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|
/*
* Copyright (C) 2000 Stefan Schimanski <1Stein@gmx.de>
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this program; if not, write to the Free
* Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include <stdlib.h>
#include <tqtimer.h>
#include <kstandarddirs.h>
#include <tdeapplication.h>
#include <kdebug.h>
#include <tqimage.h>
#include <tdeglobalsettings.h>
#include "game.h"
#define TILE_SIZE 16
#define TILE_FIRST ((FIELD_WIDTH-2)*(FIELD_HEIGHT-2))
#define TILE_FREE (TILE_FIRST + 0)
#define TILE_BORDER (TILE_FIRST + 1)
#define TILE_WALLEND (TILE_FIRST + 2)
#define TILE_WALLUP (TILE_FIRST + 3)
#define TILE_WALLDOWN (TILE_FIRST + 4)
#define TILE_WALLLEFT (TILE_FIRST + 5)
#define TILE_WALLRIGHT (TILE_FIRST + 6)
#define GAME_DELAY 15
#define BALL_ANIM_DELAY 60
#define WALL_DELAY 100
#if HAVE_ARTS
SimpleSoundServer *JezzGame::m_artsServer = 0;
#endif
TQString JezzGame::m_soundPath;
bool JezzGame::m_sound = true;
#define MS2TICKS( ms ) ((ms)/GAME_DELAY)
Ball::Ball(TQCanvasPixmapArray* array, TQCanvas* canvas)
: TQCanvasSprite( array, canvas ), m_animDelay( 0 ), m_soundDelay( MS2TICKS(BALL_ANIM_DELAY)/2 )
{
}
void Ball::update()
{
// set pixmap frame
m_animDelay--;
if ( m_animDelay<=0 )
{
m_animDelay = MS2TICKS(BALL_ANIM_DELAY);
int frameNum = frame();
frameNum++;
if ( frameNum>=frameCount() )
frameNum = 0;
setFrame( frameNum );
}
}
void Ball::advance(int stage)
{
bool reflectX = false;
bool reflectY = false;
m_soundDelay++;
// ball already on a wall? (should normally never happen)
// commented out to stop bug which causes balls to
// sometimes stop when clicked on
// if ( collide(0, 0) ) setVelocity( 0, 0 );
// check for collisions
if ( collide(xVelocity(), 0) ) reflectX = true;
if ( collide(0, yVelocity()) ) reflectY = true;
if ( !reflectX && !reflectY && collide(xVelocity(), yVelocity()) ) reflectX = reflectY = true;
// emit collision
TQRect r = boundingRect();
r.moveBy( xVelocity(), yVelocity() );
JezzField* field = (JezzField *)canvas();
int ul = field->tile( r.left() / TILE_SIZE, r.top() / TILE_SIZE );
int ur = field->tile( r.right() / TILE_SIZE, r.top() / TILE_SIZE );
int bl = field->tile( r.left() / TILE_SIZE, r.bottom() / TILE_SIZE );
int br = field->tile( r.right() / TILE_SIZE, r.bottom() / TILE_SIZE );
if ( ul!=TILE_FREE ) field->emitBallCollisiton( this, r.left() / TILE_SIZE, r.top() / TILE_SIZE, ul ); else
if ( ur!=TILE_FREE ) field->emitBallCollisiton( this, r.right() / TILE_SIZE, r.top() / TILE_SIZE, ur ); else
if ( bl!=TILE_FREE ) field->emitBallCollisiton( this, r.left() / TILE_SIZE, r.bottom() / TILE_SIZE, bl ); else
if ( br!=TILE_FREE ) field->emitBallCollisiton( this, r.right() / TILE_SIZE, r.bottom() / TILE_SIZE, br );
// apply reflection
if ( reflectX ) setXVelocity( -xVelocity() );
if ( reflectY ) setYVelocity( -yVelocity() );
// play collision sound
if ( reflectX || reflectY )
{
if ( m_soundDelay>50 ) JezzGame::playSound( "reflect.au" );
m_soundDelay = 0;
}
// update field
update();
TQCanvasSprite::advance( stage );
}
bool Ball::collide( double dx, double dy )
{
TQRect r = boundingRect();
r.moveBy( dx, dy );
JezzField* field = (JezzField *)canvas();
