1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
|
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
|