Difference between revisions of "Development/Tutorials/Qt4 Ruby Tutorial/Chapter 11"

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'''[http://www.darshancomputing.com/qt4-qtruby-tutorial/tutorial/t11/cannon.rb cannon.rb]'''
 
'''[http://www.darshancomputing.com/qt4-qtruby-tutorial/tutorial/t11/cannon.rb cannon.rb]'''
  
The CannonField now has shooting capabilities.
+
The '''<tt>CannonField</tt>''' now has shooting capabilities.
  
 +
<code ruby>
 
include Math
 
include Math
 +
</code>
  
We include Math because we need the sin() and cos() functions.
+
We include '''<tt>Math</tt>''' because we need the '''<tt>sin()</tt>''' and '''<tt>cos()</tt>''' functions.
  
    @timerCount = 0
+
<code ruby>
 +
@timerCount = 0
  
    @autoShootTimer = Qt::Timer.new(self)
+
@autoShootTimer = Qt::Timer.new(self)
    connect(@autoShootTimer, SIGNAL('timeout()'),
+
connect(@autoShootTimer, SIGNAL('timeout()'),
            self, SLOT('moveShot()'))
+
        self, SLOT('moveShot()'))
  
    @shootAngle = 0
+
@shootAngle = 0
    @shootForce = 0
+
@shootForce = 0
 +
</code>
  
We initialize our new private variables and connect the Qt::Timer::timeout() signal to our moveShot() slot. We'll move the shot every time the timer times out.
+
We initialize our new private variables and connect the [http://doc.qt.nokia.com/latest/qtimer.html#timeout Qt::Timer::timeout()] signal to our '''<tt>moveShot()</tt>''' slot. We'll move the shot every time the timer times out.
  
The timerCount keeps track of the time passed since the shot was fired. The shootAngle is the cannon angle and shootForce is the cannon force when the shot was fired.
+
The '''<tt>timerCount</tt>''' keeps track of the time passed since the shot was fired. The '''<tt>shootAngle</tt>''' is the cannon angle and '''<tt>shootForce</tt>''' is the cannon force when the shot was fired.
  
  def shoot()
+
<code ruby>
    if @autoShootTimer.isActive()
+
def shoot()
      return
+
  if @autoShootTimer.isActive()
    end;
+
    return
 +
  end;
  
    @timerCount = 0
+
  @timerCount = 0
    @shootAngle = @currentAngle
+
  @shootAngle = @currentAngle
    @shootForce = @currentForce
+
  @shootForce = @currentForce
    @autoShootTimer.start(5)
+
  @autoShootTimer.start(5)
  end
+
end
 +
</code>
  
This function shoots a shot unless a shot is in the air. The timerCount is reset to zero. The shootAngle and shootForce variables are set to the current cannon angle and force. Finally, we start the timer.
+
This function shoots a shot unless a shot is in the air. The '''<tt>timerCount</tt>''' is reset to zero. The '''<tt>shootAngle</tt>''' and '''<tt>shootForce</tt>''' variables are set to the current cannon angle and force. Finally, we start the timer.
  
  def moveShot()
+
<code ruby>
    region = Qt::Region.new(shotRect())
+
def moveShot()
    @timerCount += 1
+
  region = Qt::Region.new(shotRect())
 +
  @timerCount += 1
  
    shotR = shotRect()
+
  shotR = shotRect()
  
    if shotR.x() > width() || shotR.y() > height()
+
  if shotR.x() > width() || shotR.y() > height()
      @autoShootTimer.stop()
+
    @autoShootTimer.stop()
    else
+
  else
      region = region.unite(Qt::Region.new(shotR))
+
    region = region.unite(Qt::Region.new(shotR))
    end
+
    update(region)
+
 
   end
 
   end
 +
  update(region)
 +
end
 +
</code>
  
moveShot() is the slot that moves the shot, called every 5 milliseconds when the Qt::Timer fires.
+
'''<tt>moveShot()</tt>''' is the slot that moves the shot, called every 5 milliseconds when the [http://doc.qt.nokia.com/latest/qtimer.html Qt::Timer] fires.
  
 
Its tasks are to compute the new position, update the screen with the shot in the new position, and if necessary, stop the timer.
 
