator">-</span><span class="operator">&gt;</span>boundingRect()<span class="operator">.</span>height() <span class="operator">/</span> <span class="number">2</span>);
<span class="keyword">if</span> ( x <span class="operator">&gt;</span> field<span class="operator">.</span>width() )
s<span class="operator">-</span><span class="operator">&gt;</span>setPos( s<span class="operator">-</span><span class="operator">&gt;</span>x() <span class="operator">-</span> field<span class="operator">.</span>width()<span class="operator">,</span> s<span class="operator">-</span><span class="operator">&gt;</span>y() );
<span class="keyword">else</span> <span class="keyword">if</span> ( x <span class="operator">&lt;</span> <span class="number">0</span> )
s<span class="operator">-</span><span class="operator">&gt;</span>setPos( field<span class="operator">.</span>width() <span class="operator">+</span> s<span class="operator">-</span><span class="operator">&gt;</span>x()<span class="operator">,</span> s<span class="operator">-</span><span class="operator">&gt;</span>y() );
<span class="keyword">if</span> ( y <span class="operator">&gt;</span> field<span class="operator">.</span>height() )
s<span class="operator">-</span><span class="operator">&gt;</span>setPos( s<span class="operator">-</span><span class="operator">&gt;</span>x()<span class="operator">,</span> s<span class="operator">-</span><span class="operator">&gt;</span>y() <span class="operator">-</span> field<span class="operator">.</span>height() );
<span class="keyword">else</span> <span class="keyword">if</span> ( y <span class="operator">&lt;</span> <span class="number">0</span> )
s<span class="operator">-</span><span class="operator">&gt;</span>setPos( s<span class="operator">-</span><span class="operator">&gt;</span>x()<span class="operator">,</span> field<span class="operator">.</span>height() <span class="operator">+</span> s<span class="operator">-</span><span class="operator">&gt;</span>y() );
}
<span class="comment">// - - -</span>
<span class="type">void</span> KAsteroidsView<span class="operator">::</span>rockHit( AnimatedPixmapItem <span class="operator">*</span>hit )
{
KPowerup <span class="operator">*</span>nPup <span class="operator">=</span> <span class="number">0</span>;
<span class="type">int</span> rnd <span class="operator">=</span> <span class="type">int</span>(randDouble()<span class="operator">*</span><span class="number">30.0</span>) <span class="operator">%</span> <span class="number">30</span>;
<span class="keyword">switch</span>( rnd )
{
<span class="keyword">case</span> <span class="number">4</span>:
<span class="keyword">case</span> <span class="number">5</span>:
nPup <span class="operator">=</span> <span class="keyword">new</span> KPowerup( animation<span class="operator">[</span>ID_ENERGY_POWERUP<span class="operator">]</span><span class="operator">,</span> <span class="operator">&amp;</span>field<span class="operator">,</span>
ID_ENERGY_POWERUP );
<span class="keyword">break</span>;
<span class="keyword">case</span> <span class="number">10</span>:
<span class="comment">// nPup = new KPowerup( animation[ID_TELEPORT_POWERUP], &amp;field,</span>
<span class="comment">// ID_TELEPORT_POWERUP );</span>
<span class="keyword">break</span>;
<span class="keyword">case</span> <span class="number">15</span>:
nPup <span class="operator">=</span> <span class="keyword">new</span> KPowerup( animation<span class="operator">[</span>ID_BRAKE_POWERUP<span class="operator">]</span><span class="operator">,</span> <span class="operator">&amp;</span>field<span class="operator">,</span>
ID_BRAKE_POWERUP );
<span class="keyword">break</span>;
<span class="keyword">case</span> <span class="number">20</span>:
nPup <span class="operator">=</span> <span class="keyword">new</span> KPowerup( animation<span class="operator">[</span>ID_SHIELD_POWERUP<span class="operator">]</span><span class="operator">,</span> <span class="operator">&amp;</span>field<span class="operator">,</span>
ID_SHIELD_POWERUP );
<span class="keyword">break</span>;
<span class="keyword">case</span> <span class="number">24</span>:
<span class="keyword">case</span> <span class="number">25</span>:
nPup <span class="operator">=</span> <span class="keyword">new</span> KPowerup( animation<span class="operator">[</span>ID_SHOOT_POWERUP<span class="operator">]</span><span class="operator">,</span> <span class="operator">&amp;</span>field<span class="operator">,</span>
ID_SHOOT_POWERUP );
<span class="keyword">break</span>;
}
<span class="keyword">if</span> ( nPup )
{
<span class="type">double</span> r <span class="operator">=</span> <span class="number">0.5</span> <span class="operator">-</span> randDouble();
nPup<span class="operator">-</span><span class="operator">&gt;</span>setPos( hit<span class="operator">-</span><span class="operator">&gt;</span>x()<span class="operator">,</span> hit<span class="operator">-</span><span class="operator">&gt;</span>y() );
nPup<span class="operator">-</span><span class="operator">&gt;</span>setFrame( <span class="number">0</span> );
nPup<span class="operator">-</span><span class="operator">&gt;</span>setVelocity( hit<span class="operator">-</span><span class="operator">&gt;</span>xVelocity() <span class="operator">+</span> r<span class="operator">,</span> hit<span class="operator">-</span><span class="operator">&gt;</span>yVelocity() <span class="operator">+</span> r );
powerups<span class="operator">.</span>append( nPup );
}
<span class="keyword">if</span> ( hit<span class="operator">-</span><span class="operator">&gt;</span>type() <span class="operator">=</span><span class="operator">=</span> ID_ROCK_LARGE <span class="operator">|</span><span class="operator">|</span> hit<span class="operator">-</span><span class="operator">&gt;</span>type() <span class="operator">=</span><span class="operator">=</span> ID_ROCK_MEDIUM )
