package GameBoard;
use Qt 2.0;
import Qt::app;
use Qt::slots 'fire()', 'hit()', 'missed()', 'newGame()';
@ISA = qw(Qt::Widget);
sub new {
my $self = shift->SUPER::new(@_);
$self->setMinimumSize(500, 355);
my $quit = Qt::PushButton->new('Quit', $self, 'quit');
$quit->setFont(Qt::Font->new('Times', 18, Qt::Font::Bold));
$app->connect($quit, 'clicked()', 'quit()');
my $angle = LCDRange->new('ANGLE', $self, 'angle');
$angle->setRange(5, 70);
my $force = LCDRange->new('FORCE', $self, 'force');
$force->setRange(10, 50);
my $frame = Qt::Frame->new($self, 'cannonFrame');
$frame->setFrameStyle(Qt::Frame::WinPanel | Qt::Frame::Sunken);
my $cannonField = new CannonField($self, 'cannonField');
$cannonField->setBackgroundColor(Qt::Color->new(250, 250, 200));
$cannonField->connect($angle, 'valueChanged(int)', 'setAngle(int)');
$angle->connect($cannonField, 'angleChanged(int)', 'setValue(int)');
$cannonField->connect($force, 'valueChanged(int)', 'setForce(int)');
$force->connect($cannonField, 'forceChanged(int)', 'setValue(int)');
$self->connect($cannonField, 'hit()', 'hit()');
$self->connect($cannonField, 'missed()', 'missed()');
$angle->setValue(60);
$force->setValue(25);
my $shoot = Qt::PushButton->new('Shoot', $self, 'shoot');
$shoot->setFont(Qt::Font->new('Times', 18, Qt::Font::Bold));
$self->connect($shoot, 'clicked()', 'fire()');
my $restart = Qt::PushButton->new('New Game', $self, 'newgame');
$restart->setFont(Qt::Font->new('Times', 18, Qt::Font::Bold));
$self->connect($restart, 'clicked()', 'newGame()');
my $hits = Qt::LCDNumber->new(2, $self, 'hits');
my $shotsLeft = Qt::LCDNumber->new(2, $self, 'shotsleft');
my $hitsL = Qt::Label->new('HITS', $self, 'hitsLabel');
my $shotsLeftL = Qt::Label->new('SHOTS LEFT', $self, 'shotsleftLabel');
my $accel = Qt::Accel->new($self);
$accel->connectItem($accel->insertItem(Qt::Key_Space), $self, 'fire()');
$accel->connectItem($accel->insertItem(Qt::Key_Q), $app, '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() + $shotsLeft->width() + 5, 10,
60, 30);
@$self{'quit', 'angle', 'force', 'frame', 'cannonField', 'shoot',
'restart', 'hits', 'hitsL', 'shotsLeft', 'shotsleftL' , 'accel'} =
($quit, $angle, $force, $frame, $cannonField, $shoot, $restart, $hits,
$hitsL, $shotsLeft, $shotsLeftL, $accel);
$self->newGame();
return $self;
}
sub resizeEvent {
my $self = shift;
my($frame, $cannonField) = @$self{'frame', 'cannonField'};
$frame->resize($self->width() - $frame->x() - 10,
$self->height() - $frame->y() - 10);
$cannonField->resize($frame->width() - 4, $frame->height() - 4);
}
sub fire {
my $self = shift;
my($cannonField, $shotsLeft) = @$self{'cannonField', 'shotsLeft'};
return if $cannonField->gameOver() || $cannonField->isShooting();
$shotsLeft->display($shotsLeft->intValue() - 1);
$cannonField->shoot();
}
sub hit {
my $self = shift;
my($hits, $cannonField, $shotsLeft) =
@$self{'hits', 'cannonField', 'shotsLeft'};
$hits->display($hits->intValue() + 1);
if($shotsLeft->intValue() == 0) { $cannonField->setGameOver() }
else { $cannonField->newTarget() }
}
sub missed {
my $self = shift;
my($cannonField, $shotsLeft) = @$self{'cannonField', 'shotsLeft'};
$cannonField->setGameOver() if $shotsLeft->intValue() == 0;
}
sub newGame {
my $self = shift;
my($hits, $cannonField, $shotsLeft) =
@$self{'hits', 'cannonField', 'shotsLeft'};
$shotsLeft->display(15);
$hits->display(0);
$cannonField->restartGame();
$cannonField->newTarget();
}