require 'Qt' include Math class CannonField < Qt::Widget signals 'hit()', 'missed()', 'angleChanged(int)', 'forceChanged(int)', 'canShoot(bool)' slots 'setAngle(int)', 'setForce(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 setPalette( Qt::Palette.new( Qt::Color.new( 250, 250, 200) ) ) setAutoFillBackground(true) newTarget() @barrelRect = Qt::Rect.new(33, -4, 15, 8) end def angle() return @currentAngle end def force() return @currentForce end def gameOver() return @gameEnded end def setAngle( 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 setForce( newton ) if newton < 0 newton = 0 end if @currentForce == newton return end @currentForce = newton emit forceChanged( @currentForce ) end def shoot() if isShooting() return end @timerCount = 0 @shootAngle = @currentAngle @shootForce = @currentForce @autoShootTimer.start( 50 ) 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 isShooting() @autoShootTimer.stop() end @gameEnded = true update() end def restartGame() if isShooting() @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() @autoShootTimer.stop() emit missed() emit canShoot(true) else r = r.unite( Qt::Region.new( shotR ) ) end update( r ) end def paintEvent( e ) painter = Qt::Painter.new( self ) if @gameEnded painter.setPen( Qt::black ) painter.setFont( Qt::Font.new( "Courier", 48, Qt::Font::Bold ) ) painter.drawText( rect(), Qt::AlignCenter, "Game Over" ) end paintCannon(painter) if isShooting() paintShot( painter ) end if !@gameEnded paintTarget( painter ) end painter.end() end def paintShot( painter ) painter.setPen( Qt::NoPen ) painter.setBrush( Qt::Brush.new(Qt::black) ) painter.drawRect( shotRect() ) end def paintTarget( painter ) painter.setBrush( Qt::Brush.new(Qt::red) ) painter.setPen( Qt::Pen.new(Qt::Color.new(Qt::black)) ) painter.drawRect( targetRect() ) end def paintCannon(painter) painter.setPen(Qt::NoPen) painter.setBrush(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 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 isShooting() return @autoShootTimer.isActive() end end