//Setup the level list
+ QList<Level> levelList;
Level level1(5,10);
- levelList_.append(level1);
+ levelList.append(level1);
Level level2(5,10,2,50);
- levelList_.append(level2);
+ levelList.append(level2);
Level level3(5,15,2,50);
- levelList_.append(level3);
+ levelList.append(level3);
Level level4(5,15,4,50);
- levelList_.append(level4);
+ levelList.append(level4);
Level level5(5,15,5,100);
- levelList_.append(level5);
+ levelList.append(level5);
+
+ Levelset set ("Original",levelList);
+ levelset_ = set;
currentLevel_ = 0;
void SeaScene::restartLevel()
{
- setupMap(levelList_.value(currentLevel_)); //value() returns default constructor Level if index is invalid, so no risk of crash
+ setupMap(levelset_.getLevel(currentLevel_)); //getLevel() returns default constructor Level if index is invalid, so no risk of crash
vibrationActivate(pVibrateAction_->isChecked()); //Vibration effects are lost without this
// qDebug() << pVibrateAction_->isChecked();
autopauseTimer.start(); //reset counting towards autopause
currentLevel_++;
- if (levelList_.empty())
+ if (!levelset_.isValid())
setupMap(Level());
- if ( currentLevel_ < levelList_.size() )
+ if ( currentLevel_ < levelset_.numberOfLevels() )
{
restartLevel();
}
#include<QGraphicsItemGroup>
#include "screenlitkeeper.h"
#include "level.h"
+#include "levelset.h"
#include <QAction>
#include <QTimer>
#include <QSystemDeviceInfo>
QGraphicsTextItem * pVictoryCongratulationsItem_;
QGraphicsTextItem * pAboutBoxItem_;
- QList<Level> levelList_;
+
+ Levelset levelset_;
int currentLevel_;