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authorAlexis Menard <alexis.menard@nokia.com>2009-04-24 15:04:19 (GMT)
committerAlexis Menard <alexis.menard@nokia.com>2009-04-24 15:04:19 (GMT)
commita8cce89940e42fb05efef049122286652bae61e3 (patch)
tree071e9e59bf3871d4261487bd34e3b205654a4fdf /examples/animation/sub-attaq/submarine.cpp
parentdfe6974c1e7103ad46fa1162d7c9fd6a426894b7 (diff)
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Add an OSD to display game progress in the scene
Diffstat (limited to 'examples/animation/sub-attaq/submarine.cpp')
-rw-r--r--examples/animation/sub-attaq/submarine.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/examples/animation/sub-attaq/submarine.cpp b/examples/animation/sub-attaq/submarine.cpp
index 555617c..b8a476e 100644
--- a/examples/animation/sub-attaq/submarine.cpp
+++ b/examples/animation/sub-attaq/submarine.cpp
@@ -126,15 +126,15 @@ SubMarine::SubMarine(int type, const QString &name, int points, QGraphicsItem *
QState *moving = new QState(machine->rootState());
//This state is when the boat is moving from left to right
- MovementState *movement = new MovementState(this,moving);
+ MovementState *movement = new MovementState(this, moving);
//This state is when the boat is moving from left to right
- ReturnState *rotation = new ReturnState(this,moving);
+ ReturnState *rotation = new ReturnState(this, moving);
//This is the initial state of the moving root state
moving->setInitialState(movement);
- movement->addTransition(this, SIGNAL(subMarineStateChanged()),moving);
+ movement->addTransition(this, SIGNAL(subMarineStateChanged()), moving);
//This is the initial state of the machine
machine->setInitialState(moving);
@@ -153,7 +153,7 @@ SubMarine::SubMarine(int type, const QString &name, int points, QGraphicsItem *
destroyedState->setAnimation(setupDestroyAnimation(this));
//Play a nice animation when the submarine is destroyed
- moving->addTransition(this, SIGNAL(subMarineDestroyed()),destroyedState);
+ moving->addTransition(this, SIGNAL(subMarineDestroyed()), destroyedState);
//Transition to final state when the destroyed animation is finished
destroyedState->addTransition(destroyedState, SIGNAL(animationFinished()), final);