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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')
quit.font = Qt::Font.new('Times', 18, Qt::Font::Bold)
connect(quit, SIGNAL('clicked()'), $qApp, SLOT('quit()'))
angle = LCDRange.new( 'ANGLE' )
angle.range = 5..70
force = LCDRange.new( 'FORCE' )
force.range = 10..50
cannonBox = Qt::Frame.new
cannonBox.frameStyle = Qt::Frame::WinPanel | Qt::Frame::Sunken
@cannonField = CannonField.new
connect( angle, SIGNAL('valueChanged(int)'),
@cannonField, SLOT('angle=(int)') )
connect( @cannonField, SIGNAL('angleChanged(int)'),
angle, SLOT('value=(int)') )
connect( force, SIGNAL('valueChanged(int)'),
@cannonField, SLOT('force=(int)') )
connect( @cannonField, SIGNAL('forceChanged(int)'),
force, SLOT('value=(int)') )
connect( @cannonField, SIGNAL('hit()'),
self, SLOT('hit()') )
connect( @cannonField, SIGNAL('missed()'),
self, SLOT('missed()') )
shoot = Qt::PushButton.new( '&Shoot' )
shoot.font = 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' )
restart.font = 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 )
Qt::Shortcut.new(Qt::KeySequence.new(Qt::Key_Enter), self, SLOT('fire()'))
Qt::Shortcut.new(Qt::KeySequence.new(Qt::Key_Return), self, SLOT('fire()'))
Qt::Shortcut.new(Qt::KeySequence.new(Qt::CTRL + Qt::Key_Q), self, SLOT('close()'))
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 )
cannonLayout = Qt::VBoxLayout.new
cannonLayout.addWidget(@cannonField)
cannonBox.layout = cannonLayout
gridLayout = Qt::GridLayout.new
gridLayout.addWidget( quit, 0, 0 )
gridLayout.addLayout(topLayout, 0, 1)
gridLayout.addLayout(leftLayout, 1, 0)
gridLayout.addWidget( cannonBox, 1, 1, 2, 1 )
gridLayout.setColumnStretch( 1, 10 )
setLayout(gridLayout)
angle.value = 60
force.value = 25
angle.setFocus
newGame()
end
def fire()
if @cannonField.gameOver || @cannonField.shooting?
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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