{
<span class="comment">// break into smaller rocks</span>
<span class="type">double</span> addx<span class="operator">[</span><span class="number">4</span><span class="operator">]</span> <span class="operator">=</span> { <span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span> };
<span class="type">double</span> addy<span class="operator">[</span><span class="number">4</span><span class="operator">]</span> <span class="operator">=</span> { <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span> };
<span class="type">double</span> dx <span class="operator">=</span> hit<span class="operator">-</span><span class="operator">&gt;</span>xVelocity();
<span class="type">double</span> dy <span class="operator">=</span> hit<span class="operator">-</span><span class="operator">&gt;</span>yVelocity();
<span class="type">double</span> maxRockSpeed <span class="operator">=</span> MAX_ROCK_SPEED <span class="operator">*</span> rockSpeed;
<span class="keyword">if</span> ( dx <span class="operator">&gt;</span> maxRockSpeed )
dx <span class="operator">=</span> maxRockSpeed;
<span class="keyword">else</span> <span class="keyword">if</span> ( dx <span class="operator">&lt;</span> <span class="operator">-</span>maxRockSpeed )
dx <span class="operator">=</span> <span class="operator">-</span>maxRockSpeed;
<span class="keyword">if</span> ( dy <span class="operator">&gt;</span> maxRockSpeed )
dy <span class="operator">=</span> maxRockSpeed;
<span class="keyword">else</span> <span class="keyword">if</span> ( dy <span class="operator">&lt;</span> <span class="operator">-</span>maxRockSpeed )
dy <span class="operator">=</span> <span class="operator">-</span>maxRockSpeed;
AnimatedPixmapItem <span class="operator">*</span>nrock;
<span class="keyword">for</span> ( <span class="type">int</span> i <span class="operator">=</span> <span class="number">0</span>; i <span class="operator">&lt;</span> <span class="number">4</span>; i<span class="operator">+</span><span class="operator">+</span> )
{
<span class="type">double</span> r <span class="operator">=</span> rockSpeed<span class="operator">/</span><span class="number">2</span> <span class="operator">-</span> randDouble()<span class="operator">*</span>rockSpeed;
<span class="keyword">if</span> ( hit<span class="operator">-</span><span class="operator">&gt;</span>type() <span class="operator">=</span><span class="operator">=</span> ID_ROCK_LARGE )
{
nrock <span class="operator">=</span> <span class="keyword">new</span> KRock( animation<span class="operator">[</span>ID_ROCK_MEDIUM<span class="operator">]</span><span class="operator">,</span> <span class="operator">&amp;</span>field<span class="operator">,</span>
ID_ROCK_MEDIUM<span class="operator">,</span> randInt(<span class="number">2</span>)<span class="operator">,</span> randInt(<span class="number">2</span>) <span class="operator">?</span> <span class="operator">-</span><span class="number">1</span> : <span class="number">1</span> );
<span class="keyword">emit</span> rockHit( <span class="number">0</span> );
}
<span class="keyword">else</span>
{
nrock <span class="operator">=</span> <span class="keyword">new</span> KRock( animation<span class="operator">[</span>ID_ROCK_SMALL<span class="operator">]</span><span class="operator">,</span> <span class="operator">&amp;</span>field<span class="operator">,</span>
ID_ROCK_SMALL<span class="operator">,</span> randInt(<span class="number">2</span>)<span class="operator">,</span> randInt(<span class="number">2</span>) <span class="operator">?</span> <span class="operator">-</span><span class="number">1</span> : <span class="number">1</span> );
<span class="keyword">emit</span> rockHit( <span class="number">1</span> );
}
nrock<span class="operator">-</span><span class="operator">&gt;</span>setPos( hit<span class="operator">-</span><span class="operator">&gt;</span>x()<span class="operator">,</span> hit<span class="operator">-</span><span class="operator">&gt;</span>y() );
nrock<span class="operator">-</span><span class="operator">&gt;</span>setFrame( <span class="number">0</span> );
nrock<span class="operator">-</span><span class="operator">&gt;</span>setVelocity( dx<span class="operator">+</span>addx<span class="operator">[</span>i<span class="operator">]</span><span class="operator">*</span>rockSpeed<span class="operator">+</span>r<span class="operator">,</span> dy<span class="operator">+</span>addy<span class="operator">[</span>i<span class="operator">]</span><span class="operator">*</span>rockSpeed<span class="operator">+</span>r );
nrock<span class="operator">-</span><span class="operator">&gt;</span>setFrame( randInt( nrock<span class="operator">-</span><span class="operator">&gt;</span>frameCount() ) );
rocks<span class="operator">.</span>append( nrock );
}
}
<span class="keyword">else</span> <span class="keyword">if</span> ( hit<span class="operator">-</span><span class="operator">&gt;</span>type() <span class="operator">=</span><span class="operator">=</span> ID_ROCK_SMALL )
<span class="keyword">emit</span> rockHit( <span class="number">2</span> );
<span class="keyword">for</span>(<span class="type"><a href="qlist.html">QList</a></span><span class="operator">&lt;</span>AnimatedPixmapItem<span class="operator">*</span><span class="operator">&gt;</span><span class="operator">::</span>iterator it <span class="operator">=</span> rocks<span class="operator">.</span>begin(); it <span class="operator">!</span><span class="operator">=</span> rocks<span class="operator">.</span>end(); it<span class="operator">+</span><span class="operator">+</span>)
{