int ul = field->tile( r.left() / TILE_SIZE, r.top() / TILE_SIZE );
int ur = field->tile( r.right() / TILE_SIZE, r.top() / TILE_SIZE );
int bl = field->tile( r.left() / TILE_SIZE, r.bottom() / TILE_SIZE );
int br = field->tile( r.right() / TILE_SIZE, r.bottom() / TILE_SIZE );
return ( ul!=TILE_FREE || ur!=TILE_FREE || bl!=TILE_FREE || br!=TILE_FREE );
}
/*************************************************************************/
Wall::Wall( JezzField *field, int x, int y, Direction dir, int tile, TQObject *parent, const char *name )
: TQObject( parent, name ), m_dir( dir ), m_field( field ), m_startX( x ), m_startY( y ),
m_tile( tile ), m_delay( MS2TICKS(WALL_DELAY)/2 ), m_active( true )
{
//kdDebug(12008) << "Wall::Wall" << endl;
// setup position and direction
m_dx = 0;
m_dy = 0;
switch ( m_dir )
{
case Up: m_dy = -1; break;
case Down: m_dy = 1; break;
case Left: m_dx = -1; break;
case Right: m_dx = 1; break;
}
m_x = m_startX;
m_y = m_startY;
m_field->setTile( m_x, m_y, m_tile );
}
void Wall::finish()
{
m_active = false;
}
bool Wall::isFree( int x, int y )
{
if ( m_field->tile(x, y)==TILE_FREE )
{
// check whether there is a ball at the moment
TQCanvasItemList cols = m_field->collisions( TQRect(x*TILE_SIZE, y*TILE_SIZE,
TILE_SIZE, TILE_SIZE) );
if ( cols.count()==0 )
return true;
}
return false;
}
void Wall::update()
{
}
void Wall::advance()
{
update();
// move wall
if ( m_active )
{
m_delay--;
if ( m_delay<=0 )
{
m_delay = MS2TICKS(WALL_DELAY);
// set previous tile
m_field->setTile( m_x, m_y, m_tile );
// check whether next place is still free
if ( isFree(m_x+m_dx, m_y+m_dy) )
{
// move ball
m_x += m_dx;
m_y += m_dy;
// set tile
m_field->setTile( m_x, m_y, TILE_WALLEND );
} else
{
finish();
emit finished( this, m_field->tile( m_x+m_dx, m_y+m_dy ) );
}
}
}
}
void Wall::fill( bool black )
{
if ( m_dx )
{
for ( int x=m_startX ; x!=m_x; x+=m_dx )
if ( m_field->tile(x, m_startY)==m_tile )
m_field->setGameTile( x, m_startY, black );
m_field->setGameTile( m_x, m_startY, black );
} else
{
for ( int y=m_startY ; y!=m_y; y+=m_dy )
if ( m_field->tile(m_startX, y)==m_tile )
m_field->setGameTile( m_startX, y, black );
m_field->setGameTile( m_startX, m_y, black );
}
}
/*************************************************************************/
JezzField::JezzField( const TQPixmap &tiles, const TQPixmap &background, TQObject* parent, const char* name )
: TQCanvas( parent, name ), m_tiles( tiles )
{
setPixmaps( tiles, background );
}
void JezzField::setGameTile( int x, int y, bool black )
{
if ( m_background )
setTile( x, y, black ? ((x-1)+(y-1)*(FIELD_WIDTH-2)) : TILE_FREE );
else
setTile( x, y, black ? TILE_BORDER : TILE_FREE );
}
void JezzField::setBackground( const TQPixmap &background )
{
// copy current field into buffer
int backup[FIELD_WIDTH][FIELD_HEIGHT];
for ( int y=0; y<FIELD_HEIGHT; y++ )
for ( int x=0; x<FIELD_WIDTH; x++ )
backup[x][y] = tile( x, y );
setPixmaps( m_tiles, background );
// restore tiles
for ( int x=0; x<FIELD_WIDTH; x++ )
setTile( x, 0, TILE_BORDER );
for ( int y=1; y<FIELD_HEIGHT-1; y++ ) {
setTile( 0, y, TILE_BORDER );
for ( int x=1; x<FIELD_WIDTH-1; x++ ) {
int tile = backup[x][y];
if ( m_background ) {
if ( tile==TILE_BORDER || tile<TILE_FIRST )
