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require 'Qt4'
require 'lcdrange.rb'
require 'cannon.rb'
class GameBoard < Qt::Widget
slots 'fire()', 'hit()', 'missed()', 'newGame()'
def initialize(parent = nil)
super
quit = Qt::PushButton.new('&Quit')
quit.setFont(Qt::Font.new('Times', 18, Qt::Font::Bold))
connect(quit, SIGNAL('clicked()'), $qApp, SLOT('quit()'))
angle = LCDRange.new( 'ANGLE', self )
angle.range = 5..70
force = LCDRange.new( 'FORCE', self )
force.range = 10..50
@cannonField = CannonField.new( self )
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.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 )
restart.setFont( Qt::Font.new( 'Times', 18, Qt::Font::Bold ) )
connect( restart, SIGNAL('clicked()'), self, SLOT('newGame()') )
@hits = Qt::LCDNumber.new( 2, self )
@shotsLeft = Qt::LCDNumber.new( 2, self )
hitsLabel = Qt::Label.new( 'HITS', self )
shotsLeftLabel = Qt::Label.new( 'SHOTS LEFT', self )
topLayout = Qt::HBoxLayout.new
topLayout.addWidget(shoot)
topLayout.addWidget(@hits)
topLayout.addWidget(hitsLabel)
topLayout.addWidget(@shotsLeft)
topLayout.addWidget(shotsLeftLabel)
topLayout.addStretch(1)
topLayout.addWidget(restart)
leftLayout = Qt::VBoxLayout.new()
leftLayout.addWidget( angle )
leftLayout.addWidget( force )
gridLayout = Qt::GridLayout.new
gridLayout.addWidget( quit, 0, 0 )
gridLayout.addLayout(topLayout, 0, 1)
gridLayout.addLayout(leftLayout, 1, 0)
gridLayout.addWidget( @cannonField, 1, 1, 2, 1 )
gridLayout.setColumnStretch( 1, 10 )
setLayout(gridLayout)
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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