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author | Timothy Pearson <kb9vqf@pearsoncomputing.net> | 2011-12-18 03:08:08 -0600 |
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committer | Timothy Pearson <kb9vqf@pearsoncomputing.net> | 2011-12-18 03:08:08 -0600 |
commit | bcc95cd92ca12c1783464b8ada6816d430dc0e98 (patch) | |
tree | 4701c447365db5392df0174b4bb00b5b5c369da4 /PerlQt/tutorials/t14/CannonField.pm | |
download | libtqt-perl-bcc95cd92ca12c1783464b8ada6816d430dc0e98.tar.gz libtqt-perl-bcc95cd92ca12c1783464b8ada6816d430dc0e98.zip |
Initial import of libqt-perl (not yet TQt compatible)
Diffstat (limited to 'PerlQt/tutorials/t14/CannonField.pm')
-rw-r--r-- | PerlQt/tutorials/t14/CannonField.pm | 256 |
1 files changed, 256 insertions, 0 deletions
diff --git a/PerlQt/tutorials/t14/CannonField.pm b/PerlQt/tutorials/t14/CannonField.pm new file mode 100644 index 0000000..05fdbce --- /dev/null +++ b/PerlQt/tutorials/t14/CannonField.pm @@ -0,0 +1,256 @@ +package CannonField; +use strict; +use Qt; +use Qt::isa qw(Qt::Widget); +use Qt::signals + hit => [], + missed => [], + angleChanged => ['int'], + forceChanged => ['int'], + canShoot => ['bool']; +use Qt::slots + setAngle => ['int'], + setForce => ['int'], + shoot => [], + moveShot => [], + newTarget => [], + setGameOver => [], + restartGame => []; +use Qt::attributes qw( + ang + f + + timerCount + autoShootTimer + shoot_ang + shoot_f + + target + + gameEnded + barrelPressed +); +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 = Qt::Timer(this, "movement handler"); + this->connect(autoShootTimer, SIGNAL('timeout()'), SLOT('moveShot()')); + shoot_ang = 0; + shoot_f = 0; + target = Qt::Point(0, 0); + gameEnded = 0; + barrelPressed = 0; + setPalette(Qt::Palette(Qt::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 $r = Qt::Region(targetRect()); + target = Qt::Point(200 + int(rand(190)), + 10 + int(rand(255))); + repaint($r->unite(Qt::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 = Qt::Region(shotRect()); + timerCount++; + + my $shotR = shotRect(); + + if($shotR->intersects(targetRect())) { + autoShootTimer->stop; + emit hit(); + emit canShoot(1); + } elsif($shotR->x > width() || $shotR->y > height() || + $shotR->intersects(barrierRect())) { + autoShootTimer->stop; + emit missed(); + emit canShoot(1); + } else { + $r = $r->unite(Qt::Region($shotR)); + } + repaint($r); +} + +sub mousePressEvent { + my $e = shift; + return if $e->button != &LeftButton; + barrelPressed = 1 if barrelHit($e->pos); +} + +sub mouseMoveEvent { + my $e = shift; + return unless barrelPressed; + my $pnt = $e->pos; + $pnt->setX(1) if $pnt->x <= 0; + $pnt->setY(height() - 1) if $pnt->y >= height(); + my $rad = atan((rect()->bottom - $pnt->y) / $pnt->x); + setAngle(int($rad*180/3.14159265)); +} + +sub mouseReleaseEvent { + my $e = shift; + barrelPressed = 0 if $e->button == &LeftButton; +} + +sub paintEvent { + my $e = shift; + my $updateR = $e->rect; + my $p = Qt::Painter(this); + + if(gameEnded) { + $p->setPen(&black); + $p->setFont(Qt::Font("Courier", 48, &Qt::Font::Bold)); + $p->drawText(rect(), &AlignCenter, "Game Over"); + } + paintCannon($p) if $updateR->intersects(cannonRect()); + paintBarrier($p) if $updateR->intersects(barrierRect()); + paintShot($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()); +} + +sub paintBarrier { + my $p = shift; + $p->setBrush(&yellow); + $p->setPen(&black); + $p->drawRect(barrierRect()); +} + +my $barrelRect = Qt::Rect(33, -4, 15, 8); + +sub paintCannon { + my $p = shift; + my $cr = cannonRect(); + my $pix = Qt::Pixmap($cr->size); + $pix->fill(this, $cr->topLeft); + + my $tmp = Qt::Painter($pix); + $tmp->setBrush(&blue); + $tmp->setPen(&NoPen); + + $tmp->translate(0, $pix->height - 1); + $tmp->drawPie(Qt::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 = Qt::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 = Qt::Rect(0, 0, 6, 6); + $r->moveCenter(Qt::Point(int($x), height() - 1 - int($y))); + return $r; +} + +sub targetRect { + my $r = Qt::Rect(0, 0, 20, 10); + $r->moveCenter(Qt::Point(target->x, height() - 1 - target->y)); + return $r; +} + +sub barrierRect { + return Qt::Rect(145, height() - 100, 15, 100); +} + +sub barrelHit { + my $p = shift; + my $mtx = Qt::WMatrix; + $mtx->translate(0, height() - 1); + $mtx->rotate(- ang); + $mtx = $mtx->invert; + return $barrelRect->contains($mtx->map($p)); +} + +sub isShooting { autoShootTimer->isActive } + +sub sizeHint { Qt::Size(400, 300) } + +sub sizePolicy { + Qt::SizePolicy(&Qt::SizePolicy::Expanding, &Qt::SizePolicy::Expanding); +} + +1; |