<span class="keyword">if</span>((<span class="operator">*</span>it) <span class="operator">=</span><span class="operator">=</span> hit) {
<span class="keyword">delete</span> <span class="operator">*</span>it;
it <span class="operator">=</span> rocks<span class="operator">.</span>erase(it);
<span class="keyword">break</span>;
}
}
<span class="keyword">if</span> ( rocks<span class="operator">.</span>count() <span class="operator">=</span><span class="operator">=</span> <span class="number">0</span> )
<span class="keyword">emit</span> rocksRemoved();
}
<span class="type">void</span> KAsteroidsView<span class="operator">::</span>reducePower( <span class="type">int</span> val )
{
shipPower <span class="operator">-</span><span class="operator">=</span> val;
<span class="keyword">if</span> ( shipPower <span class="operator">&lt;</span><span class="operator">=</span> <span class="number">0</span> )
{
shipPower <span class="operator">=</span> <span class="number">0</span>;
thrustShip <span class="operator">=</span> FALSE;
<span class="keyword">if</span> ( shieldOn )
{
shieldOn <span class="operator">=</span> FALSE;
shield<span class="operator">-</span><span class="operator">&gt;</span>hide();
}
}
vitalsChanged <span class="operator">=</span> TRUE;
}
<span class="type">void</span> KAsteroidsView<span class="operator">::</span>addExhaust( <span class="type">double</span> x<span class="operator">,</span> <span class="type">double</span> y<span class="operator">,</span> <span class="type">double</span> dx<span class="operator">,</span>
<span class="type">double</span> dy<span class="operator">,</span> <span class="type">int</span> count )
{
<span class="keyword">for</span> ( <span class="type">int</span> i <span class="operator">=</span> <span class="number">0</span>; i <span class="operator">&lt;</span> count; i<span class="operator">+</span><span class="operator">+</span> )
{
KExhaust <span class="operator">*</span>e <span class="operator">=</span> <span class="keyword">new</span> KExhaust( animation<span class="operator">[</span>ID_EXHAUST<span class="operator">]</span><span class="operator">,</span> <span class="operator">&amp;</span>field );
e<span class="operator">-</span><span class="operator">&gt;</span>setPos( x <span class="operator">+</span> <span class="number">2</span> <span class="operator">-</span> randDouble()<span class="operator">*</span><span class="number">4</span><span class="operator">,</span> y <span class="operator">+</span> <span class="number">2</span> <span class="operator">-</span> randDouble()<span class="operator">*</span><span class="number">4</span> );
e<span class="operator">-</span><span class="operator">&gt;</span>setVelocity( dx<span class="operator">,</span> dy );
exhaust<span class="operator">.</span>append( e );
}
}
<span class="type">void</span> KAsteroidsView<span class="operator">::</span>processMissiles()
{
<span class="comment">// if a missile has hit a rock, remove missile and break rock into smaller</span>
<span class="comment">// rocks or remove completely.</span>
<span class="type"><a href="qlist.html">QList</a></span><span class="operator">&lt;</span>KMissile<span class="operator">*</span><span class="operator">&gt;</span><span class="operator">::</span>iterator itMissile <span class="operator">=</span> missiles<span class="operator">.</span>begin();
<span class="keyword">while</span>(itMissile <span class="operator">!</span><span class="operator">=</span> missiles<span class="operator">.</span>end())
{
(<span class="operator">*</span>itMissile)<span class="operator">-</span><span class="operator">&gt;</span>growOlder();
<span class="keyword">if</span> ( (<span class="operator">*</span>itMissile)<span class="operator">-</span><span class="operator">&gt;</span>expired() )
{
<span class="keyword">delete</span> (<span class="operator">*</span>itMissile);
itMissile <span class="operator">=</span> missiles<span class="operator">.</span>erase(itMissile);
<span class="keyword">continue</span>;
}
wrapSprite(<span class="operator">*</span>itMissile);
<span class="type">bool</span> missileErased <span class="operator">=</span> <span class="keyword">false</span>;
<span class="type"><a href="qlist.html">QList</a></span><span class="operator">&lt;</span><span class="type"><a href="qgraphicsitem.html">QGraphicsItem</a></span><span class="operator">*</span><span class="operator">&gt;</span> hits <span class="operator">=</span> (<span class="operator">*</span>itMissile)<span class="operator">-</span><span class="operator">&gt;</span>collidingItems(<span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>IntersectsItemBoundingRect);
<span class="type"><a href="qlist.html">QList</a></span><span class="operator">&lt;</span><span class="type"><a href="qgraphicsitem.html">QGraphicsItem</a></span><span class="operator">*</span><span class="operator">&gt;</span><span class="operator">::</span>iterator itHit <span class="operator">=</span> hits<span class="operator">.</span>begin();
<span class="keyword">while</span> (itHit <span class="operator">!</span><span class="operator">=</span> hits<span class="operator">.</span>end())
{
<span class="keyword">if</span> ( (<span class="operator">*</span>itHit)<span class="operator">-</span><span class="operator">&gt;</span>type() <span class="operator">&gt;</span><span class="operator">=</span> ID_ROCK_LARGE <span class="operator">&amp;</span><span class="operator">&amp;</span>
(<span class="operator">*</span>itHit)<span class="operator">-</span><span class="operator">&gt;</span>type() <span class="operator">&lt;</span><span class="operator">=</span> ID_ROCK_SMALL <span class="operator">&amp;</span><span class="operator">&amp;</span> (<span class="operator">*</span>itHit)<span class="operator">-</span><span class="operator">&gt;</span>collidesWithItem(<span class="operator">*</span>itMissile) )
