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Trolltech reserves all rights not expressly ** granted herein. ** ** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE ** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. ** ****************************************************************************/ #include <QDateTime> #include <QMouseEvent> #include <QPaintEvent> #include <QPainter> #include <QTimer> #include <math.h> #include <stdlib.h> #include "cannonfield.h" CannonField::CannonField(QWidget *parent) : QWidget(parent) { currentAngle = 45; currentForce = 0; timerCount = 0; autoShootTimer = new QTimer(this); connect(autoShootTimer, SIGNAL(timeout()), this, SLOT(moveShot())); shootAngle = 0; shootForce = 0; target = QPoint(0, 0); gameEnded = false; barrelPressed = false; setPalette(QPalette(QColor(250, 250, 200))); setAutoFillBackground(true); newTarget(); } void CannonField::setAngle(int angle) { if (angle < 5) angle = 5; if (angle > 70) angle = 70; if (currentAngle == angle) return; currentAngle = angle; update(cannonRect()); emit angleChanged(currentAngle); } void CannonField::setForce(int force) { if (force < 0) force = 0; if (currentForce == force) return; currentForce = force; emit forceChanged(currentForce); } void CannonField::shoot() { if (isShooting()) return; timerCount = 0; shootAngle = currentAngle; shootForce = currentForce; autoShootTimer->start(5); emit canShoot(false); } void CannonField::newTarget() { static bool firstTime = true; if (firstTime) { firstTime = false; QTime midnight(0, 0, 0); qsrand(midnight.secsTo(QTime::currentTime())); } target = QPoint(200 + qrand() % 190, 10 + qrand() % 255); update(); } void CannonField::setGameOver() { if (gameEnded) return; if (isShooting()) autoShootTimer->stop(); gameEnded = true; update(); } void CannonField::restartGame() { if (isShooting()) autoShootTimer->stop(); gameEnded = false; update(); emit canShoot(true); } void CannonField::moveShot() { QRegion region = shotRect(); ++timerCount; QRect shotR = shotRect(); if (shotR.intersects(targetRect())) { autoShootTimer->stop(); emit hit(); emit canShoot(true); } else if (shotR.x() > width() || shotR.y() > height() || shotR.intersects(barrierRect())) { autoShootTimer->stop(); emit missed(); emit canShoot(true); } else { region = region.unite(shotR); } update(region); } void CannonField::mousePressEvent(QMouseEvent *event) { if (event->button() != Qt::LeftButton) return; if (barrelHit(event->pos())) barrelPressed = true; } void CannonField::mouseMoveEvent(QMouseEvent *event) { if (!barrelPressed) return; QPoint pos = event->pos(); if (pos.x() <= 0) pos.setX(1); if (pos.y() >= height()) pos.setY(height() - 1); double rad = atan(((double)rect().bottom() - pos.y()) / pos.x()); setAngle(qRound(rad * 180 / 3.14159265)); } void CannonField::mouseReleaseEvent(QMouseEvent *event) { if (event->button() == Qt::LeftButton) barrelPressed = false; } void CannonField::paintEvent(QPaintEvent * /* event */) { QPainter painter(this); if (gameEnded) { painter.setPen(Qt::black); painter.setFont(QFont("Courier", 48, QFont::Bold)); painter.drawText(rect(), Qt::AlignCenter, tr("Game Over")); } paintCannon(painter); paintBarrier(painter); if (isShooting()) paintShot(painter); if (!gameEnded) paintTarget(painter); } void CannonField::paintShot(QPainter &painter) { painter.setPen(Qt::NoPen); painter.setBrush(Qt::black); painter.drawRect(shotRect()); } void CannonField::paintTarget(QPainter &painter) { painter.setPen(Qt::black); painter.setBrush(Qt::red); painter.drawRect(targetRect()); } void CannonField::paintBarrier(QPainter &painter) { painter.setPen(Qt::black); painter.setBrush(Qt::yellow); painter.drawRect(barrierRect()); } const QRect barrelRect(30, -5, 20, 10); void CannonField::paintCannon(QPainter &painter) { painter.setPen(Qt::NoPen); painter.setBrush(Qt::blue); painter.save(); painter.translate(0, height()); painter.drawPie(QRect(-35, -35, 70, 70), 0, 90 * 16); painter.rotate(-currentAngle); painter.drawRect(barrelRect); painter.restore(); } QRect CannonField::cannonRect() const { QRect result(0, 0, 50, 50); result.moveBottomLeft(rect().bottomLeft()); return result; } QRect CannonField::shotRect() const { const double gravity = 4; double time = timerCount / 20.0; double velocity = shootForce; double radians = shootAngle * 3.14159265 / 180; double velx = velocity * cos(radians); double vely = velocity * sin(radians); double x0 = (barrelRect.right() + 5) * cos(radians); double y0 = (barrelRect.right() + 5) * sin(radians); double x = x0 + velx * time; double y = y0 + vely * time - 0.5 * gravity * time * time; QRect result(0, 0, 6, 6); result.moveCenter(QPoint(qRound(x), height() - 1 - qRound(y))); return result; } QRect CannonField::targetRect() const { QRect result(0, 0, 20, 10); result.moveCenter(QPoint(target.x(), height() - 1 - target.y())); return result; } QRect CannonField::barrierRect() const { return QRect(145, height() - 100, 15, 99); } bool CannonField::barrelHit(const QPoint &pos) const { QMatrix matrix; matrix.translate(0, height()); matrix.rotate(-currentAngle); matrix = matrix.inverted(); return barrelRect.contains(matrix.map(pos)); } bool CannonField::isShooting() const { return autoShootTimer->isActive(); } QSize CannonField::sizeHint() const { return QSize(400, 300); }