tile = (x-1)+(y-1)*(FIELD_WIDTH-2);
} else {
if ( tile<TILE_FIRST )
tile = TILE_BORDER;
}
setTile( x, y, tile );
}
setTile( FIELD_WIDTH-1, y, TILE_BORDER );
}
for ( int x=0; x<FIELD_WIDTH; x++ )
setTile( x, FIELD_HEIGHT-1, TILE_BORDER );
}
void JezzField::setPixmaps( const TQPixmap &tiles, const TQPixmap &background )
{
// create new tiles
TQPixmap allTiles( TILE_SIZE*(FIELD_WIDTH-2), TILE_SIZE*(FIELD_HEIGHT-1) );
if ( background.width()==0 || background.height()==0 ) {
m_background = false;
} else {
// handle background
m_background = true;
TQImage img = background.convertToImage();
TQPixmap scalledBackground( img.smoothScale( TILE_SIZE*(FIELD_WIDTH-2),
TILE_SIZE*(FIELD_HEIGHT-2) ) );
bitBlt( &allTiles, 0, 0, &scalledBackground, 0, 0, scalledBackground.width(), scalledBackground.height() );
}
// handle default tiles
bitBlt( &allTiles, 0, TILE_SIZE*(FIELD_HEIGHT-2),
&tiles, 0, 0, tiles.width(), tiles.height() );
// load tiles into canvas
setTiles( allTiles, FIELD_WIDTH, FIELD_HEIGHT, TILE_SIZE, TILE_SIZE );
}
/*************************************************************************/
JezzView::JezzView(TQCanvas* viewing, TQWidget* parent, const char* name, WFlags f)
: TQCanvasView( viewing, parent, name, f ), m_vertical( false )
{
setResizePolicy( AutoOne );
setHScrollBarMode( AlwaysOff );
setVScrollBarMode( AlwaysOff );
setCursor( sizeHorCursor );
}
void JezzView::viewportMouseReleaseEvent( TQMouseEvent *ev )
{
if ( ev->button() & Qt::RightButton )
{
m_vertical = !m_vertical;
if ( m_vertical ) setCursor( sizeVerCursor ); else setCursor( sizeHorCursor );
}
if ( ev->button() & Qt::LeftButton )
{
emit buildWall( ev->x()/TILE_SIZE, ev->y()/TILE_SIZE, m_vertical );
}
}
/*************************************************************************/
JezzGame::JezzGame( const TQPixmap &background, int ballNum, TQWidget *parent, const char *name )
: TQWidget( parent, name ), m_wall1( 0 ), m_wall2( 0 ),
m_text( 0 ), m_running( false ), m_percent( 0 ), m_pictured( false )
{
TQString path = kapp->dirs()->findResourceDir( "data", "kbounce/pics/ball0000.png" ) + "kbounce/pics/";
// load gfx
m_ballPixmaps = new TQCanvasPixmapArray( path + "ball%1.png", 25 );
for ( unsigned n=0; n<m_ballPixmaps->count(); n++ )
m_ballPixmaps->image(n)->setOffset( 0, 0 );
TQPixmap tiles( path + "tiles.png" );
// setup arts
#if HAVE_ARTS
m_artsServer = new SimpleSoundServer;
*m_artsServer = Arts::Reference("global:Arts_SimpleSoundServer");
if ( m_artsServer->isNull() )
kdDebug(12008) << "Can't connect to aRts sound server" << endl;
#endif
m_soundPath = kapp->dirs()->findResourceDir( "data", "kbounce/sounds/death.au" ) +
"kbounce/sounds/";
// create field
m_field = new JezzField( tiles, background, TQT_TQOBJECT(this), "m_field" );
m_field->resize( TILE_SIZE*FIELD_WIDTH, TILE_SIZE*FIELD_HEIGHT );
for ( int x=0; x<FIELD_WIDTH; x++ )
m_field->setTile( x, 0, TILE_BORDER );
for ( int y=1; y<FIELD_HEIGHT-1; y++ )
{
m_field->setTile( 0, y, TILE_BORDER );
for ( int x=1; x<FIELD_WIDTH-1; x++ )
m_field->setTile( x, y, TILE_FREE );
m_field->setTile( FIELD_WIDTH-1, y, TILE_BORDER );
}
for ( int x=0; x<FIELD_WIDTH; x++ )
m_field->setTile( x, FIELD_HEIGHT-1, TILE_BORDER );
