Commit a4dc0fcf authored by Paul Tvete's avatar Paul Tvete
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Import tutorial 14 from Qt 1.0

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t14/Makefile

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####### This section is automatically generated from
#######    /home/hanord/qt/tutorial/Makefile

INCDIR	=	$(QTDIR)/include
CFLAGS	=	-O2
LFLAGS	=	-L$(QTDIR)/lib -lqt
CC	=	gcc
MOC	=	moc

####### End of automatically generated section
#
# $Source: /tmp/cvs/qt/tutorial/t14/Makefile,v $
#

####### Files

HEADERS =	lcdrange.h	cannon.h	gamebrd.h
SOURCES =	lcdrange.cpp	cannon.cpp	gamebrd.cpp	main.cpp
OBJECTS =	lcdrange.o	cannon.o	gamebrd.o	main.o
SRCMETA =	mlcdrang.cpp	mcannon.cpp	mgamebr.cpp
OBJMETA =	mlcdrang.o	mcannon.o	mgamebr.o
TARGET	=	t14

####### Implicit rules

.SUFFIXES: .cpp

.cpp.o:
	$(CC) -c $(CFLAGS) -I$(INCDIR) $<

####### Build rules

all: $(TARGET)

$(TARGET): $(OBJECTS) $(OBJMETA)
	$(CC) $(OBJECTS) $(OBJMETA) -o $(TARGET) $(LFLAGS) -lm

depend:
	@makedepend -I$(INCDIR) $(SOURCES) 2> /dev/null

showfiles:
	@echo $(HEADERS) $(SOURCES) Makefile

clean:
	rm -f *.o *.bak *~ *% #*
	rm -f $(SRCMETA) $(TARGET)

####### Meta classes

mlcdrang.cpp: lcdrange.h
	$(MOC) -o $@ lcdrange.h

mcannon.cpp: cannon.h
	$(MOC) -o $@ cannon.h

mgamebr.cpp: gamebrd.h
	$(MOC) -o $@ gamebrd.h


# DO NOT DELETE THIS LINE -- make depend depends on it.

t14/cannon.cpp

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/****************************************************************
**
** Implementation CannonField class, Qt tutorial 14
**
****************************************************************/

#include "cannon.h"
#include <qpainter.h>
#include <qpixmap.h>
#include <qdatetm.h>
#include <qfont.h>

#include <math.h>
#include <stdlib.h>

CannonField::CannonField( QWidget *parent, const char *name )
        : QWidget( parent, name )
{
    ang           = 45;
    f             = 0;
    shooting      = FALSE;
    timerCount    = 0;
    shoot_ang	  = 0;
    shoot_f	  = 0;
    gameEnded     = FALSE;
    barrelPressed = FALSE;
    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 ( shooting )
	return;
    timerCount = 0;
    shoot_ang  = ang;
    shoot_f    = f;
    shooting   = TRUE;
    startTimer( 50 );
}

void  CannonField::newTarget()
{
    static bool first_time = TRUE;
    if ( first_time ) {
	first_time = FALSE;
	QTime midnight( 0, 0, 0 );
	srand( midnight.secsTo(QTime::currentTime()) );
    }
    erase( targetRect() );
    target = QPoint( 200 + rand() % 190,
		     10  + rand() % 255 );
    repaint( targetRect() );
}

void CannonField::setGameOver()
{
    if ( gameEnded )
	return;
    if ( shooting )
	stopShooting();
    gameEnded = TRUE;
    repaint();
}

void CannonField::restartGame()
{    
    if ( shooting )
	stopShooting();
    gameEnded = FALSE;
    repaint();
}

void CannonField::timerEvent( QTimerEvent * )
{
    erase( shotRect() );
    timerCount++;

    QRect shotR = shotRect();

    if ( shotR.intersects( targetRect() ) ) {
	stopShooting();
	emit hit();	
	return;
    }
    if ( (shotR.x() > width() || shotR.y() > height()) ||
	 shotR.intersects(barrierRect()) ) {
	stopShooting();
	emit missed();
	return;
    }	
    repaint( shotR, FALSE );
}

void CannonField::paintEvent( QPaintEvent *e )
{
    QRect updateR = e->rect();
    QPainter p;
    p.begin( this );

    if ( updateR.intersects( cannonRect() ) )
	paintCannon( &p );
    if ( updateR.intersects( barrierRect() ) )
	paintBarrier( &p );
    if ( gameEnded ) {
	p.setPen( black );
	p.setFont( QFont( "Courier", 48, QFont::Bold ) );
	p.drawText( rect(), AlignCenter, "Game Over" );
    } else {
	if ( shooting &&  updateR.intersects( shotRect() ) )
	    paintShot( &p );
	if ( updateR.intersects( targetRect() ) )
	    paintTarget( &p );
    }
    p.end();
}

