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