require 'Qt' include Math class CannonField < TQt::Widget signals 'hit()', 'missed()', 'angleChanged(int)', 'forceChanged(int)', 'canShoot(bool)' slots 'setAngle(int)', 'setForce(int)', 'shoot()', 'moveShot()', 'newTarget()', 'setGameOver()', 'restartGame()' def initialize(parent, name) super @ang = 45 @f = 0 @timerCount = 0; @autoShootTimer = TQt::Timer.new( self, 'movement handler' ) connect( @autoShootTimer, TQ_SIGNAL('timeout()'), self, TQ_SLOT('moveShot()') ) @shoot_ang = 0 @shoot_f = 0 @target = TQt::Point.new(0, 0) @gameEnded = false @barrelPressed = false setPalette( TQt::Palette.new( TQt::Color.new( 250, 250, 200) ) ) newTarget() @barrelRect = TQt::Rect.new(33, -4, 15, 8) end def angle() return @ang end def force() return @f end def gameOver() return @gameEnded end def setAngle( degrees ) if degrees < 5 degrees = 5 elsif degrees > 70 degrees = 70 end if @ang == degrees return end @ang = degrees repaint( cannonRect(), false ) emit angleChanged( @ang ) end def setForce( newton ) if newton < 0 newton = 0 end if @f == newton return end @f = newton emit forceChanged( @f ) end def shoot() if isShooting() return end @timerCount = 0 @shoot_ang = @ang @shoot_f = @f @autoShootTimer.start( 50 ) emit canShoot( false ) end @@first_time = true def newTarget() if @@first_time @@first_time = false midnight = TQt::Time.new( 0, 0, 0 ) srand( midnight.secsTo(TQt::Time.currentTime()) ) end r = TQt::Region.new( targetRect() ) @target = TQt::Point.new( 200 + rand(190), 10 + rand(255) ) repaint( r.unite( TQt::Region.new(targetRect()) ) ) end def setGameOver() if @gameEnded return end if isShooting() @autoShootTimer.stop() end @gameEnded = true repaint() end def restartGame() if isShooting() @autoShootTimer.stop() end @gameEnded = false repaint() emit canShoot( true ) end def moveShot() r = TQt::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( TQt::Region.new( shotR ) ) end repaint( r ) end private :moveShot def mousePressEvent( e ) if e.button() != TQt::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()) setAngle( ( rad*180/3.14159265 ).round ) end def mouseReleaseEvent( e ) if e.button() == TQt::LeftButton @barrelPressed = false end end def paintEvent( e ) updateR = e.rect() p = TQt::Painter.new( self ) if @gameEnded p.setPen( black ) p.setFont( TQt::Font.new( 'Courier', 48, TQt::Font::Bold ) ) p.drawText( rect(), TQt::AlignCenter, 'Game Over' ) end if updateR.intersects( cannonRect() ) paintCannon( p ) end if updateR.intersects( barrierRect() ) paintBarrier( p ) end if isShooting() && updateR.intersects( shotRect() ) paintShot( p ) end if !@gameEnded && updateR.intersects( targetRect() ) paintTarget( p ) end p.end() end def paintShot( p ) p.setBrush( black ) p.setPen( TQt::NoPen ) p.drawRect( shotRect() ) end def paintTarget( p ) p.setBrush( red ) p.setPen( black ) p.drawRect( targetRect() ) end def paintBarrier( p ) p.setBrush( yellow ) p.setPen( black ) p.drawRect( barrierRect() ) end def paintCannon(p) cr = cannonRect() pix = TQt::Pixmap.new( cr.size() ) pix.fill( self, cr.topLeft() ) tmp = TQt::Painter.new( pix ) tmp.setBrush( blue ) tmp.setPen( TQt::NoPen ) tmp.translate( 0, pix.height() - 1 ) tmp.drawPie( TQt::Rect.new(-35, -35, 70, 70), 0, 90*16 ) tmp.rotate( - @ang ) tmp.drawRect( @barrelRect ) tmp.end() p.drawPixmap(cr.topLeft(), pix ) end private :paintShot, :paintTarget, :paintBarrier, :paintCannon def cannonRect() r = TQt::Rect.new( 0, 0, 50, 50) r.moveBottomLeft( rect().bottomLeft() ) return r end def shotRect() gravity = 4.0 time = @timerCount / 4.0 velocity = @shoot_f radians = @shoot_ang*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 = TQt::Rect.new( 0, 0, 6, 6 ); r.moveCenter( TQt::Point.new( x.round, height() - 1 - y.round ) ) return r end def targetRect() r = TQt::Rect.new( 0, 0, 20, 10 ) r.moveCenter( TQt::Point.new(@target.x(),height() - 1 - @target.y()) ) return r end def barrierRect() return TQt::Rect.new( 145, height() - 100, 15, 100 ) end def barrelHit( p ) mtx = TQt::WMatrix.new mtx.translate( 0, height() - 1 ) mtx.rotate( - @ang ) mtx = mtx.invert() return @barrelRect.contains( mtx.map(p) ) end private :cannonRect, :shotRect, :targetRect, :barrierRect, :barrelHit def isShooting() return @autoShootTimer.isActive() end def sizePolicy() return TQt::SizePolicy.new( TQt::SizePolicy::Expanding, TQt::SizePolicy::Expanding ) end end