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::stopShooting()
{
    shooting = FALSE;
    killTimers();
}

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 barrel_rect(33, -4, 15, 8);

void CannonField::paintCannon( QPainter *p )
{
    QRect    cr = cannonRect();
    QPixmap  pix( cr.size() );
    QPainter tmp;

    pix.fill( this, cr.topLeft() );

    tmp.begin( &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( barrel_rect );
    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/0.7; 
    double radians   = shoot_ang*3.14159265/180;
    
    double velx      = velocity*cos( radians );
    double vely      = velocity*sin( radians );
    double x0        = ( barrel_rect.right()  + 5 )*cos(radians);
    double y0        = ( barrel_rect.right()  + 5 )*sin(radians);
    double x         = x0 + velx*time;
    double y         = y0 + vely*time - 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 barrel_rect.contains( mtx.map(p) );
}

t14/cannon.h

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/****************************************************************
**
** Definition of CannonField class, Qt tutorial 14
**
****************************************************************/

#ifndef CANNON_H
#define CANNON_H

#include <qwidget.h>


class CannonField : public QWidget
{
    Q_OBJECT
public:
    CannonField( QWidget *parent=0, const char *name=0 );

    int   angle()      const { return ang; }
    int   force()      const { return f; }
    bool  gameOver()   const { return gameEnded; }
    bool  isShooting() const { return shooting; }
public slots:
    void  setAngle( int degrees );
    void  setForce( int newton );
    void  shoot();
    void  newTarget();
    void  setGameOver();
    void  restartGame();
signals:
    void  hit();
    void  missed();
    void  angleChanged( int );
    void  forceChanged( int );
protected:
    void  timerEvent( QTimerEvent * );
    void  paintEvent( QPaintEvent * );
    void  mousePressEvent( QMouseEvent * );
    void  mouseMoveEvent( QMouseEvent * );
    void  mouseReleaseEvent( QMouseEvent * );
private:
    void  stopShooting();
    void  paintShot( QPainter * );
    void  paintTarget( QPainter * );
    void  paintBarrier( QPainter * );
    void  paintCannon( QPainter * );
    QRect cannonRect() const;
    QRect shotRect() const;
    QRect targetRect() const;
    QRect barrierRect() const;
    bool  barrelHit( const QPoint & ) const;

    int   ang;
    int   f;
    bool  shooting;

    int   timerCount;
    float shoot_ang;
    float shoot_f;

    QPoint target;

    bool gameEnded;
    bool barrelPressed;
};

#endif // CANNON_H

t14/gamebrd.cpp

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/****************************************************************
**
** Implementation of GameBoard class, Qt tutorial 14
**
****************************************************************/

#include "gamebrd.h"

#include <qfont.h>
#include <qapp.h>
#include <qlabel.h>
#include <qaccel.h>
#include <qpushbt.h>
#include <qlcdnum.h>

#include "lcdrange.h"
#include "cannon.h"

GameBoard::GameBoard( QWidget *parent, const char *name )
        : QWidget( parent, name )
{
    setMinimumSize( 500, 355 );

    quit = new QPushButton( "Quit", this, "quit" );
    quit->setFont( QFont( "Times", 18, QFont::Bold ) );

    connect( quit, SIGNAL(clicked()), qApp, SLOT(quit()) );

    angle  = new LCDRange( "ANGLE", this, "angle" );
    angle->setRange( 5, 70 );

    force  = new LCDRange( "FORCE", this, "force" );
    force->setRange( 10, 50 );

    frame = new QFrame( this, "cannonFrame" );
    frame->setFrameStyle( QFrame::WinPanel | QFrame::Sunken );

    cannonField = new CannonField( this, "cannonField" );
    cannonField->setBackgroundColor( QColor( 250, 250, 200) );

    connect( angle,SIGNAL(valueChanged(int)), cannonField,SLOT(setAngle(int)));
    connect( cannonField,SIGNAL(angleChanged(int)), angle,SLOT(setValue(int)));

