connect(pRestartLevelAction,SIGNAL(triggered()),this,SLOT(restartLevel()));
menuBar()->addAction(pRestartLevelAction);
+ QAction * pRestartGameAction = new QAction(tr("Restart game"),this);
+ addAction(pRestartGameAction);
+ connect(pRestartGameAction,SIGNAL(triggered()),this,SLOT(restartGame()));
+ menuBar()->addAction(pRestartGameAction);
+
QAction * pVibrateAction = new QAction(tr("Vibration effects"),this);
pVibrateAction->setCheckable(true);
addAction(pVibrateAction);
+ Level level1(5,10);
+ levelList_.append(level1);
+ Level level2(5,10,2,50);
+ levelList_.append(level2);
+ Level level3(5,15,2,50);
+ levelList_.append(level3);
+ Level level4(5,15,4,50);
+ levelList_.append(level4);
+ Level level5(5,15,5,100);
+ levelList_.append(level5);
+
+ currentLevel_ = 0;
+
+
//the boundaries of the scene are set to match the size of the view window, which is not
//available in the constructor --> timer needed
QTimer::singleShot(100,this,SLOT(initializeBoundaries()));
void MainWindow::restartLevel()
{
- pScene_->setupMap(5,10,5);
+ pScene_->setupMap(levelList_.at(currentLevel_));
}
void MainWindow::about()
void MainWindow::nextLevel()
{
- //for now, just the handling of last level is implemented, and there is just one level
+ currentLevel_++;
+
+ if (levelList_.empty())
+ pScene_->setupMap(Level());
+
+ if ( currentLevel_ < levelList_.size() )
+ {
+ pScene_->setupMap(levelList_.at(currentLevel_));
+ }
+ else //Victory!
+ {
QDialog* pVictoryDialog = new QDialog(this);
pVictoryDialog->setWindowTitle(tr("You won!"));
//Never mind if the user cancels the dialog: restart the game anyway
- restartLevel();
-
+ restartGame();
+ }
}
bool MainWindow::event(QEvent *event)
}
+void MainWindow::restartGame()
+{
+ currentLevel_ = 0;
+ pScene_->setupMap(levelList_.value(currentLevel_)); //value() returns default constructor Level, so no need to check if list empty
+
+}