{
shotsHit<span class="operator">+</span><span class="operator">+</span>;
rockHit( <span class="keyword">static_cast</span><span class="operator">&lt;</span>AnimatedPixmapItem <span class="operator">*</span><span class="operator">&gt;</span>(<span class="operator">*</span>itHit) );
<span class="keyword">delete</span> <span class="operator">*</span>itMissile;
itMissile <span class="operator">=</span> missiles<span class="operator">.</span>erase(itMissile);
missileErased <span class="operator">=</span> <span class="keyword">true</span>;
<span class="keyword">break</span>;
}
itHit<span class="operator">+</span><span class="operator">+</span>;
}
<span class="keyword">if</span>(<span class="operator">!</span>missileErased)
itMissile<span class="operator">+</span><span class="operator">+</span>;
}
}
<span class="comment">// - - -</span>
<span class="type">void</span> KAsteroidsView<span class="operator">::</span>processShip()
{
<span class="keyword">if</span> ( ship<span class="operator">-</span><span class="operator">&gt;</span>isVisible() )
{
<span class="keyword">if</span> ( shieldOn )
{
shield<span class="operator">-</span><span class="operator">&gt;</span>show();
reducePower( SHIELD_ON_COST );
<span class="keyword">static</span> <span class="type">int</span> sf <span class="operator">=</span> <span class="number">0</span>;
sf<span class="operator">+</span><span class="operator">+</span>;
<span class="keyword">if</span> ( sf <span class="operator">%</span> <span class="number">2</span> )
shield<span class="operator">-</span><span class="operator">&gt;</span>setFrame( (shield<span class="operator">-</span><span class="operator">&gt;</span>frame()<span class="operator">+</span><span class="number">1</span>) <span class="operator">%</span> shield<span class="operator">-</span><span class="operator">&gt;</span>frameCount() );
shield<span class="operator">-</span><span class="operator">&gt;</span>setPos( ship<span class="operator">-</span><span class="operator">&gt;</span>x() <span class="operator">-</span> <span class="number">9</span><span class="operator">,</span> ship<span class="operator">-</span><span class="operator">&gt;</span>y() <span class="operator">-</span> <span class="number">9</span> );
<span class="type"><a href="qlist.html">QList</a></span><span class="operator">&lt;</span><span class="type"><a href="qgraphicsitem.html">QGraphicsItem</a></span> <span class="operator">*</span><span class="operator">&gt;</span> hits <span class="operator">=</span> shield<span class="operator">-</span><span class="operator">&gt;</span>collidingItems(<span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>IntersectsItemBoundingRect);
<span class="type"><a href="qlist.html">QList</a></span><span class="operator">&lt;</span><span class="type"><a href="qgraphicsitem.html">QGraphicsItem</a></span> <span class="operator">*</span><span class="operator">&gt;</span><span class="operator">::</span>Iterator it;
<span class="keyword">for</span> ( it <span class="operator">=</span> hits<span class="operator">.</span>begin(); it <span class="operator">!</span><span class="operator">=</span> hits<span class="operator">.</span>end(); <span class="operator">+</span><span class="operator">+</span>it )
{
<span class="keyword">if</span> ( (<span class="operator">*</span>it)<span class="operator">-</span><span class="operator">&gt;</span>type() <span class="operator">&gt;</span><span class="operator">=</span> ID_ROCK_LARGE <span class="operator">&amp;</span><span class="operator">&amp;</span>
(<span class="operator">*</span>it)<span class="operator">-</span><span class="operator">&gt;</span>type() <span class="operator">&lt;</span><span class="operator">=</span> ID_ROCK_SMALL <span class="operator">&amp;</span><span class="operator">&amp;</span> (<span class="operator">*</span>it)<span class="operator">-</span><span class="operator">&gt;</span>collidesWithItem(shield) )
{
<span class="type">int</span> factor;
<span class="keyword">switch</span> ( (<span class="operator">*</span>it)<span class="operator">-</span><span class="operator">&gt;</span>type() )
{
<span class="keyword">case</span> ID_ROCK_LARGE:
factor <span class="operator">=</span> <span class="number">3</span>;
<span class="keyword">break</span>;
<span class="keyword">case</span> ID_ROCK_MEDIUM:
factor <span class="operator">=</span> <span class="number">2</span>;
<span class="keyword">break</span>;
<span class="keyword">default</span>:
factor <span class="operator">=</span> <span class="number">1</span>;
}
<span class="keyword">if</span> ( factor <span class="operator">&gt;</span> mShieldCount )
{
<span class="comment">// shield not strong enough</span>
shieldOn <span class="operator">=</span> FALSE;
<span class="keyword">break</span>;
}
rockHit( <span class="keyword">static_cast</span><span class="operator">&lt;</span>AnimatedPixmapItem <span class="operator">*</span><span class="operator">&gt;</span>(<span class="operator">*</span>it) );
<span class="comment">// the more shields we have the less costly</span>
reducePower( factor <span class="operator">*</span> (SHIELD_HIT_COST <span class="operator">-</span> mShieldCount<span class="operator">*</span><span class="number">2</span>) );
}
}
}
<span class="keyword">if</span> ( <span class="operator">!</span>shieldOn )
{
shield<span class="operator">-</span><span class="operator">&gt;</span>hide();
<span class="type"><a href="qlist.html">QList</a></span><span class="operator">&lt;</span><span class="type"><a href="qgraphicsitem.html">QGraphicsItem</a></span> <span class="operator">*</span><span class="operator">&gt;</span> hits <span class="operator">=</span> ship<span class="operator">-</span><span class="operator">&gt;</span>collidingItems(<span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>IntersectsItemBoundingRect);
