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package CannonField;
use strict;
use warnings;
use blib;
use QtCore4;
use QtGui4;
use QtCore4::isa qw(Qt::Widget);
use QtCore4::slots setAngle => ['int'],
setForce => ['int'],
shoot => [],
newTarget => [],
setGameOver => [],
restartGame => [],
moveShot => [];
use QtCore4::signals hit => [],
missed => [],
angleChanged => ['int'],
forceChanged => ['int'],
canShoot => ['bool'];
sub NEW {
shift->SUPER::NEW(@_);
this->{currentAngle} = 45;
this->{currentForce} = 0;
this->{timerCount} = 0;
my $autoShootTimer = Qt::Timer(this);
this->{autoShootTimer} = $autoShootTimer;
this->connect( $autoShootTimer, SIGNAL 'timeout()', this, SLOT 'moveShot()' );
this->{shootAngle} = 0;
this->{shootForce} = 0;
this->{target} = Qt::Point(0, 0);
this->{gameEnded} = 0;
this->setPalette(Qt::Palette(Qt::Color(250,250,200)));
this->setAutoFillBackground(1);
this->{firstTime} = 1;
newTarget();
}
sub setAngle {
my ( $angle ) = @_;
if ($angle < 5) {
$angle = 5;
}
if ($angle > 70) {
$angle = 70;
}
if (this->{currentAngle} == $angle) {
return;
}
this->{currentAngle} = $angle;
this->update(this->cannonRect());
emit angleChanged( this->{currentAngle} );
}
sub setForce {
my ( $force ) = @_;
if ($force < 0) {
$force = 0;
}
if (this->{currentForce} == $force) {
return;
}
this->{currentForce} = $force;
emit forceChanged( this->{currentForce} );
}
sub shoot {
if (isShooting()) {
return;
}
this->{timerCount} = 0;
this->{shootAngle} = this->{currentAngle};
this->{shootForce} = this->{currentForce};
this->{autoShootTimer}->start(5);
emit canShoot( 0 );
}
sub newTarget {
if (this->{firstTime}) {
this->{firstTime} = 0;
srand (time ^ $$ ^ unpack "%L*", `ps axww | gzip -f`);
}
# 2147483647 is the value of RAND_MAX, defined in stdlib.h, at least on my machine.
# See the Qt4 4.2 documentation on qrand() for more details.
this->{target} = Qt::Point( 150 + rand(2147483647) % 190, 10 + rand(2147483647) % 255);
this->update();
}
sub setGameOver {
return if (this->{gameEnded});
if (this->isShooting()) {
this->{autoShootTimer}->stop();
}
this->{gameEnded} = 1;
emit canShoot(0);
this->update();
}
sub restartGame {
if (isShooting()) {
this->{autoShootTimer}->stop();
}
this->{gameEnded} = 0;
this->update();
emit canShoot( 1 );
}
sub moveShot {
my $region = shotRect();
this->{timerCount}++;
my $shotR = shotRect();
if ($shotR->intersects(targetRect())) {
this->{autoShootTimer}->stop();
emit canShoot( 1 );
emit hit();
}
elsif ($shotR->x() > this->width() || $shotR->y() > this->height()) {
this->{autoShootTimer}->stop();
emit canShoot( 1 );
emit missed();
}
else {
$region = $region->unite($shotR);
}
this->update($region);
}
my $barrelRect = Qt::Rect(30, -5, 20, 10);
sub paintEvent {
my $painter = Qt::Painter(this);
if (this->{gameEnded}) {
$painter->setPen(Qt::Color(0, 0, 0));
$painter->setFont(Qt::Font("Courier", 48, Qt::Font::Bold()));
$painter->drawText(this->rect(), Qt::AlignCenter(), "Game Over");
}
if (isShooting()){
paintShot($painter);
}
if (!this->{gameEnded}) {
paintTarget($painter);
}
paintCannon($painter);
$painter->end();
}
sub paintShot {
my( $painter ) = @_;
$painter->setPen(Qt::NoPen());
$painter->setBrush(Qt::Brush(Qt::black()));
$painter->drawRect(shotRect());
}
sub paintTarget {
my( $painter ) = @_;
$painter->setPen(Qt::Color(0, 0, 0));
$painter->setBrush(Qt::Brush(Qt::red()));
$painter->drawRect(targetRect());
}
sub paintCannon {
my( $painter ) = @_;
$painter->setPen(Qt::NoPen());
$painter->setBrush(Qt::Brush(Qt::blue()));
$painter->translate(0, this->rect()->height());
$painter->drawPie(Qt::Rect(-35, -35, 70, 70), 0, 90 * 16);
$painter->rotate(-(this->{currentAngle}));
$painter->drawRect($barrelRect);
}
sub cannonRect {
my $result = Qt::Rect(0, 0, 50, 50);
$result->moveBottomLeft(this->rect()->bottomLeft());
return $result;
}
sub shotRect {
my $gravity = 4;
my $time = this->{timerCount} / 20.0;
my $velocity = this->{shootForce};
my $radians = this->{shootAngle} * 3.14159265 / 180;
my $velx = $velocity * cos($radians);
my $vely = $velocity * sin($radians);
my $x0 = ($barrelRect->right() + 5) * cos($radians);
my $y0 = ($barrelRect->right() + 5) * sin($radians);
my $x = $x0 + $velx * $time;
my $y = $y0 + $vely * $time - 0.5 * $gravity * $time * $time;
$x = int($x + .5);
$y = int($y + .5);
my $result = Qt::Rect(0, 0, 6, 6);
$result->moveCenter(Qt::Point( $x, this->height() - 1 - $y ));
return $result;
}
sub targetRect {
my $result = Qt::Rect(0, 0, 20, 10);
my $target = this->{target};
$result->moveCenter(Qt::Point($target->x(), this->height() - 1 - $target->y()));
return $result;
}
sub isShooting {
return this->{autoShootTimer}->isActive();
}
1;
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