Its tasks are to compute the new position, update the screen with the shot in the new position, and if necessary, stop the timer.
  
First we make a Qt::Region that holds the old shotRect(). A Qt::Region is capable of holding any sort of region, and we'll use it here to simplify the painting. shotRect() returns the rectangle where the shot is now. It is explained in detail later.
+
First we make a [http://doc.qt.nokia.com/latest/qregion.html Qt::Region] that holds the old '''<tt>shotRect()</tt>'''. A [http://doc.qt.nokia.com/latest/qregion.html Qt::Region] is capable of holding any sort of region, and we'll use it here to simplify the painting. '''<tt>shotRect()</tt>''' returns the rectangle where the shot is now. It is explained in detail later.
  
Then we increment the timerCount, which has the effect of moving the shot one step along its trajectory.
+
Then we increment the '''<tt>timerCount</tt>''', which has the effect of moving the shot one step along its trajectory.
  
 
Next we fetch the new shot rectangle.
 
Next we fetch the new shot rectangle.
  
If the shot has moved beyond the right or bottom edge of the widget we stop the timer, or we add the new shotRect() to the Qt::Region.
+
If the shot has moved beyond the right or bottom edge of the widget we stop the timer, or we add the new '''<tt>shotRect()</tt>''' to the [http://doc.qt.nokia.com/latest/qregion.html Qt::Region].
  
Finally, we repaint the Qt::Region. This will send a single paint event for just the one or two rectangles that need updating.
+
Finally, we repaint the [http://doc.qt.nokia.com/latest/qregion.html Qt::Region]. This will send a single paint event for just the one or two rectangles that need updating.
  
  def paintEvent(event)
+
<code ruby>
    painter = Qt::Painter.new(self)
+
def paintEvent(event)
 +
  painter = Qt::Painter.new(self)
  
    paintCannon(painter)
+
  paintCannon(painter)
    if @autoShootTimer.isActive()
+
  if @autoShootTimer.isActive()
      paintShot(painter)
+
    paintShot(painter)
    end
+
 
+
    painter.end()
+
 
   end
 
   end
  
The paint event function has been simplified since the previous chapter. Most of the logic has been moved to the new paintShot() and paintCannon() functions.
+
  painter.end()
 +
end
 +
</code>
  
  def paintShot(painter)
+
The paint event function has been simplified since the previous chapter. Most of the logic has been moved to the new '''<tt>paintShot()</tt>''' and '''<tt>paintCannon()</tt>''' functions.
    painter.setPen(Qt::NoPen)
+
 
    painter.setBrush(Qt::Brush.new(Qt::black))
+
<code ruby>
    painter.drawRect(shotRect())
+
def paintShot(painter)
  end
+
  painter.setPen(Qt::NoPen)
 +
  painter.setBrush(Qt::Brush.new(Qt::black))
 +
  painter.drawRect(shotRect())
 +
end
 +
</code>
  
 
This private function paints the shot by drawing a black filled rectangle.
 
This private function paints the shot by drawing a black filled rectangle.
  
We leave out the implementation of paintCannon(); it is the same as the Qt::Widget::paintEvent() reimplementation from the previous chapter.
+
We leave out the implementation of '''<tt>paintCannon()</tt>'''; it is the same as the [http://doc.qt.nokia.com/latest/qwidget.html#paintEvent Qt::Widget::paintEvent()] reimplementation from the previous chapter.
  
  def shotRect()
+
<code ruby>
    gravity = 4.0
+
def shotRect()
 +
  gravity = 4.0
  
    time = @timerCount / 20.0
+
  time = @timerCount / 20.0
    velocity = @shootForce
+
  velocity = @shootForce
    radians = @shootAngle * 3.14159265 / 180.0
+
  radians = @shootAngle * 3.14159265 / 180.0
  
    velx = velocity * cos(radians)
+
  velx = velocity * cos(radians)
    vely = velocity * sin(radians)
+
  vely = velocity * sin(radians)
    x0 = (@barrelRect.right() + 5.0) * cos(radians)
+
  x0 = (@barrelRect.right() + 5.0) * cos(radians)
    y0 = (@barrelRect.right() + 5.0) * sin(radians)
+
  y0 = (@barrelRect.right() + 5.0) * sin(radians)
    x = x0 + velx * time
+
  x = x0 + velx * time
    y = y0 + vely * time - 0.5 * gravity * time * time
+
  y = y0 + vely * time - 0.5 * gravity * time * time
  
