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📄 cannon.cpp

📁 一大堆的qt程序,在qte2.3.7下全部可以很好地运行
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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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