    connect( force,SIGNAL(valueChanged(int)), cannonField,SLOT(setForce(int)));
    connect( cannonField,SIGNAL(forceChanged(int)), force,SLOT(setValue(int)));

    connect( cannonField, SIGNAL(hit()),SLOT(hit()) );
    connect( cannonField, SIGNAL(missed()),SLOT(missed()) );

    angle->setValue( 60 );
    force->setValue( 25 );

    shoot = new QPushButton( "Shoot", this, "shoot" );
    shoot->setFont( QFont( "Times", 18, QFont::Bold ) );

    connect( shoot, SIGNAL(clicked()), SLOT(fire()) );

    restart = new QPushButton( "New Game", this, "newgame" );
    restart->setFont( QFont( "Times", 18, QFont::Bold ) );

    connect( restart, SIGNAL(clicked()), SLOT(newGame()) );

    hits  	       = new QLCDNumber( 2, this, "hits" );
    shotsLeft 	       = new QLCDNumber( 2, this, "shotsleft" );
    QLabel *hitsL      = new QLabel( "HITS", this, "hitsLabel" );
    QLabel *shotsLeftL = new QLabel( "SHOTS LEFT", this, "shotsleftLabel" );

    QAccel *accel = new QAccel( this );
    accel->connectItem( accel->insertItem( Key_Space), this, SLOT(fire()) );
    accel->connectItem( accel->insertItem( Key_Q), qApp, SLOT(quit()) );

    quit->setGeometry( 10, 10, 75, 30 );
    angle->setGeometry( 10, quit->y() + quit->height() + 10, 75, 130 );
    force->setGeometry( 10, angle->y() + angle->height() + 10, 75, 130 );
    frame->move( angle->x() + angle->width() + 10, angle->y() );
    cannonField->move( frame->x() + 2, frame->y() + 2 );
    shoot->setGeometry( 10, 315, 75, 30 );
    restart->setGeometry( 380, 10, 110, 30 );
    hits->setGeometry( 130, 10, 40, 30 );
    hitsL->setGeometry( hits->x() + hits->width() + 5, 10, 60, 30 );
    shotsLeft->setGeometry( 240, 10, 40, 30 );
    shotsLeftL->setGeometry( shotsLeft->x()+shotsLeft->width()+5, 10, 60, 30 );

    newGame();
}

void GameBoard::resizeEvent( QResizeEvent * )
{
    frame->resize( width()  - frame->x() - 10,
		   height() - frame->y() - 10 );
    cannonField->resize( frame->width() - 4, frame->height() - 4 );
}

void GameBoard::fire()
{
    if ( cannonField->gameOver() || cannonField->isShooting() )
	return;
    shotsLeft->display( shotsLeft->intValue() - 1 );
    cannonField->shoot();
}

void GameBoard::hit()
{
    hits->display( hits->intValue() + 1 );
    if ( shotsLeft->intValue() == 0 )
	cannonField->setGameOver();
    else
	cannonField->newTarget();
}

void GameBoard::missed()
{
    if ( shotsLeft->intValue() == 0 )
	cannonField->setGameOver();
}

void GameBoard::newGame()
{
    shotsLeft->display( 15 );
    hits->display( 0 );
    cannonField->restartGame();
    cannonField->newTarget();
}

t14/gamebrd.h

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/****************************************************************
**
** Definition of GameBoard class, Qt tutorial 14
**
****************************************************************/

#ifndef GAMEBRD_H
#define GAMEBRD_H

#include <qwidget.h>

class QPushButton;
class LCDRange;
class QLCDNumber;
class QFrame;
class CannonField;

#include "lcdrange.h"
#include "cannon.h"


class GameBoard : public QWidget
{
    Q_OBJECT
public:
    GameBoard( QWidget *parent=0, const char *name=0 );
protected:
    void  resizeEvent( QResizeEvent * );
protected slots:
    void  fire();
    void  hit();
    void  missed();
    void  newGame();
private:
    QPushButton *quit;
    QPushButton *shoot;
    QPushButton *restart;
    LCDRange    *angle;
    LCDRange    *force;
    QLCDNumber  *hits;
    QLCDNumber  *shotsLeft;
    QFrame	*frame;
    CannonField *cannonField;
};

#endif // GAMEBRD_H