    result = Qt::Rect.new(0, 0, 6, 6)
+
  result = Qt::Rect.new(0, 0, 6, 6)
    result.moveCenter(Qt::Point.new(x.round, height() - 1 - y.round))
+
  result.moveCenter(Qt::Point.new(x.round, height() - 1 - y.round))
    return result
+
  return result
  end
+
end
 +
</code>
  
This private function calculates the center point of the shot and returns the enclosing rectangle of the shot. It uses the initial cannon force and angle in addition to timerCount, which increases as time passes.
+
This private function calculates the center point of the shot and returns the enclosing rectangle of the shot. It uses the initial cannon force and angle in addition to '''<tt>timerCount</tt>''', which increases as time passes.
  
 
The formula used is the standard Newtonian formula for frictionless movement in a gravity field. For simplicity, we've chosen to disregard any Einsteinian effects.
 
The formula used is the standard Newtonian formula for frictionless movement in a gravity field. For simplicity, we've chosen to disregard any Einsteinian effects.
  
We calculate the center point in a coordinate system where y coordinates increase upward. After we have calculated the center point, we construct a Qt::Rect with size 6 x 6 and move its center point to the point calculated above. In the same operation we convert the point into the widget's coordinate system (see The Coordinate System).
+
We calculate the center point in a coordinate system where y coordinates increase upward. After we have calculated the center point, we construct a [http://doc.qt.nokia.com/latest/qrect.html Qt::Rect] with size 6 x 6 and move its center point to the point calculated above. In the same operation we convert the point into the widget's coordinate system (see [http://doc.qt.nokia.com/latest/coordsys.html The Coordinate System]).
  
 
'''[http://www.darshancomputing.com/qt4-qtruby-tutorial/tutorial/t11/t11.rb t11.rb]'''
 
'''[http://www.darshancomputing.com/qt4-qtruby-tutorial/tutorial/t11/t11.rb t11.rb]'''
  
The only addition is the Shoot button.
+
The only addition is the <strong>Shoot</strong> button.
  
    shoot = Qt::PushButton.new(tr('&Shoot'))
+
<code ruby>
    shoot.setFont(Qt::Font.new('Times', 18, Qt::Font::Bold))
+
shoot = Qt::PushButton.new(tr('&Shoot'))
 +
shoot.setFont(Qt::Font.new('Times', 18, Qt::Font::Bold))
 +
</code>
  
In the constructor we create and set up the Shoot button exactly like we did with the Quit button.
+
In the constructor we create and set up the <strong>Shoot</strong> button exactly like we did with the <strong>Quit</strong> button.
  
 +
<code ruby>
 
     connect(shoot, SIGNAL('clicked()'), cannonField, SLOT('shoot()'))
 
     connect(shoot, SIGNAL('clicked()'), cannonField, SLOT('shoot()'))
 +
</code>
  
Connects the clicked() signal of the Shoot button to the shoot() slot of the CannonField.
+
Connects the '''<tt>clicked()</tt>''' signal of the <strong>Shoot</strong> button to the '''<tt>shoot()</tt>''' slot of the '''<tt>CannonField</tt>'''.
  
 
=== Running the Application ===
 
=== Running the Application ===
Line 151: Line 169:
 
=== Exercises ===
 
=== Exercises ===
  
Make the shot a filled circle. [Hint: Qt::Painter::drawEllipse() may help.]
+
Make the shot a filled circle. [Hint: [http://doc.qt.nokia.com/latest/qpainter.html#drawEllipse Qt::Painter::drawEllipse()] may help.]
  
 
Change the color of the cannon when a shot is in the air.
 
Change the color of the cannon when a shot is in the air.

Revision as of 04:58, 31 December 2009


Contents

Development/Tutorials/Qt4 Ruby Tutorial/Chapter 11


Giving It a Shot
Tutorial Series   Qt4 Ruby Tutorial
Previous   Tutorial 10 - Smooth as Silk
What's Next   Tutorial 12 - Hanging in the Air the Way Bricks Don't
Further Reading   n/a

Giving It a Shot

Qt4 Ruby Tutorial Screenshot 11.png

Files:

Overview

In this example we introduce a timer to implement animated shooting.

