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libtqt-perl/PerlTQt/tutorials/t14/CannonField.pm

257 lines
5.4 KiB

package CannonField;
use strict;
use TQt;
use TQt::isa qw(TQt::Widget);
use TQt::signals
hit => [],
missed => [],
angleChanged => ['int'],
forceChanged => ['int'],
canShoot => ['bool'];
use TQt::slots
setAngle => ['int'],
setForce => ['int'],
shoot => [],
moveShot => [],
newTarget => [],
setGameOver => [],
restartGame => [];
use TQt::attributes qw(
ang
f
timerCount
autoShootTimer
shoot_ang
shoot_f
target
gameEnded
barrelPressed
);
use POSIX qw(atan);
sub angle () { ang }
sub force () { f }
sub gameOver () { gameEnded }
sub NEW {
shift->SUPER::NEW(@_);
ang = 45;
f = 0;
timerCount = 0;
autoShootTimer = TQt::Timer(this, "movement handler");
this->connect(autoShootTimer, TQT_SIGNAL('timeout()'), TQT_SLOT('moveShot()'));
shoot_ang = 0;
shoot_f = 0;
target = TQt::Point(0, 0);
gameEnded = 0;
barrelPressed = 0;
setPalette(TQt::Palette(TQt::Color(250, 250, 200)));
newTarget();
}
sub setAngle {
my $degrees = shift;
$degrees = 5 if $degrees < 5;
$degrees = 70 if $degrees > 70;
return if ang == $degrees;
ang = $degrees;
repaint(cannonRect(), 0);
emit angleChanged(ang);
}
sub setForce {
my $newton = shift;
$newton = 0 if $newton < 0;
return if f == $newton;
f = $newton;
emit forceChanged(f);
}
sub shoot {
return if isShooting();
timerCount = 0;
shoot_ang = ang;
shoot_f = f;
autoShootTimer->start(50);
emit canShoot(0);
}
sub newTarget {
my $r = TQt::Region(targetRect());
target = TQt::Point(200 + int(rand(190)),
10 + int(rand(255)));
repaint($r->unite(TQt::Region(targetRect())));
}
sub setGameOver {
return if gameEnded;
autoShootTimer->stop if isShooting();
gameEnded = 1;
repaint();
}
sub restartGame {
autoShootTimer->stop if isShooting();
gameEnded = 0;
repaint();
emit canShoot(1);
}
sub moveShot {
my $r = TQt::Region(shotRect());
timerCount++;
my $shotR = shotRect();
if($shotR->intersects(targetRect())) {
autoShootTimer->stop;
emit hit();
emit canShoot(1);
} elsif($shotR->x > width() || $shotR->y > height() ||
$shotR->intersects(barrierRect())) {
autoShootTimer->stop;
emit missed();
emit canShoot(1);
} else {
$r = $r->unite(TQt::Region($shotR));
}
repaint($r);
}
sub mousePressEvent {
my $e = shift;
return if $e->button != &LeftButton;
barrelPressed = 1 if barrelHit($e->pos);
}
sub mouseMoveEvent {
my $e = shift;
return unless barrelPressed;
my $pnt = $e->pos;
$pnt->setX(1) if $pnt->x <= 0;
$pnt->setY(height() - 1) if $pnt->y >= height();
my $rad = atan((rect()->bottom - $pnt->y) / $pnt->x);
setAngle(int($rad*180/3.14159265));
}
sub mouseReleaseEvent {
my $e = shift;
barrelPressed = 0 if $e->button == &LeftButton;
}
sub paintEvent {
my $e = shift;
my $updateR = $e->rect;
my $p = TQt::Painter(this);
if(gameEnded) {
$p->setPen(&black);
$p->setFont(TQt::Font("Courier", 48, &TQt::Font::Bold));
$p->drawText(rect(), &AlignCenter, "Game Over");
}
paintCannon($p) if $updateR->intersects(cannonRect());
paintBarrier($p) if $updateR->intersects(barrierRect());
paintShot($p) if isShooting() and $updateR->intersects(shotRect());
paintTarget($p) if !gameEnded and $updateR->intersects(targetRect());
}
sub paintShot {
my $p = shift;
$p->setBrush(&black);
$p->setPen(&NoPen);
$p->drawRect(shotRect());
}
sub paintTarget {
my $p = shift;
$p->setBrush(&red);
$p->setPen(&black);
$p->drawRect(targetRect());
}
sub paintBarrier {
my $p = shift;
$p->setBrush(&yellow);
$p->setPen(&black);
$p->drawRect(barrierRect());
}
my $barrelRect = TQt::Rect(33, -4, 15, 8);
sub paintCannon {
my $p = shift;
my $cr = cannonRect();
my $pix = TQt::Pixmap($cr->size);
$pix->fill(this, $cr->topLeft);
my $tmp = TQt::Painter($pix);
$tmp->setBrush(&blue);
$tmp->setPen(&NoPen);
$tmp->translate(0, $pix->height - 1);
$tmp->drawPie(TQt::Rect(-35, -35, 70, 70), 0, 90*16);
$tmp->rotate(- ang);
$tmp->drawRect($barrelRect);
$tmp->end;
$p->drawPixmap($cr->topLeft, $pix);
}
sub cannonRect {
my $r = TQt::Rect(0, 0, 50, 50);
$r->moveBottomLeft(rect()->bottomLeft);
return $r;
}
sub shotRect {
my $gravity = 4;
my $time = timerCount / 4.0;
my $velocity = shoot_f;
my $radians = shoot_ang*3.14159265/180;
my $velx = $velocity*cos($radians);
my $vely = $velocity*sin($radians);
my $x0 = ($barrelRect->right + 5)*cos($radians);
my $y0 = ($barrelRect->right + 5)*sin($radians);
my $x = $x0 + $velx*$time;
my $y = $y0 + $vely*$time - 0.5*$gravity*$time**2;
my $r = TQt::Rect(0, 0, 6, 6);
$r->moveCenter(TQt::Point(int($x), height() - 1 - int($y)));
return $r;
}
sub targetRect {
my $r = TQt::Rect(0, 0, 20, 10);
$r->moveCenter(TQt::Point(target->x, height() - 1 - target->y));
return $r;
}
sub barrierRect {
return TQt::Rect(145, height() - 100, 15, 100);
}
sub barrelHit {
my $p = shift;
my $mtx = TQt::WMatrix;
$mtx->translate(0, height() - 1);
$mtx->rotate(- ang);
$mtx = $mtx->invert;
return $barrelRect->contains($mtx->map($p));
}
sub isShooting { autoShootTimer->isActive }
sub sizeHint { TQt::Size(400, 300) }
sub sizePolicy {
TQt::SizePolicy(&TQt::SizePolicy::Expanding, &TQt::SizePolicy::Expanding);
}
1;