summaryrefslogtreecommitdiffstats
path: root/qtruby/rubylib/tutorial/t14/cannon.rb
blob: b0f77d373cd56a0dd67fe9ca8b618d3078b7c0d2 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
require 'Qt'
include Math

class CannonField < Qt::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 = Qt::Timer.new( self, 'movement handler' )
        connect( @autoShootTimer, SIGNAL('timeout()'),
                 self, SLOT('moveShot()') )
        @shoot_ang = 0
        @shoot_f = 0
        @target = Qt::Point.new(0, 0)
        @gameEnded = false
        @barrelPressed = false        
        setPalette( Qt::Palette.new( Qt::Color.new( 250, 250, 200) ) )
        newTarget()
        @barrelRect = Qt::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 = Qt::Time.new( 0, 0, 0 )
            srand( midnight.secsTo(Qt::Time.currentTime()) )
        end
        r = Qt::Region.new( targetRect() )
        @target = Qt::Point.new( 200 + rand(190),
                     10  + rand(255) )
        repaint( r.unite( Qt::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 = Qt::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( Qt::Region.new( shotR ) )
        end
        
        repaint( r )
    end
    private :moveShot
	
    def mousePressEvent( e )
        if e.button() != Qt::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() == Qt::LeftButton
            @barrelPressed = false
        end
    end

    def paintEvent( e )
        updateR = e.rect()
        p = Qt::Painter.new( self )

        if @gameEnded
            p.setPen( black )
            p.setFont( Qt::Font.new( 'Courier', 48, Qt::Font::Bold ) )
            p.drawText( rect(), Qt::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( Qt::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 = Qt::Pixmap.new( cr.size() )
        pix.fill( self, cr.topLeft() )
        
        tmp = Qt::Painter.new( pix )
        tmp.setBrush( blue )
        tmp.setPen( Qt::NoPen )
        
        tmp.translate( 0, pix.height() - 1 )
        tmp.drawPie( Qt::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 = Qt::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 = Qt::Rect.new( 0, 0, 6, 6 );
        r.moveCenter( Qt::Point.new( x.round, height() - 1 - y.round ) )
        return r
    end

    def targetRect()
        r = Qt::Rect.new( 0, 0, 20, 10 )
        r.moveCenter( Qt::Point.new(@target.x(),height() - 1 - @target.y()) )
        return r
    end
    
    def barrierRect()
        return Qt::Rect.new( 145, height() - 100, 15, 100 )
    end

    def barrelHit( p )
        mtx = Qt::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 Qt::SizePolicy.new( Qt::SizePolicy::Expanding, Qt::SizePolicy::Expanding )
    end
end