<span class="type"><a href="qlist.html">QList</a></span><span class="operator">&lt;</span><span class="type"><a href="qgraphicsitem.html">QGraphicsItem</a></span> <span class="operator">*</span><span class="operator">&gt;</span><span class="operator">::</span>Iterator it;
<span class="keyword">for</span> ( it <span class="operator">=</span> hits<span class="operator">.</span>begin(); it <span class="operator">!</span><span class="operator">=</span> hits<span class="operator">.</span>end(); <span class="operator">+</span><span class="operator">+</span>it )
{
<span class="keyword">if</span> ( (<span class="operator">*</span>it)<span class="operator">-</span><span class="operator">&gt;</span>type() <span class="operator">&gt;</span><span class="operator">=</span> ID_ROCK_LARGE <span class="operator">&amp;</span><span class="operator">&amp;</span>
(<span class="operator">*</span>it)<span class="operator">-</span><span class="operator">&gt;</span>type() <span class="operator">&lt;</span><span class="operator">=</span> ID_ROCK_SMALL <span class="operator">&amp;</span><span class="operator">&amp;</span> (<span class="operator">*</span>it)<span class="operator">-</span><span class="operator">&gt;</span>collidesWithItem(ship))
{
KBit <span class="operator">*</span>bit;
<span class="keyword">for</span> ( <span class="type">int</span> i <span class="operator">=</span> <span class="number">0</span>; i <span class="operator">&lt;</span> <span class="number">12</span>; i<span class="operator">+</span><span class="operator">+</span> )
{
bit <span class="operator">=</span> <span class="keyword">new</span> KBit( animation<span class="operator">[</span>ID_BIT<span class="operator">]</span><span class="operator">,</span> <span class="operator">&amp;</span>field );
bit<span class="operator">-</span><span class="operator">&gt;</span>setPos( ship<span class="operator">-</span><span class="operator">&gt;</span>x() <span class="operator">+</span> <span class="number">5</span> <span class="operator">-</span> randDouble() <span class="operator">*</span> <span class="number">10</span><span class="operator">,</span>
ship<span class="operator">-</span><span class="operator">&gt;</span>y() <span class="operator">+</span> <span class="number">5</span> <span class="operator">-</span> randDouble() <span class="operator">*</span> <span class="number">10</span> );
bit<span class="operator">-</span><span class="operator">&gt;</span>setFrame( randInt(bit<span class="operator">-</span><span class="operator">&gt;</span>frameCount()) );
bit<span class="operator">-</span><span class="operator">&gt;</span>setVelocity( <span class="number">1</span><span class="operator">-</span>randDouble()<span class="operator">*</span><span class="number">2</span><span class="operator">,</span>
<span class="number">1</span><span class="operator">-</span>randDouble()<span class="operator">*</span><span class="number">2</span> );
bit<span class="operator">-</span><span class="operator">&gt;</span>setDeath( <span class="number">60</span> <span class="operator">+</span> randInt(<span class="number">60</span>) );
bits<span class="operator">.</span>push_back( bit );
}
ship<span class="operator">-</span><span class="operator">&gt;</span>hide();
shield<span class="operator">-</span><span class="operator">&gt;</span>hide();
<span class="keyword">emit</span> shipKilled();
<span class="keyword">break</span>;
}
}
}
<span class="keyword">if</span> ( rotateSlow )
rotateSlow<span class="operator">-</span><span class="operator">-</span>;
<span class="keyword">if</span> ( rotateL )
{
shipAngle <span class="operator">-</span><span class="operator">=</span> rotateSlow <span class="operator">?</span> <span class="number">1</span> : rotateRate;
<span class="keyword">if</span> ( shipAngle <span class="operator">&lt;</span> <span class="number">0</span> )
shipAngle <span class="operator">+</span><span class="operator">=</span> SHIP_STEPS;
}
<span class="keyword">if</span> ( rotateR )
{
shipAngle <span class="operator">+</span><span class="operator">=</span> rotateSlow <span class="operator">?</span> <span class="number">1</span> : rotateRate;
<span class="keyword">if</span> ( shipAngle <span class="operator">&gt;</span><span class="operator">=</span> SHIP_STEPS )
shipAngle <span class="operator">-</span><span class="operator">=</span> SHIP_STEPS;
}
<span class="type">double</span> angle <span class="operator">=</span> shipAngle <span class="operator">*</span> PI_X_2 <span class="operator">/</span> SHIP_STEPS;
<span class="type">double</span> cosangle <span class="operator">=</span> cos( angle );
<span class="type">double</span> sinangle <span class="operator">=</span> sin( angle );
<span class="keyword">if</span> ( brakeShip )
{
thrustShip <span class="operator">=</span> FALSE;
rotateL <span class="operator">=</span> FALSE;
rotateR <span class="operator">=</span> FALSE;
rotateRate <span class="operator">=</span> ROTATE_RATE;
<span class="keyword">if</span> ( fabs(shipDx) <span class="operator">&lt;</span> <span class="number">2.5</span> <span class="operator">&amp;</span><span class="operator">&amp;</span> fabs(shipDy) <span class="operator">&lt;</span> <span class="number">2.5</span> )
{
shipDx <span class="operator">=</span> <span class="number">0.0</span>;
shipDy <span class="operator">=</span> <span class="number">0.0</span>;
ship<span class="operator">-</span><span class="operator">&gt;</span>setVelocity( shipDx<span class="operator">,</span> shipDy );
brakeShip <span class="operator">=</span> FALSE;
}
<span class="keyword">else</span>
{
