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require 'lcdrange.rb'
require 'cannon.rb'
class GameBoard < Qt::Widget
slots 'fire()', 'hit()', 'missed()', 'newGame()'
def initialize()
super
quit = Qt::PushButton.new('&Quit', self, 'quit')
quit.setFont(Qt::Font.new('Times', 18, Qt::Font::Bold))
connect(quit, SIGNAL('clicked()'), $qApp, SLOT('quit()'))
angle = LCDRange.new( 'ANGLE', self, 'angle' )
angle.setRange( 5, 70 )
force = LCDRange.new( 'FORCE', self, 'force' )
force.setRange( 10, 50 )
box = Qt::VBox.new( self, 'cannonFrame' )
box.setFrameStyle( Qt::Frame::WinPanel | Qt::Frame::Sunken )
@cannonField = CannonField.new( box, 'cannonField' )
connect( angle, SIGNAL('valueChanged(int)'),
@cannonField, SLOT('setAngle(int)') )
connect( @cannonField, SIGNAL('angleChanged(int)'),
angle, SLOT('setValue(int)') )
connect( force, SIGNAL('valueChanged(int)'),
@cannonField, SLOT('setForce(int)') )
connect( @cannonField, SIGNAL('forceChanged(int)'),
force, SLOT('setValue(int)') )
connect( @cannonField, SIGNAL('hit()'),
self, SLOT('hit()') )
connect( @cannonField, SIGNAL('missed()'),
self, SLOT('missed()') )
shoot = Qt::PushButton.new( '&Shoot', self, 'shoot' )
shoot.setFont( Qt::Font.new( 'Times', 18, Qt::Font::Bold ) )
connect( shoot, SIGNAL('clicked()'), SLOT('fire()') )
connect( @cannonField, SIGNAL('canShoot(bool)'),
shoot, SLOT('setEnabled(bool)') )
restart = Qt::PushButton.new( '&New Game', self, 'newgame' )
restart.setFont( Qt::Font.new( 'Times', 18, Qt::Font::Bold ) )
connect( restart, SIGNAL('clicked()'), self, SLOT('newGame()') )
@hits = Qt::LCDNumber.new( 2, self, 'hits' )
@shotsLeft = Qt::LCDNumber.new( 2, self, 'shotsleft' )
hitsL = Qt::Label.new( 'HITS', self, 'hitsLabel' )
shotsLeftL = Qt::Label.new( 'SHOTS LEFT', self, 'shotsleftLabel' )
accel = Qt::Accel.new( self )
accel.connectItem( accel.insertItem( Qt::KeySequence.new(Key_Enter) ),
self, SLOT('fire()') )
accel.connectItem( accel.insertItem( Qt::KeySequence.new(Key_Return) ),
self, SLOT('fire()') )
accel.connectItem( accel.insertItem( Qt::KeySequence.new(CTRL+Key_Q) ),
$qApp, SLOT('quit()') )
grid = Qt::GridLayout.new( self, 2, 2, 10 )
grid.addWidget( quit, 0, 0 )
grid.addWidget( box, 1, 1)
grid.setColStretch( 1, 10 )
leftBox = Qt::VBoxLayout.new()
grid.addLayout( leftBox, 1, 0 )
leftBox.addWidget( angle )
leftBox.addWidget( force )
topBox = Qt::HBoxLayout.new()
grid.addLayout( topBox, 0, 1 )
topBox.addWidget( shoot )
topBox.addWidget( @hits )
topBox.addWidget( hitsL )
topBox.addWidget( @shotsLeft )
topBox.addWidget( shotsLeftL )
topBox.addStretch( 1 )
topBox.addWidget( restart )
angle.setValue( 60 )
force.setValue( 25 )
angle.setFocus()
newGame()
end
def fire()
if @cannonField.gameOver() || @cannonField.isShooting()
return
end
@shotsLeft.display( @shotsLeft.intValue() - 1 )
@cannonField.shoot()
end
def hit()
@hits.display( @hits.intValue() + 1 )
if @shotsLeft.intValue() == 0
@cannonField.setGameOver()
else
@cannonField.newTarget()
end
end
def missed()
if @shotsLeft.intValue() == 0
@cannonField.setGameOver()
end
end
def newGame()
@shotsLeft.display( 15.0 )
@hits.display( 0 )
@cannonField.restartGame()
@cannonField.newTarget()
end
end
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