📄 cannon.cpp
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/******************************************************************** Implementation CannonField class, Qt tutorial 14******************************************************************/#include "cannon.h"#include <qtimer.h>#include <qpainter.h>#include <qpixmap.h>#include <qdatetime.h>#include <math.h>#include <stdlib.h>CannonField::CannonField( QWidget *parent, const char *name ) : QWidget( parent, name ){ ang = 45; f = 0; timerCount = 0; autoShootTimer = new QTimer( this, "movement handler" ); connect( autoShootTimer, SIGNAL(timeout()), this, SLOT(moveShot()) ); shoot_ang = 0; shoot_f = 0; target = QPoint( 0, 0 ); gameEnded = FALSE; barrelPressed = FALSE; setPalette( QPalette( QColor( 250, 250, 200) ) ); newTarget();}void CannonField::setAngle( int degrees ){ if ( degrees < 5 ) degrees = 5; if ( degrees > 70 ) degrees = 70; if ( ang == degrees ) return; ang = degrees; repaint( cannonRect(), FALSE ); emit angleChanged( ang );}void CannonField::setForce( int newton ){ if ( newton < 0 ) newton = 0; if ( f == newton ) return; f = newton; emit forceChanged( f );}void CannonField::shoot(){ if ( isShooting() ) return; timerCount = 0; shoot_ang = ang; shoot_f = f; autoShootTimer->start( 50 ); emit canShoot( FALSE );}void CannonField::newTarget(){ static bool first_time = TRUE; if ( first_time ) { first_time = FALSE; QTime midnight( 0, 0, 0 ); srand( midnight.secsTo(QTime::currentTime()) ); } QRegion r( targetRect() ); target = QPoint( 200 + rand() % 190, 10 + rand() % 255 ); repaint( r.unite( targetRect() ) );}void CannonField::setGameOver(){ if ( gameEnded ) return; if ( isShooting() ) autoShootTimer->stop(); gameEnded = TRUE; repaint();}void CannonField::restartGame(){ if ( isShooting() ) autoShootTimer->stop(); gameEnded = FALSE; repaint(); emit canShoot( TRUE );}void CannonField::moveShot(){ QRegion r( 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 { r = r.unite( QRegion( shotR ) ); } repaint( r );}void CannonField::mousePressEvent( QMouseEvent *e ){ if ( e->button() != LeftButton ) return; if ( barrelHit( e->pos() ) ) barrelPressed = TRUE;}void CannonField::mouseMoveEvent( QMouseEvent *e ){ if ( !barrelPressed ) return; QPoint pnt = e->pos(); if ( pnt.x() <= 0 ) pnt.setX( 1 ); if ( pnt.y() >= height() ) pnt.setY( height() - 1 ); double rad = atan(((double)rect().bottom()-pnt.y())/pnt.x()); setAngle( qRound ( rad*180/3.14159265 ) );}void CannonField::mouseReleaseEvent( QMouseEvent *e ){ if ( e->button() == LeftButton ) barrelPressed = FALSE;}void CannonField::paintEvent( QPaintEvent *e ){ QRect updateR = e->rect(); QPainter p( this ); if ( gameEnded ) { p.setPen( black ); p.setFont( QFont( "Courier", 48, QFont::Bold ) ); p.drawText( rect(), AlignCenter, "Game Over" ); } if ( updateR.intersects( cannonRect() ) ) paintCannon( &p ); if ( updateR.intersects( barrierRect() ) ) paintBarrier( &p ); if ( isShooting() && updateR.intersects( shotRect() ) ) paintShot( &p ); if ( !gameEnded && updateR.intersects( targetRect() ) ) paintTarget( &p );}void CannonField::paintShot( QPainter *p ){ p->setBrush( black ); p->setPen( NoPen ); p->drawRect( shotRect() );}void CannonField::paintTarget( QPainter *p ){ p->setBrush( red ); p->setPen( black ); p->drawRect( targetRect() );}void CannonField::paintBarrier( QPainter *p ){ p->setBrush( yellow ); p->setPen( black ); p->drawRect( barrierRect() );}const QRect barrelRect(33, -4, 15, 8);void CannonField::paintCannon( QPainter *p ){ QRect cr = cannonRect(); QPixmap pix( cr.size() ); pix.fill( this, cr.topLeft() ); QPainter tmp( &pix ); tmp.setBrush( blue ); tmp.setPen( NoPen ); tmp.translate( 0, pix.height() - 1 ); tmp.drawPie( QRect( -35,-35, 70, 70 ), 0, 90*16 ); tmp.rotate( -ang ); tmp.drawRect( barrelRect ); tmp.end(); p->drawPixmap( cr.topLeft(), pix );}QRect CannonField::cannonRect() const{ QRect r( 0, 0, 50, 50 ); r.moveBottomLeft( rect().bottomLeft() ); return r;}QRect CannonField::shotRect() const{ const double gravity = 4; double time = timerCount / 4.0; double velocity = shoot_f; double radians = shoot_ang*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 r = QRect( 0, 0, 6, 6 ); r.moveCenter( QPoint( qRound(x), height() - 1 - qRound(y) ) ); return r;}QRect CannonField::targetRect() const{ QRect r( 0, 0, 20, 10 ); r.moveCenter( QPoint(target.x(),height() - 1 - target.y()) ); return r;}QRect CannonField::barrierRect() const{ return QRect( 145, height() - 100, 15, 100 );}bool CannonField::barrelHit( const QPoint &p ) const{ QWMatrix mtx; mtx.translate( 0, height() - 1 ); mtx.rotate( -ang ); mtx = mtx.invert(); return barrelRect.contains( mtx.map(p) );}bool CannonField::isShooting() const{ return autoShootTimer->isActive();}QSize CannonField::sizeHint() const{ return QSize( 400, 300 );}QSizePolicy CannonField::sizePolicy() const{ return QSizePolicy( QSizePolicy::Expanding, QSizePolicy::Expanding );}
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