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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, SIGNAL('timeout()'),
                 self, 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