<span class="type">double</span> motionAngle <span class="operator">=</span> atan2( <span class="operator">-</span>shipDy<span class="operator">,</span> <span class="operator">-</span>shipDx );
<span class="keyword">if</span> ( angle <span class="operator">&gt;</span> M_PI )
angle <span class="operator">-</span><span class="operator">=</span> PI_X_2;
<span class="type">double</span> angleDiff <span class="operator">=</span> angle <span class="operator">-</span> motionAngle;
<span class="keyword">if</span> ( angleDiff <span class="operator">&gt;</span> M_PI )
angleDiff <span class="operator">=</span> PI_X_2 <span class="operator">-</span> angleDiff;
<span class="keyword">else</span> <span class="keyword">if</span> ( angleDiff <span class="operator">&lt;</span> <span class="operator">-</span>M_PI )
angleDiff <span class="operator">=</span> PI_X_2 <span class="operator">+</span> angleDiff;
<span class="type">double</span> fdiff <span class="operator">=</span> fabs( angleDiff );
<span class="keyword">if</span> ( fdiff <span class="operator">&gt;</span> <span class="number">0.08</span> )
{
<span class="keyword">if</span> ( angleDiff <span class="operator">&gt;</span> <span class="number">0</span> )
rotateL <span class="operator">=</span> TRUE;
<span class="keyword">else</span> <span class="keyword">if</span> ( angleDiff <span class="operator">&lt;</span> <span class="number">0</span> )
rotateR <span class="operator">=</span> TRUE;
<span class="keyword">if</span> ( fdiff <span class="operator">&gt;</span> <span class="number">0.6</span> )
rotateRate <span class="operator">=</span> mBrakeCount <span class="operator">+</span> <span class="number">1</span>;
<span class="keyword">else</span> <span class="keyword">if</span> ( fdiff <span class="operator">&gt;</span> <span class="number">0.4</span> )
rotateRate <span class="operator">=</span> <span class="number">2</span>;
<span class="keyword">else</span>
rotateRate <span class="operator">=</span> <span class="number">1</span>;
<span class="keyword">if</span> ( rotateRate <span class="operator">&gt;</span> <span class="number">5</span> )
rotateRate <span class="operator">=</span> <span class="number">5</span>;
}
<span class="keyword">else</span> <span class="keyword">if</span> ( fabs(shipDx) <span class="operator">&gt;</span> <span class="number">1</span> <span class="operator">|</span><span class="operator">|</span> fabs(shipDy) <span class="operator">&gt;</span> <span class="number">1</span> )
{
thrustShip <span class="operator">=</span> TRUE;
<span class="comment">// we'll make braking a bit faster</span>
shipDx <span class="operator">+</span><span class="operator">=</span> cosangle<span class="operator">/</span><span class="number">6</span> <span class="operator">*</span> (mBrakeCount <span class="operator">-</span> <span class="number">1</span>);
shipDy <span class="operator">+</span><span class="operator">=</span> sinangle<span class="operator">/</span><span class="number">6</span> <span class="operator">*</span> (mBrakeCount <span class="operator">-</span> <span class="number">1</span>);
reducePower( BRAKE_ON_COST );
addExhaust( ship<span class="operator">-</span><span class="operator">&gt;</span>x() <span class="operator">+</span> <span class="number">20</span> <span class="operator">-</span> cosangle<span class="operator">*</span><span class="number">22</span><span class="operator">,</span>
ship<span class="operator">-</span><span class="operator">&gt;</span>y() <span class="operator">+</span> <span class="number">20</span> <span class="operator">-</span> sinangle<span class="operator">*</span><span class="number">22</span><span class="operator">,</span>
shipDx<span class="operator">-</span>cosangle<span class="operator">,</span> shipDy<span class="operator">-</span>sinangle<span class="operator">,</span>
mBrakeCount<span class="operator">+</span><span class="number">1</span> );
}
}
}
<span class="keyword">if</span> ( thrustShip )
{
<span class="comment">// The ship has a terminal velocity, but trying to go faster</span>
<span class="comment">// still uses fuel (can go faster diagonally - don't care).</span>
<span class="type">double</span> thrustx <span class="operator">=</span> cosangle<span class="operator">/</span><span class="number">4</span>;
<span class="type">double</span> thrusty <span class="operator">=</span> sinangle<span class="operator">/</span><span class="number">4</span>;
<span class="keyword">if</span> ( fabs(shipDx <span class="operator">+</span> thrustx) <span class="operator">&lt;</span> MAX_SHIP_SPEED )
shipDx <span class="operator">+</span><span class="operator">=</span> thrustx;
<span class="keyword">if</span> ( fabs(shipDy <span class="operator">+</span> thrusty) <span class="operator">&lt;</span> MAX_SHIP_SPEED )
shipDy <span class="operator">+</span><span class="operator">=</span> thrusty;
ship<span class="operator">-</span><span class="operator">&gt;</span>setVelocity( shipDx<span class="operator">,</span> shipDy );
reducePower( <span class="number">1</span> );
addExhaust( ship<span class="operator">-</span><span class="operator">&gt;</span>x() <span class="operator">+</span> <span class="number">20</span> <span class="operator">-</span> cosangle<span class="operator">*</span><span class="number">20</span><span class="operator">,</span>
ship<span class="operator">-</span><span class="operator">&gt;</span>y() <span class="operator">+</span> <span class="number">20</span> <span class="operator">-</span> sinangle<span class="operator">*</span><span class="number">20</span><span class="operator">,</span>
shipDx<span class="operator">-</span>cosangle<span class="operator">,</span> shipDy<span class="operator">-</span>sinangle<span class="operator">,</span> <span class="number">3</span> );