connect( m_field, TQT_SIGNAL(ballCollision(Ball *, int, int, int)), this, TQT_SLOT(ballCollision(Ball *, int, int, int)) );
// create view
m_view = new JezzView( m_field, this, "m_view" );
m_view->move( 0, 0 );
m_view->adjustSize();
connect( m_view, TQT_SIGNAL(buildWall(int, int, bool)), this, TQT_SLOT(buildWall(int, int, bool)) );
// create balls
for ( int n=0; n<ballNum; n++ )
{
Ball *ball = new Ball( m_ballPixmaps, m_field );
m_balls.append( ball );
ball->setVelocity( ((kapp->random() & 1)*2-1)*2, ((kapp->random() & 1)*2-1)*2 );
ball->setFrame( kapp->random() % 25 );
ball->move( 4*TILE_SIZE + kapp->random() % ( (FIELD_WIDTH-8)*TILE_SIZE ),
4*TILE_SIZE + kapp->random() % ( (FIELD_HEIGHT-8)*TILE_SIZE ) );
ball->show();
}
// create text label
m_text = new TQCanvasText( m_field );
// create game clock
m_clock = new TQTimer( this );
connect( m_clock, TQT_SIGNAL(timeout()), this, TQT_SLOT(tick()) );
m_clock->start( GAME_DELAY );
// setup geometry
setFixedSize( m_view->size() );
}
JezzGame::~JezzGame()
{
m_balls.clear();
delete m_view;
delete m_field;
delete m_ballPixmaps;
#if HAVE_ARTS
delete m_artsServer;
#endif
}
void JezzGame::display( const TQString &text, int size )
{
tqDebug("This function \"display\" shouldn't be called!!!");
if ( !text.isEmpty() )
{
//kdDebug(12008) << "text = " << text << endl;
TQFont font = TDEGlobalSettings::generalFont();
font.setBold(true);
font.setPointSize(size);
m_text->setFont( font );
m_text->setText( text );
TQRect size = m_text->boundingRect();
m_text->move( ( FIELD_WIDTH*TILE_SIZE - size.width() ) / 2,
( FIELD_HEIGHT*TILE_SIZE - size.height() ) / 2 );
m_text->show();
} else
{
m_text->hide();
}
}
void JezzGame::playSound( const TQString &name )
{
#if HAVE_ARTS
if( !m_artsServer->isNull() && m_sound)
{
TQString path = m_soundPath + name;
m_artsServer->play( path.latin1() );
}
#else
return;
#endif
}
void JezzGame::setBackground( const TQPixmap &background )
{
m_field->setBackground( background );
}
void JezzGame::setSound( bool sound )
{
m_sound = sound;
}
void JezzGame::start()
{
m_running = true;
}
void JezzGame::stop()
{
m_running = false;
}
void JezzGame::makeBlack()
{
// copy current field into buffer
for ( int y=0; y<FIELD_HEIGHT; y++ )
for ( int x=0; x<FIELD_WIDTH; x++ )
m_buf[x][y] = m_field->tile( x, y );
// fill areas that contains a ball
for ( Ball *ball=m_balls.first(); ball!=0; ball=m_balls.next() )
fill( ball->x()/TILE_SIZE, ball->y()/TILE_SIZE );
// areas still free can be blacked now
for ( int y=0; y<FIELD_HEIGHT; y++ )
for ( int x=0; x<FIELD_WIDTH; x++ )
{
if ( m_buf[x][y]==TILE_FREE )
m_field->setGameTile( x, y, true );
}
m_field->update();
m_view->repaint();
// count percent value of occupied area
int p = percent();
if ( p!=m_percent )
{
m_percent = p;
emit newPercent( m_percent );
}
}
int JezzGame::percent()
{
int notFree = 0;
for ( int y=1; y<FIELD_HEIGHT-1; y++ )
for ( int x=1; x<FIELD_WIDTH-1; x++ )
{
if ( m_field->tile(x,y)!=TILE_FREE )
notFree++;
}
return 100 * notFree / ( (FIELD_WIDTH-2) * (FIELD_HEIGHT-2) );
}
void JezzGame::fill( int x, int y )
{
if ( m_buf[x][y]!=TILE_FREE) return;
// go left
int _x=x;
for ( ; m_buf[_x][y]==TILE_FREE; _x-- )
m_buf[_x][y] = TILE_BORDER;
int stopx = _x;
// fill above
for ( _x=x; _x>stopx; _x-- )
