Commit 48bd5f85 authored by Yuri Chornoivan's avatar Yuri Chornoivan

Fix minor EBN issues

parent 561ec8de
......@@ -3,5 +3,6 @@
version="4"
xmlns="http://www.kde.org/standards/kxmlgui/1.0"
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:schemaLocation="http://www.kde.org/standards/kxmlgui/1.0 http://www.kde.org/standards/kxmlgui/1.0/kxmlgui.xsd">
xsi:schemaLocation="http://www.kde.org/standards/kxmlgui/1.0
http://www.kde.org/standards/kxmlgui/1.0/kxmlgui.xsd">
</gui>
......@@ -55,7 +55,7 @@ public:
};
/**
* Constuctor
* Constructor
*/
KTron::KTron(QWidget *parent) : KXmlGuiWindow(parent, KDE_DEFAULT_WINDOWFLAGS) {
m_tron = new Tron(this);
......
......@@ -586,7 +586,7 @@ void Tron::movementHelper(bool onlyAcceleratedPlayers)
/* player collision check */
if (!players[1]->isAlive())
{
checkHeadToHeadCollission();
checkHeadToHeadCollision();
}
updatePixmap();
......@@ -616,10 +616,10 @@ void Tron::movementHelper(bool onlyAcceleratedPlayers)
}
}
void Tron::checkHeadToHeadCollission()
void Tron::checkHeadToHeadCollision()
{
// As player 1 and player 2 move at the same time
// a head to head collission is possible
// a head to head collision is possible
// but tough movement actually is done sequential
// we have to check back if player 1 should die when player 2 did so
// that's where this function comes in :)
......
......@@ -141,8 +141,8 @@ class Tron : public QWidget
// Key handling / movement
void switchKeyOn(int, KBAction::Action);
void switchKeyOff(int, KBAction::Action);
/** Check head to head collissions */
void checkHeadToHeadCollission();
/** Check head to head collisions */
void checkHeadToHeadCollision();
/** Helper for the doMove() function */
void movementHelper(bool onlyAcceleratedPlayers);
/** Tries to generate a new obstacle */
......@@ -151,8 +151,8 @@ class Tron : public QWidget
private slots:
/**
* This is the main function of KTron.
* It checkes if an accelerator is pressed and than moves this player
* forward. Then it checkes if a crash occurred.
* It checks if an accelerator is pressed and than moves this player
* forward. Then it checks if a crash occurred.
* If no crash happen it moves both players forward and checks again
* if someone crashed.
*/
......
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