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232 lines
4.7 KiB
232 lines
4.7 KiB
14 years ago
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/****************************************************************
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**
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** Implementation CannonField class, Qt tutorial 13
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**
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****************************************************************/
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#include "cannon.h"
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#include <qtimer.h>
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#include <qpainter.h>
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#include <qpixmap.h>
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#include <qdatetime.h>
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#include <math.h>
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#include <stdlib.h>
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CannonField::CannonField( QWidget *parent, const char *name )
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: QWidget( parent, name )
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{
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ang = 45;
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f = 0;
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timerCount = 0;
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autoShootTimer = new QTimer( this, "movement handler" );
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connect( autoShootTimer, SIGNAL(timeout()),
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this, SLOT(moveShot()) );
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shoot_ang = 0;
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shoot_f = 0;
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target = QPoint( 0, 0 );
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gameEnded = FALSE;
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setPalette( QPalette( QColor( 250, 250, 200) ) );
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newTarget();
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}
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void CannonField::setAngle( int degrees )
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{
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if ( degrees < 5 )
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degrees = 5;
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if ( degrees > 70 )
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degrees = 70;
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if ( ang == degrees )
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return;
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ang = degrees;
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repaint( cannonRect(), FALSE );
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emit angleChanged( ang );
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}
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void CannonField::setForce( int newton )
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{
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if ( newton < 0 )
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newton = 0;
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if ( f == newton )
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return;
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f = newton;
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emit forceChanged( f );
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}
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void CannonField::shoot()
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{
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if ( isShooting() )
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return;
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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( FALSE );
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}
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void CannonField::newTarget()
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{
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static bool first_time = TRUE;
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if ( first_time ) {
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first_time = FALSE;
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QTime midnight( 0, 0, 0 );
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srand( midnight.secsTo(QTime::currentTime()) );
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}
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QRegion r( targetRect() );
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target = QPoint( 200 + rand() % 190,
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10 + rand() % 255 );
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repaint( r.unite( targetRect() ) );
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}
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void CannonField::setGameOver()
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{
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if ( gameEnded )
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return;
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if ( isShooting() )
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autoShootTimer->stop();
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gameEnded = TRUE;
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repaint();
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}
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void CannonField::restartGame()
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{
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if ( isShooting() )
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autoShootTimer->stop();
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gameEnded = FALSE;
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repaint();
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emit canShoot( TRUE );
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}
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void CannonField::moveShot()
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{
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QRegion r( shotRect() );
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timerCount++;
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QRect 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( TRUE );
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} else if ( shotR.x() > width() || shotR.y() > height() ) {
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autoShootTimer->stop();
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emit missed();
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emit canShoot( TRUE );
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} else {
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r = r.unite( QRegion( shotR ) );
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}
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repaint( r );
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}
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void CannonField::paintEvent( QPaintEvent *e )
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{
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QRect updateR = e->rect();
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QPainter p( this );
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if ( gameEnded ) {
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p.setPen( black );
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p.setFont( QFont( "Courier", 48, QFont::Bold ) );
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p.drawText( rect(), AlignCenter, "Game Over" );
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}
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if ( updateR.intersects( cannonRect() ) )
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paintCannon( &p );
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if ( isShooting() && updateR.intersects( shotRect() ) )
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paintShot( &p );
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if ( !gameEnded && updateR.intersects( targetRect() ) )
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paintTarget( &p );
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}
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void CannonField::paintShot( QPainter *p )
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{
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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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void CannonField::paintTarget( QPainter *p )
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{
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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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const QRect barrelRect(33, -4, 15, 8);
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void CannonField::paintCannon( QPainter *p )
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{
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QRect cr = cannonRect();
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QPixmap pix( cr.size() );
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pix.fill( this, cr.topLeft() );
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QPainter tmp( &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( QRect( -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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QRect CannonField::cannonRect() const
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{
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QRect r( 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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QRect CannonField::shotRect() const
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{
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const double gravity = 4;
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double time = timerCount / 4.0;
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double velocity = shoot_f;
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double radians = shoot_ang*3.14159265/180;
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double velx = velocity*cos( radians );
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double vely = velocity*sin( radians );
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double x0 = ( barrelRect.right() + 5 )*cos(radians);
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double y0 = ( barrelRect.right() + 5 )*sin(radians);
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double x = x0 + velx*time;
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double y = y0 + vely*time - 0.5*gravity*time*time;
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QRect r = QRect( 0, 0, 6, 6 );
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r.moveCenter( QPoint( qRound(x), height() - 1 - qRound(y) ) );
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return r;
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}
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QRect CannonField::targetRect() const
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{
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QRect r( 0, 0, 20, 10 );
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r.moveCenter( QPoint(target.x(),height() - 1 - target.y()) );
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return r;
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}
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bool CannonField::isShooting() const
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{
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return autoShootTimer->isActive();
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}
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QSizePolicy CannonField::sizePolicy() const
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{
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return QSizePolicy( QSizePolicy::Expanding, QSizePolicy::Expanding );
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}
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