📄 cannonfield.cpp
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/******************************************************************************** Copyright (C) 2005-2006 Trolltech ASA. All rights reserved.**** This file is part of the example classes of the Qt Toolkit.**** This file may be used under the terms of the GNU General Public** License version 2.0 as published by the Free Software Foundation** and appearing in the file LICENSE.GPL included in the packaging of** this file. Please review the following information to ensure GNU** General Public Licensing requirements will be met:** http://www.trolltech.com/products/qt/opensource.html**** If you are unsure which license is appropriate for your use, please** review the following information:** http://www.trolltech.com/products/qt/licensing.html or contact the** sales department at sales@trolltech.com.**** 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 <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; 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); srand(midnight.secsTo(QTime::currentTime())); } target = QPoint(200 + rand() % 190, 10 + rand() % 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()) { autoShootTimer->stop(); emit missed(); emit canShoot(true); } else { region = region.unite(shotR); } update(region);}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); 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());}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;}bool CannonField::isShooting() const{ return autoShootTimer->isActive();}
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