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 => []; use TQt::attributes qw( ang f timerCount autoShootTimer shoot_ang shoot_f target gameEnded ); 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; 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()) { autoShootTimer->stop; emit missed(); emit canShoot(1); } else { $r = $r->unite(TQt::Region($shotR)); } repaint($r); } 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 $updateR->intersects(cannonRect()); paintShot($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()); } 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 isShooting { autoShootTimer->isActive } sub sizePolicy { TQt::SizePolicy(&TQt::SizePolicy::Expanding, &TQt::SizePolicy::Expanding); } 1;