}
ship<span class="operator">-</span><span class="operator">&gt;</span>setFrame( shipAngle <span class="operator">&gt;</span><span class="operator">&gt;</span> <span class="number">1</span> );
<span class="keyword">if</span> ( shootShip )
{
<span class="keyword">if</span> ( <span class="operator">!</span>shootDelay <span class="operator">&amp;</span><span class="operator">&amp;</span> (<span class="type">int</span>)missiles<span class="operator">.</span>size() <span class="operator">&lt;</span> mShootCount <span class="operator">+</span> <span class="number">2</span> )
{
KMissile <span class="operator">*</span>missile <span class="operator">=</span> <span class="keyword">new</span> KMissile( animation<span class="operator">[</span>ID_MISSILE<span class="operator">]</span><span class="operator">,</span> <span class="operator">&amp;</span>field );
missile<span class="operator">-</span><span class="operator">&gt;</span>setPos( <span class="number">21</span><span class="operator">+</span>ship<span class="operator">-</span><span class="operator">&gt;</span>x()<span class="operator">+</span>cosangle<span class="operator">*</span><span class="number">21</span><span class="operator">,</span>
<span class="number">21</span><span class="operator">+</span>ship<span class="operator">-</span><span class="operator">&gt;</span>y()<span class="operator">+</span>sinangle<span class="operator">*</span><span class="number">21</span> );
missile<span class="operator">-</span><span class="operator">&gt;</span>setFrame( <span class="number">0</span> );
missile<span class="operator">-</span><span class="operator">&gt;</span>setVelocity( shipDx <span class="operator">+</span> cosangle<span class="operator">*</span>MISSILE_SPEED<span class="operator">,</span>
shipDy <span class="operator">+</span> sinangle<span class="operator">*</span>MISSILE_SPEED );
missiles<span class="operator">.</span>push_back( missile );
shotsFired<span class="operator">+</span><span class="operator">+</span>;
reducePower( <span class="number">1</span> );
shootDelay <span class="operator">=</span> <span class="number">5</span>;
}
<span class="keyword">if</span> ( shootDelay )
shootDelay<span class="operator">-</span><span class="operator">-</span>;
}
<span class="keyword">if</span> ( teleportShip )
{
<span class="type">int</span> ra <span class="operator">=</span> qrand() <span class="operator">%</span> <span class="number">10</span>;
<span class="keyword">if</span>( ra <span class="operator">=</span><span class="operator">=</span> <span class="number">0</span> )
ra <span class="operator">+</span><span class="operator">=</span> qrand() <span class="operator">%</span> <span class="number">20</span>;
<span class="type">int</span> xra <span class="operator">=</span> ra <span class="operator">*</span> <span class="number">60</span> <span class="operator">+</span> ( (qrand() <span class="operator">%</span> <span class="number">20</span>) <span class="operator">*</span> (qrand() <span class="operator">%</span> <span class="number">20</span>) );
<span class="type">int</span> yra <span class="operator">=</span> ra <span class="operator">*</span> <span class="number">50</span> <span class="operator">-</span> ( (qrand() <span class="operator">%</span> <span class="number">20</span>) <span class="operator">*</span> (qrand() <span class="operator">%</span> <span class="number">20</span>) );
ship<span class="operator">-</span><span class="operator">&gt;</span>setPos( xra<span class="operator">,</span> yra );
}
vitalsChanged <span class="operator">=</span> TRUE;
}
}
<span class="comment">// - - -</span>
<span class="type">void</span> KAsteroidsView<span class="operator">::</span>processPowerups()
{
<span class="comment">// if player gets the powerup remove it from the screen, if option</span>
<span class="comment">// &quot;Can destroy powerups&quot; is enabled and a missile hits the powerup</span>
<span class="comment">// destroy it</span>
<span class="type"><a href="qlist.html">QList</a></span><span class="operator">&lt;</span>KPowerup<span class="operator">*</span><span class="operator">&gt;</span><span class="operator">::</span>iterator itPup <span class="operator">=</span> powerups<span class="operator">.</span>begin();
<span class="keyword">while</span>(itPup <span class="operator">!</span><span class="operator">=</span> powerups<span class="operator">.</span>end())
{
(<span class="operator">*</span>itPup)<span class="operator">-</span><span class="operator">&gt;</span>growOlder();
<span class="keyword">if</span>((<span class="operator">*</span>itPup)<span class="operator">-</span><span class="operator">&gt;</span>expired())
{
<span class="keyword">delete</span> <span class="operator">*</span>itPup;
itPup <span class="operator">=</span> powerups<span class="operator">.</span>erase(itPup);
<span class="keyword">continue</span>;
}
wrapSprite(<span class="operator">*</span>itPup);
<span class="type">bool</span> pupErased <span class="operator">=</span> <span class="keyword">false</span>;
<span class="type"><a href="qlist.html">QList</a></span><span class="operator">&lt;</span><span class="type"><a href="qgraphicsitem.html">QGraphicsItem</a></span> <span class="operator">*</span><span class="operator">&gt;</span> hits <span class="operator">=</span> (<span class="operator">*</span>itPup)<span class="operator">-</span><span class="operator">&gt;</span>collidingItems();
<span class="keyword">for</span>(<span class="type"><a href="qlist.html">QList</a></span><span class="operator">&lt;</span><span class="type"><a href="qgraphicsitem.html">QGraphicsItem</a></span> <span class="operator">*</span><span class="operator">&gt;</span><span class="operator">::</span>Iterator itHits <span class="operator">=</span> hits<span class="operator">.</span>begin(); itHits <span class="operator">!</span><span class="operator">=</span> hits<span class="operator">.</span>end(); itHits<span class="operator">+</span><span class="operator">+</span>)
