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package GameBoard;
use strict;
use TQt;
use TQt::isa qw(TQt::Widget);
use TQt::slots
fire => [],
hit => [],
missed => [],
newGame => [];
use TQt::attributes qw(
hits
shotsLeft
cannonField
);
use LCDRange;
use CannonField;
sub NEW {
shift->SUPER::NEW(@_);
my $quit = TQt::PushButton("&Quit", this, "quit");
$quit->setFont(TQt::Font("Times", 18, &TQt::Font::Bold));
TQt::app->connect($quit, TQT_SIGNAL('clicked()'), TQT_SLOT('quit()'));
my $angle = LCDRange("ANGLE", this, "angle");
$angle->setRange(5, 70);
my $force = LCDRange("FORCE", this, "force");
$force->setRange(10, 50);
my $box = TQt::VBox(this, "cannonFrame");
$box->setFrameStyle($box->WinPanel | $box->Sunken);
cannonField = CannonField($box, "cannonField");
cannonField->connect($angle, TQT_SIGNAL('valueChanged(int)'), TQT_SLOT('setAngle(int)'));
$angle->connect(cannonField, TQT_SIGNAL('angleChanged(int)'), TQT_SLOT('setValue(int)'));
cannonField->connect($force, TQT_SIGNAL('valueChanged(int)'), TQT_SLOT('setForce(int)'));
$force->connect(cannonField, TQT_SIGNAL('forceChanged(int)'), TQT_SLOT('setValue(int)'));
this->connect(cannonField, TQT_SIGNAL('hit()'), TQT_SLOT('hit()'));
this->connect(cannonField, TQT_SIGNAL('missed()'), TQT_SLOT('missed()'));
my $shoot = TQt::PushButton('&Shoot', this, "shoot");
$shoot->setFont(TQt::Font("Times", 18, &TQt::Font::Bold));
this->connect($shoot, TQT_SIGNAL('clicked()'), TQT_SLOT('fire()'));
$shoot->connect(cannonField, TQT_SIGNAL('canShoot(bool)'), TQT_SLOT('setEnabled(bool)'));
my $restart = TQt::PushButton('&New Game', this, "newgame");
$restart->setFont(TQt::Font("Times", 18, &TQt::Font::Bold));
this->connect($restart, TQT_SIGNAL('clicked()'), TQT_SLOT('newGame()'));
hits = TQt::LCDNumber(2, this, "hits");
shotsLeft = TQt::LCDNumber(2, this, "shotsleft");
my $hitsL = TQt::Label("HITS", this, "hitsLabel");
my $shotsLeftL = TQt::Label("SHOTS LEFT", this, "shotsLeftLabel");
my $accel = TQt::Accel(this);
$accel->connectItem($accel->insertItem(TQt::KeySequence(int &Key_Enter)),
this, TQT_SLOT('fire()'));
$accel->connectItem($accel->insertItem(TQt::KeySequence(int &Key_Return)),
this, TQT_SLOT('fire()'));
$accel->connectItem($accel->insertItem(TQt::KeySequence(int &CTRL+&Key_Q)),
TQt::app, TQT_SLOT('quit()'));
my $grid = TQt::GridLayout(this, 2, 2, 10);
$grid->addWidget($quit, 0, 0);
$grid->addWidget($box, 1, 1);
$grid->setColStretch(1, 10);
my $leftBox = TQt::VBoxLayout;
$grid->addLayout($leftBox, 1, 0);
$leftBox->addWidget($angle);
$leftBox->addWidget($force);
my $topBox = TQt::HBoxLayout;
$grid->addLayout($topBox, 0, 1);
$topBox->addWidget($shoot);
$topBox->addWidget(hits);
$topBox->addWidget($hitsL);
$topBox->addWidget(shotsLeft);
$topBox->addWidget($shotsLeftL);
$topBox->addStretch(1);
$topBox->addWidget($restart);
$angle->setValue(60);
$force->setValue(25);
$angle->setFocus();
newGame();
}
sub fire {
return if cannonField->gameOver or cannonField->isShooting;
shotsLeft->display(int(shotsLeft->intValue - 1));
cannonField->shoot;
}
sub hit {
hits->display(int(hits->intValue + 1));
if(shotsLeft->intValue == 0) {
cannonField->setGameOver;
} else {
cannonField->newTarget;
}
}
sub missed {
cannonField->setGameOver if shotsLeft->intValue == 0;
}
sub newGame {
shotsLeft->display(int(15));
hits->display(0);
cannonField->restartGame;
cannonField->newTarget;
}
1;
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