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require 'Qt'
include Math
class CannonField < TQt::Widget
signals 'hit()', 'missed()', 'angleChanged(int)', 'forceChanged(int)',
'canShoot(bool)'
slots 'setAngle(int)', 'setForce(int)', 'shoot()', 'moveShot()',
'newTarget()', 'setGameOver()', 'restartGame()'
def initialize(parent, name)
super
@ang = 45
@f = 0
@timerCount = 0;
@autoShootTimer = TQt::Timer.new( self, 'movement handler' )
connect( @autoShootTimer, TQ_SIGNAL('timeout()'),
self, TQ_SLOT('moveShot()') )
@shoot_ang = 0
@shoot_f = 0
@target = TQt::Point.new(0, 0)
@gameEnded = false
@barrelPressed = false
setPalette( TQt::Palette.new( TQt::Color.new( 250, 250, 200) ) )
newTarget()
@barrelRect = TQt::Rect.new(33, -4, 15, 8)
end
def angle()
return @ang
end
def force()
return @f
end
def gameOver()
return @gameEnded
end
def setAngle( degrees )
if degrees < 5
degrees = 5
elsif degrees > 70
degrees = 70
end
if @ang == degrees
return
end
@ang = degrees
repaint( cannonRect(), false )
emit angleChanged( @ang )
end
def setForce( newton )
if newton < 0
newton = 0
end
if @f == newton
return
end
@f = newton
emit forceChanged( @f )
end
def shoot()
if isShooting()
return
end
@timerCount = 0
@shoot_ang = @ang
@shoot_f = @f
@autoShootTimer.start( 50 )
emit canShoot( false )
end
@@first_time = true
def newTarget()
if @@first_time
@@first_time = false
midnight = TQt::Time.new( 0, 0, 0 )
srand( midnight.secsTo(TQt::Time.currentTime()) )
end
r = TQt::Region.new( targetRect() )
@target = TQt::Point.new( 200 + rand(190),
10 + rand(255) )
repaint( r.unite( TQt::Region.new(targetRect()) ) )
end
def setGameOver()
if @gameEnded
return
end
if isShooting()
@autoShootTimer.stop()
end
@gameEnded = true
repaint()
end
def restartGame()
if isShooting()
@autoShootTimer.stop()
end
@gameEnded = false
repaint()
emit canShoot( true )
end
def moveShot()
r = TQt::Region.new( shotRect() )
@timerCount += 1
shotR = shotRect()
if shotR.intersects( targetRect() )
@autoShootTimer.stop()
emit hit()
emit canShoot(true)
elsif shotR.x() > width() || shotR.y() > height() ||
shotR.intersects(barrierRect())
@autoShootTimer.stop()
emit missed()
emit canShoot(true)
else
r = r.unite( TQt::Region.new( shotR ) )
end
repaint( r )
end
private :moveShot
def mousePressEvent( e )
if e.button() != TQt::LeftButton
return
end
if barrelHit( e.pos() )
@barrelPressed = true
end
end
def mouseMoveEvent( e )
if !@barrelPressed
return
end
pnt = e.pos();
if pnt.x() <= 0
pnt.setX( 1 )
end
if pnt.y() >= height()
pnt.setY( height() - 1 )
end
rad = atan2((rect().bottom()-pnt.y()), pnt.x())
setAngle( ( rad*180/3.14159265 ).round )
end
def mouseReleaseEvent( e )
if e.button() == TQt::LeftButton
@barrelPressed = false
end
end
def paintEvent( e )
updateR = e.rect()
p = TQt::Painter.new( self )
if @gameEnded
p.setPen( black )
p.setFont( TQt::Font.new( 'Courier', 48, TQt::Font::Bold ) )
p.drawText( rect(), TQt::AlignCenter, 'Game Over' )
end
if updateR.intersects( cannonRect() )
paintCannon( p )
end
if updateR.intersects( barrierRect() )
paintBarrier( p )
end
if isShooting() && updateR.intersects( shotRect() )
paintShot( p )
end
if !@gameEnded && updateR.intersects( targetRect() )
paintTarget( p )
end
p.end()
end
def paintShot( p )
p.setBrush( black )
p.setPen( TQt::NoPen )
p.drawRect( shotRect() )
end
def paintTarget( p )
p.setBrush( red )
p.setPen( black )
p.drawRect( targetRect() )
end
def paintBarrier( p )
p.setBrush( yellow )
p.setPen( black )
p.drawRect( barrierRect() )
end
def paintCannon(p)
cr = cannonRect()
pix = TQt::Pixmap.new( cr.size() )
pix.fill( self, cr.topLeft() )
tmp = TQt::Painter.new( pix )
tmp.setBrush( blue )
tmp.setPen( TQt::NoPen )
tmp.translate( 0, pix.height() - 1 )
tmp.drawPie( TQt::Rect.new(-35, -35, 70, 70), 0, 90*16 )
tmp.rotate( - @ang )
tmp.drawRect( @barrelRect )
tmp.end()
p.drawPixmap(cr.topLeft(), pix )
end
private :paintShot, :paintTarget, :paintBarrier, :paintCannon
def cannonRect()
r = TQt::Rect.new( 0, 0, 50, 50)
r.moveBottomLeft( rect().bottomLeft() )
return r
end
def shotRect()
gravity = 4.0
time = @timerCount / 4.0
velocity = @shoot_f
radians = @shoot_ang*3.14159265/180.0
velx = velocity*cos( radians )
vely = velocity*sin( radians )
x0 = ( @barrelRect.right() + 5.0 )*cos(radians)
y0 = ( @barrelRect.right() + 5.0 )*sin(radians)
x = x0 + velx*time
y = y0 + vely*time - 0.5*gravity*time*time
r = TQt::Rect.new( 0, 0, 6, 6 );
r.moveCenter( TQt::Point.new( x.round, height() - 1 - y.round ) )
return r
end
def targetRect()
r = TQt::Rect.new( 0, 0, 20, 10 )
r.moveCenter( TQt::Point.new(@target.x(),height() - 1 - @target.y()) )
return r
end
def barrierRect()
return TQt::Rect.new( 145, height() - 100, 15, 100 )
end
def barrelHit( p )
mtx = TQt::WMatrix.new
mtx.translate( 0, height() - 1 )
mtx.rotate( - @ang )
mtx = mtx.invert()
return @barrelRect.contains( mtx.map(p) )
end
private :cannonRect, :shotRect, :targetRect, :barrierRect, :barrelHit
def isShooting()
return @autoShootTimer.isActive()
end
def sizePolicy()
return TQt::SizePolicy.new( TQt::SizePolicy::Expanding, TQt::SizePolicy::Expanding )
end
end
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