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include Math
class CannonField < Qt::Widget
signals 'hit()', 'missed()', 'angleChanged(int)', 'forceChanged(int)',
'canShoot(bool)'
slots 'angle=(int)', 'force=(int)', 'shoot()', 'moveShot()',
'newTarget()', 'setGameOver()', 'restartGame()'
def initialize(parent = nil)
super
@currentAngle = 45
@currentForce = 0
@timerCount = 0;
@autoShootTimer = Qt::Timer.new( self )
connect( @autoShootTimer, SIGNAL('timeout()'),
self, SLOT('moveShot()') )
@shootAngle = 0
@shootForce = 0
@target = Qt::Point.new(0, 0)
@gameEnded = false
@barrelPressed = false
setPalette( Qt::Palette.new( Qt::Color.new( 250, 250, 200) ) )
setAutoFillBackground(true)
newTarget()
@barrelRect = Qt::Rect.new(30, -5, 20, 10)
end
def angle()
return @currentAngle
end
def force()
return @currentForce
end
def gameOver()
return @gameEnded
end
def angle=( degrees )
if degrees < 5
degrees = 5
elsif degrees > 70
degrees = 70
end
if @currentAngle == degrees
return
end
@currentAngle = degrees
update( cannonRect() )
emit angleChanged( @currentAngle )
end
def force=( newton )
if newton < 0
newton = 0
end
if @currentForce == newton
return
end
@currentForce = newton
emit forceChanged( @currentForce )
end
def shoot()
if shooting?
return
end
@timerCount = 0
@shootAngle = @currentAngle
@shootForce = @currentForce
@autoShootTimer.start( 25 )
emit canShoot( false )
end
@@first_time = true
def newTarget()
if @@first_time
@@first_time = false
midnight = Qt::Time.new( 0, 0, 0 )
srand( midnight.secsTo(Qt::Time.currentTime()) )
end
@target = Qt::Point.new( 200 + rand(190), 10 + rand(255) )
update()
end
def setGameOver()
if @gameEnded
return
end
if shooting?
@autoShootTimer.stop()
end
@gameEnded = true
update()
end
def restartGame()
if shooting?
@autoShootTimer.stop()
end
@gameEnded = false
update()
emit canShoot( true )
end
def moveShot()
r = Qt::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( Qt::Region.new( shotR ) )
end
update( r )
end
private :moveShot
def mousePressEvent( e )
if e.button() != Qt::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())
self.angle = ( rad*180/3.14159265 ).round
end
def mouseReleaseEvent( e )
if e.button() == Qt::LeftButton
@barrelPressed = false
end
end
def paintEvent( e )
painter = Qt::Painter.new( self )
if @gameEnded
painter.pen = Qt::Color.new(Qt::black)
painter.font = Qt::Font.new( 'Courier', 48, Qt::Font::Bold )
painter.drawText( rect(), Qt::AlignCenter, 'Game Over' )
end
paintCannon( painter )
paintBarrier( painter )
if shooting?
paintShot( painter )
end
if !@gameEnded
paintTarget( painter )
end
painter.end
end
def paintShot( painter )
painter.pen = Qt::NoPen
painter.brush = Qt::Brush.new(Qt::black)
painter.drawRect( shotRect() )
end
def paintTarget( painter )
painter.brush = Qt::Brush.new(Qt::red)
painter.pen = Qt::Color.new(Qt::black)
painter.drawRect( targetRect() )
end
def paintBarrier( painter )
painter.brush = Qt::Brush.new(Qt::yellow)
painter.pen = Qt::Color.new(Qt::black)
painter.drawRect( barrierRect() )
end
def paintCannon( painter )
painter.pen = Qt::NoPen
painter.brush = Qt::Brush.new(Qt::blue)
painter.save
painter.translate(0, height())
painter.drawPie( Qt::Rect.new(-35, -35, 70, 70), 0, 90*16 )
painter.rotate( - @currentAngle )
painter.drawRect( @barrelRect )
painter.restore
end
private :paintShot, :paintTarget, :paintBarrier, :paintCannon
def cannonRect()
r = Qt::Rect.new( 0, 0, 50, 50)
r.moveBottomLeft( rect().bottomLeft() )
return r
end
def shotRect()
gravity = 4.0
time = @timerCount / 4.0
velocity = @shootForce
radians = @shootAngle*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 = Qt::Rect.new( 0, 0, 6, 6 );
r.moveCenter( Qt::Point.new( x.round, height() - 1 - y.round ) )
return r
end
def targetRect()
r = Qt::Rect.new( 0, 0, 20, 10 )
r.moveCenter( Qt::Point.new(@target.x(),height() - 1 - @target.y()) )
return r
end
def barrierRect()
return Qt::Rect.new( 145, height() - 100, 15, 99 )
end
def barrelHit( pos )
matrix = Qt::Matrix.new
matrix.translate( 0, height() )
matrix.rotate( - @currentAngle )
matrix = matrix.inverted()
return @barrelRect.contains( matrix.map(pos) )
end
private :cannonRect, :shotRect, :targetRect, :barrierRect, :barrelHit
def shooting?
return @autoShootTimer.active?
end
end
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