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122 lines
4.0 KiB
122 lines
4.0 KiB
require 'lcdrange.rb'
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require 'cannon.rb'
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class GameBoard < Qt::Widget
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slots 'fire()', 'hit()', 'missed()', 'newGame()'
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def initialize()
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super
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quit = Qt::PushButton.new('&Quit', self, 'quit')
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quit.setFont(Qt::Font.new('Times', 18, Qt::Font::Bold))
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connect(quit, SIGNAL('clicked()'), $qApp, SLOT('quit()'))
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angle = LCDRange.new( 'ANGLE', self, 'angle' )
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angle.setRange( 5, 70 )
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force = LCDRange.new( 'FORCE', self, 'force' )
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force.setRange( 10, 50 )
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box = Qt::VBox.new( self, 'cannonFrame' )
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box.setFrameStyle( Qt::Frame::WinPanel | Qt::Frame::Sunken )
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@cannonField = CannonField.new( box, 'cannonField' )
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connect( angle, SIGNAL('valueChanged(int)'),
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@cannonField, SLOT('setAngle(int)') )
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connect( @cannonField, SIGNAL('angleChanged(int)'),
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angle, SLOT('setValue(int)') )
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connect( force, SIGNAL('valueChanged(int)'),
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@cannonField, SLOT('setForce(int)') )
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connect( @cannonField, SIGNAL('forceChanged(int)'),
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force, SLOT('setValue(int)') )
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connect( @cannonField, SIGNAL('hit()'),
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self, SLOT('hit()') )
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connect( @cannonField, SIGNAL('missed()'),
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self, SLOT('missed()') )
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shoot = Qt::PushButton.new( '&Shoot', self, 'shoot' )
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shoot.setFont( Qt::Font.new( 'Times', 18, Qt::Font::Bold ) )
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connect( shoot, SIGNAL('clicked()'), SLOT('fire()') )
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connect( @cannonField, SIGNAL('canShoot(bool)'),
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shoot, SLOT('setEnabled(bool)') )
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restart = Qt::PushButton.new( '&New Game', self, 'newgame' )
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restart.setFont( Qt::Font.new( 'Times', 18, Qt::Font::Bold ) )
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connect( restart, SIGNAL('clicked()'), self, SLOT('newGame()') )
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@hits = Qt::LCDNumber.new( 2, self, 'hits' )
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@shotsLeft = Qt::LCDNumber.new( 2, self, 'shotsleft' )
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hitsL = Qt::Label.new( 'HITS', self, 'hitsLabel' )
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shotsLeftL = Qt::Label.new( 'SHOTS LEFT', self, 'shotsleftLabel' )
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accel = Qt::Accel.new( self )
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accel.connectItem( accel.insertItem( Qt::KeySequence.new(Key_Enter) ),
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self, SLOT('fire()') )
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accel.connectItem( accel.insertItem( Qt::KeySequence.new(Key_Return) ),
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self, SLOT('fire()') )
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accel.connectItem( accel.insertItem( Qt::KeySequence.new(CTRL+Key_Q) ),
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$qApp, SLOT('quit()') )
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grid = Qt::GridLayout.new( self, 2, 2, 10 )
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grid.addWidget( quit, 0, 0 )
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grid.addWidget( box, 1, 1)
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grid.setColStretch( 1, 10 )
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leftBox = Qt::VBoxLayout.new()
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grid.addLayout( leftBox, 1, 0 )
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leftBox.addWidget( angle )
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leftBox.addWidget( force )
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topBox = Qt::HBoxLayout.new()
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grid.addLayout( topBox, 0, 1 )
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topBox.addWidget( shoot )
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topBox.addWidget( @hits )
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topBox.addWidget( hitsL )
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topBox.addWidget( @shotsLeft )
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topBox.addWidget( shotsLeftL )
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topBox.addStretch( 1 )
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topBox.addWidget( restart )
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angle.setValue( 60 )
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force.setValue( 25 )
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angle.setFocus()
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newGame()
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end
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def fire()
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if @cannonField.gameOver() || @cannonField.isShooting()
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return
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end
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@shotsLeft.display( @shotsLeft.intValue() - 1 )
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@cannonField.shoot()
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end
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def hit()
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@hits.display( @hits.intValue() + 1 )
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if @shotsLeft.intValue() == 0
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@cannonField.setGameOver()
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else
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@cannonField.newTarget()
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end
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end
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def missed()
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if @shotsLeft.intValue() == 0
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@cannonField.setGameOver()
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end
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end
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def newGame()
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@shotsLeft.display( 15.0 )
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@hits.display( 0 )
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@cannonField.restartGame()
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@cannonField.newTarget()
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end
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end
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