{
<span class="keyword">if</span> ( (<span class="operator">*</span>itHits) <span class="operator">=</span><span class="operator">=</span> ship )
{
<span class="keyword">switch</span>( (<span class="operator">*</span>itPup)<span class="operator">-</span><span class="operator">&gt;</span>type() )
{
<span class="keyword">case</span> ID_ENERGY_POWERUP:
shipPower <span class="operator">+</span><span class="operator">=</span> <span class="number">150</span>;
<span class="keyword">if</span> ( shipPower <span class="operator">&gt;</span> MAX_POWER_LEVEL )
shipPower <span class="operator">=</span> MAX_POWER_LEVEL;
<span class="keyword">break</span>;
<span class="keyword">case</span> ID_TELEPORT_POWERUP:
mTeleportCount<span class="operator">+</span><span class="operator">+</span>;
<span class="keyword">break</span>;
<span class="keyword">case</span> ID_BRAKE_POWERUP:
<span class="keyword">if</span> ( mBrakeCount <span class="operator">&lt;</span> MAX_BRAKES )
mBrakeCount<span class="operator">+</span><span class="operator">+</span>;
<span class="keyword">break</span>;
<span class="keyword">case</span> ID_SHIELD_POWERUP:
<span class="keyword">if</span> ( mShieldCount <span class="operator">&lt;</span> MAX_SHIELDS )
mShieldCount<span class="operator">+</span><span class="operator">+</span>;
<span class="keyword">break</span>;
<span class="keyword">case</span> ID_SHOOT_POWERUP:
<span class="keyword">if</span> ( mShootCount <span class="operator">&lt;</span> MAX_FIREPOWER )
mShootCount<span class="operator">+</span><span class="operator">+</span>;
<span class="keyword">break</span>;
}
<span class="keyword">delete</span> <span class="operator">*</span>itPup;
itPup <span class="operator">=</span> powerups<span class="operator">.</span>erase(itPup);
pupErased <span class="operator">=</span> <span class="keyword">true</span>;
vitalsChanged <span class="operator">=</span> TRUE;
<span class="keyword">break</span>;
}
<span class="keyword">else</span> <span class="keyword">if</span>((<span class="operator">*</span>itHits) <span class="operator">=</span><span class="operator">=</span> shield )
{
<span class="keyword">delete</span> <span class="operator">*</span>itPup;
itPup <span class="operator">=</span> powerups<span class="operator">.</span>erase(itPup);
pupErased <span class="operator">=</span> <span class="keyword">true</span>;
<span class="keyword">break</span>;
}
<span class="keyword">else</span> <span class="keyword">if</span> ( (<span class="operator">*</span>itHits)<span class="operator">-</span><span class="operator">&gt;</span>type() <span class="operator">=</span><span class="operator">=</span> ID_MISSILE )
{
<span class="keyword">if</span> ( can_destroy_powerups )
{
<span class="keyword">delete</span> <span class="operator">*</span>itPup;
itPup <span class="operator">=</span> powerups<span class="operator">.</span>erase(itPup);
pupErased <span class="operator">=</span> <span class="keyword">true</span>;
<span class="keyword">break</span>;
}
}
}
<span class="keyword">if</span>(<span class="operator">!</span>pupErased)
itPup<span class="operator">+</span><span class="operator">+</span>;
}
}
<span class="comment">// - - -</span>
<span class="type">void</span> KAsteroidsView<span class="operator">::</span>hideShield()
{
shield<span class="operator">-</span><span class="operator">&gt;</span>hide();
mShieldCount <span class="operator">=</span> <span class="number">0</span>;
shieldOn <span class="operator">=</span> FALSE;
}
<span class="type">double</span> KAsteroidsView<span class="operator">::</span>randDouble()
{
<span class="type">int</span> v <span class="operator">=</span> qrand();
<span class="keyword">return</span> (<span class="type">double</span>)v <span class="operator">/</span> (<span class="type">double</span>)RAND_MAX;
}
<span class="type">int</span> KAsteroidsView<span class="operator">::</span>randInt( <span class="type">int</span> range )
{
<span class="keyword">return</span> qrand() <span class="operator">%</span> range;
}
<span class="type">void</span> KAsteroidsView<span class="operator">::</span>showEvent( <span class="type"><a href="qshowevent.html">QShowEvent</a></span> <span class="operator">*</span>e )
{
<span class="preprocessor">#if defined( QT_LICENSE_PROFESSIONAL )</span>
<span class="keyword">static</span> <span class="type">bool</span> wasThere <span class="operator">=</span> FALSE;
<span class="keyword">if</span> ( <span class="operator">!</span>wasThere ) {
wasThere <span class="operator">=</span> TRUE;
<span class="type"><a href="qmessagebox.html">QMessageBox</a></span><span class="operator">::</span>information( <span class="keyword">this</span><span class="operator">,</span> tr(<span class="string">&quot;QGraphicsView demo&quot;</span>)<span class="operator">,</span>
tr(<span class="string">&quot;This game has been implemented using the QGraphicsView class.\n&quot;</span>
<span class="string">&quot;The QGraphicsView class is not part of the Light Platform Edition. Please \n&quot;</span>
<span class="string">&quot;contact Nokia if you want to upgrade to the Full Platform Edition.&quot;</span>) );
}
<span class="preprocessor">#endif</span>
<span class="type"><a href="qwidget.html">QWidget</a></span><span class="operator">::</span>showEvent( e );
}</pre>
</div>
<!-- @@@graphicsview/portedasteroids/view.cpp -->
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License version 1.3</a> as published by the Free Software Foundation.</p>
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