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