if ( m_buf[_x][y-1]==TILE_FREE ) fill( _x, y-1 );
// fill below
for ( _x=x; _x>stopx; _x-- )
if ( m_buf[_x][y+1]==TILE_FREE ) fill( _x, y+1 );
// go right
for ( _x=x+1; m_buf[_x][y]==TILE_FREE; _x++ )
m_buf[_x][y] = TILE_BORDER;
stopx = _x;
// fill above
for ( _x=x+1; _x<stopx; _x++ )
if ( m_buf[_x][y-1]==TILE_FREE ) fill( _x, y-1 );
// fill below;
for ( _x=x+1; _x<stopx; _x++ )
if ( m_buf[_x][y+1]==TILE_FREE ) fill( _x, y+1 );
}
void JezzGame::ballCollision( Ball */*ball*/, int /*x*/, int /*y*/, int tile )
{
if ( tile!=TILE_BORDER && tile>TILE_FREE && tile!=TILE_WALLEND )
{
kdDebug(12008) << "Collision" << endl;
// play explosion sound
playSound( "death.au" );
// stop walls
if ( (tile==TILE_WALLUP || tile==TILE_WALLLEFT) && m_wall1 )
{
kdDebug(12008) << "up or left" << endl;
m_wall1->finish();
m_wall1->fill( false );
delete m_wall1;
m_wall1 = 0;
}
if ( (tile==TILE_WALLDOWN || tile==TILE_WALLRIGHT) && m_wall2 )
{
kdDebug(12008) << "down or right" << endl;
m_wall2->finish();
m_wall2->fill( false );
delete m_wall2;
m_wall2 = 0;
}
// update view
m_field->update();
m_view->repaint();
// send death msg
emit died();
}
}
void JezzGame::buildWall( int x, int y, bool vertical )
{
if ( !m_running ) return;
kdDebug(12008) << "JezzGame::buildWall( x=" << x << " y=" << y << " vertical=" << vertical << " )" << endl;
if ( m_field->tile(x, y)==TILE_FREE )
{
playSound( "wallstart.au" );
// check whether there is a ball at the moment
TQCanvasItemList cols = m_field->collisions( TQRect(x*TILE_SIZE, y*TILE_SIZE, TILE_SIZE, TILE_SIZE) );
if ( cols.count()>0 )
{
kdDebug(12008) << "Direct collision" << endl;
emit ballCollision( (Ball*)cols.first(), x, y, TILE_WALLUP );
return;
}
// start walls
if ( !m_wall1 )
{
m_wall1 = new Wall( m_field, x, y,
vertical? Wall::Up : Wall::Left,
vertical? TILE_WALLUP : TILE_WALLLEFT,
TQT_TQOBJECT(this), "m_wall1" );
connect( m_wall1, TQT_SIGNAL(finished(Wall *, int)),
this, TQT_SLOT(wallFinished(Wall *, int)) ); }
if ( !m_wall2 )
{
m_wall2 = new Wall( m_field, x, y,
vertical? Wall::Down: Wall::Right,
vertical? TILE_WALLDOWN : TILE_WALLRIGHT,
TQT_TQOBJECT(this), "m_wall2" );
connect( m_wall2, TQT_SIGNAL(finished(Wall *, int)),
this, TQT_SLOT(wallFinished(Wall *, int)) );
}
}
}
void JezzGame::wallFinished( Wall *wall, int tile )
{
//kdDebug(12008) << "wallFinished" << endl;
playSound( "wallend.au" );
if ( tile==TILE_WALLEND )
{
if ( m_wall1 )
{
m_wall1->fill( false );
delete m_wall1;
m_wall1 = 0;
}
if ( m_wall2 )
{
m_wall2->fill( false );
delete m_wall2;
m_wall2 = 0;
}
} else
{
if ( m_wall1==wall && m_wall1 )
{
m_wall1->fill( true );
delete m_wall1;
m_wall1 = 0;
}
if ( m_wall2==wall && m_wall2 )
{
m_wall2->fill( true );
delete m_wall2;
m_wall2 = 0;
}
}
m_field->update();
m_view->repaint();
makeBlack();
}
void JezzGame::tick()
{
if ( m_running )
{
if ( m_field ) m_field->advance();
if ( m_wall1 ) m_wall1->advance();
if ( m_wall2 ) m_wall2->advance();
} else
{
for ( Ball *ball=m_balls.first(); ball!=0; ball=m_balls.next() )
ball->update();
if ( m_field ) m_field->update();
if ( m_wall1 ) m_wall1->update();
if ( m_wall2 ) m_wall2->update();
}
//kapp->syncX();
}
#include "game.moc"
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