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280 lines
6.9 KiB
280 lines
6.9 KiB
require 'Qt'
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include Math
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class CannonField < Qt::Widget
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signals 'hit()', 'missed()', 'angleChanged(int)', 'forceChanged(int)',
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'canShoot(bool)'
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slots 'setAngle(int)', 'setForce(int)', 'shoot()', 'moveShot()',
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'newTarget()', 'setGameOver()', 'restartGame()'
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def initialize(parent, name)
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super
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@ang = 45
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@f = 0
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@timerCount = 0;
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@autoShootTimer = Qt::Timer.new( self, 'movement handler' )
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connect( @autoShootTimer, SIGNAL('timeout()'),
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self, SLOT('moveShot()') )
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@shoot_ang = 0
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@shoot_f = 0
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@target = Qt::Point.new(0, 0)
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@gameEnded = false
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@barrelPressed = false
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setPalette( Qt::Palette.new( Qt::Color.new( 250, 250, 200) ) )
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newTarget()
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@barrelRect = Qt::Rect.new(33, -4, 15, 8)
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end
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def angle()
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return @ang
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end
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def force()
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return @f
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end
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def gameOver()
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return @gameEnded
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end
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def setAngle( degrees )
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if degrees < 5
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degrees = 5
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elsif degrees > 70
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degrees = 70
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end
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if @ang == degrees
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return
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end
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@ang = degrees
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repaint( cannonRect(), false )
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emit angleChanged( @ang )
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end
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def setForce( newton )
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if newton < 0
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newton = 0
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end
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if @f == newton
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return
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end
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@f = newton
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emit forceChanged( @f )
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end
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def shoot()
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if isShooting()
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return
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end
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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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end
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@@first_time = true
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def newTarget()
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if @@first_time
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@@first_time = false
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midnight = Qt::Time.new( 0, 0, 0 )
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srand( midnight.secsTo(Qt::Time.currentTime()) )
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end
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r = Qt::Region.new( targetRect() )
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@target = Qt::Point.new( 200 + rand(190),
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10 + rand(255) )
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repaint( r.unite( Qt::Region.new(targetRect()) ) )
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end
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def setGameOver()
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if @gameEnded
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return
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end
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if isShooting()
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@autoShootTimer.stop()
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end
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@gameEnded = true
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repaint()
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end
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def restartGame()
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if isShooting()
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@autoShootTimer.stop()
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end
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@gameEnded = false
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repaint()
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emit canShoot( true )
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end
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def moveShot()
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r = Qt::Region.new( shotRect() )
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@timerCount += 1
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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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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(true)
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else
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r = r.unite( Qt::Region.new( shotR ) )
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end
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repaint( r )
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end
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private :moveShot
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def mousePressEvent( e )
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if e.button() != Qt::LeftButton
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return
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end
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if barrelHit( e.pos() )
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@barrelPressed = true
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end
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end
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def mouseMoveEvent( e )
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if !@barrelPressed
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return
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end
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pnt = e.pos();
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if pnt.x() <= 0
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pnt.setX( 1 )
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end
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if pnt.y() >= height()
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pnt.setY( height() - 1 )
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end
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rad = atan2((rect().bottom()-pnt.y()), pnt.x())
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setAngle( ( rad*180/3.14159265 ).round )
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end
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def mouseReleaseEvent( e )
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if e.button() == Qt::LeftButton
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@barrelPressed = false
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end
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end
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def paintEvent( e )
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updateR = e.rect()
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p = Qt::Painter.new( self )
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if @gameEnded
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p.setPen( black )
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p.setFont( Qt::Font.new( 'Courier', 48, Qt::Font::Bold ) )
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p.drawText( rect(), Qt::AlignCenter, 'Game Over' )
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end
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if updateR.intersects( cannonRect() )
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paintCannon( p )
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end
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if updateR.intersects( barrierRect() )
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paintBarrier( p )
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end
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if isShooting() && updateR.intersects( shotRect() )
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paintShot( p )
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end
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if !@gameEnded && updateR.intersects( targetRect() )
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paintTarget( p )
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end
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p.end()
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end
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def paintShot( p )
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p.setBrush( black )
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p.setPen( Qt::NoPen )
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p.drawRect( shotRect() )
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end
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def paintTarget( p )
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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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end
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def paintBarrier( p )
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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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end
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def paintCannon(p)
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cr = cannonRect()
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pix = Qt::Pixmap.new( cr.size() )
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pix.fill( self, cr.topLeft() )
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tmp = Qt::Painter.new( pix )
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tmp.setBrush( blue )
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tmp.setPen( Qt::NoPen )
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tmp.translate( 0, pix.height() - 1 )
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tmp.drawPie( Qt::Rect.new(-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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end
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private :paintShot, :paintTarget, :paintBarrier, :paintCannon
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def cannonRect()
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r = Qt::Rect.new( 0, 0, 50, 50)
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r.moveBottomLeft( rect().bottomLeft() )
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return r
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end
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def shotRect()
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gravity = 4.0
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time = @timerCount / 4.0
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velocity = @shoot_f
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radians = @shoot_ang*3.14159265/180.0
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velx = velocity*cos( radians )
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vely = velocity*sin( radians )
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x0 = ( @barrelRect.right() + 5.0 )*cos(radians)
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y0 = ( @barrelRect.right() + 5.0 )*sin(radians)
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x = x0 + velx*time
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y = y0 + vely*time - 0.5*gravity*time*time
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r = Qt::Rect.new( 0, 0, 6, 6 );
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r.moveCenter( Qt::Point.new( x.round, height() - 1 - y.round ) )
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return r
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end
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def targetRect()
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r = Qt::Rect.new( 0, 0, 20, 10 )
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r.moveCenter( Qt::Point.new(@target.x(),height() - 1 - @target.y()) )
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return r
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end
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def barrierRect()
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return Qt::Rect.new( 145, height() - 100, 15, 100 )
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end
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def barrelHit( p )
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mtx = Qt::WMatrix.new
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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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end
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private :cannonRect, :shotRect, :targetRect, :barrierRect, :barrelHit
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def isShooting()
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return @autoShootTimer.isActive()
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end
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def sizePolicy()
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return Qt::SizePolicy.new( Qt::SizePolicy::Expanding, Qt::SizePolicy::Expanding )
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end
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end
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