Line by Line Walkthrough

cannon.rb

The CannonField now has shooting capabilities.

include Math

We include Math because we need the sin() and cos() functions.

@timerCount = 0

@autoShootTimer = Qt::Timer.new(self) connect(@autoShootTimer, SIGNAL('timeout()'),

        self, SLOT('moveShot()'))

@shootAngle = 0 @shootForce = 0

We initialize our new private variables and connect the Qt::Timer::timeout() signal to our moveShot() slot. We'll move the shot every time the timer times out.

The timerCount keeps track of the time passed since the shot was fired. The shootAngle is the cannon angle and shootForce is the cannon force when the shot was fired.

def shoot()

 if @autoShootTimer.isActive()
   return
 end;
 @timerCount = 0
 @shootAngle = @currentAngle
 @shootForce = @currentForce
 @autoShootTimer.start(5)

end

This function shoots a shot unless a shot is in the air. The timerCount is reset to zero. The shootAngle and shootForce variables are set to the current cannon angle and force. Finally, we start the timer.

def moveShot()

 region = Qt::Region.new(shotRect())
 @timerCount += 1
 shotR = shotRect()
 if shotR.x() > width() || shotR.y() > height()
   @autoShootTimer.stop()
 else
   region = region.unite(Qt::Region.new(shotR))
 end
 update(region)

end

moveShot() is the slot that moves the shot, called every 5 milliseconds when the Qt::Timer fires.

Its tasks are to compute the new position, update the screen with the shot in the new position, and if necessary, stop the timer.

First we make a Qt::Region that holds the old shotRect(). A Qt::Region is capable of holding any sort of region, and we'll use it here to simplify the painting. shotRect() returns the rectangle where the shot is now. It is explained in detail later.

Then we increment the timerCount, which has the effect of moving the shot one step along its trajectory.

Next we fetch the new shot rectangle.

If the shot has moved beyond the right or bottom edge of the widget we stop the timer, or we add the new shotRect() to the Qt::Region.

Finally, we repaint the Qt::Region. This will send a single paint event for just the one or two rectangles that need updating.

def paintEvent(event)

 painter = Qt::Painter.new(self)
 paintCannon(painter)
 if @autoShootTimer.isActive()
   paintShot(painter)
 end
 painter.end()

end

The paint event function has been simplified since the previous chapter. Most of the logic has been moved to the new paintShot() and paintCannon() functions.

def paintShot(painter)

 painter.setPen(Qt::NoPen)
 painter.setBrush(Qt::Brush.new(Qt::black))
 painter.drawRect(shotRect())

end

This private function paints the shot by drawing a black filled rectangle.

We leave out the implementation of paintCannon(); it is the same as the Qt::Widget::paintEvent() reimplementation from the previous chapter.

def shotRect()

 gravity = 4.0
 time = @timerCount / 20.0
 velocity = @shootForce
 radians = @shootAngle * 3.14159265 / 180.0
 velx = velocity * cos(radians)
 vely = velocity * sin(radians)
 x0 = (@barrelRect.right() + 5.0) * cos(radians)
 y0 = (@barrelRect.right() + 5.0) * sin(radians)
 x = x0 + velx * time
 y = y0 + vely * time - 0.5 * gravity * time * time
 result = Qt::Rect.new(0, 0, 6, 6)
 result.moveCenter(Qt::Point.new(x.round, height() - 1 - y.round))
 return result

end

This private function calculates the center point of the shot and returns the enclosing rectangle of the shot. It uses the initial cannon force and angle in addition to timerCount, which increases as time passes.

The formula used is the standard Newtonian formula for frictionless movement in a gravity field. For simplicity, we've chosen to disregard any Einsteinian effects.

We calculate the center point in a coordinate system where y coordinates increase upward. After we have calculated the center point, we construct a Qt::Rect with size 6 x 6 and move its center point to the point calculated above. In the same operation we convert the point into the widget's coordinate system (see The Coordinate System).

t11.rb

The only addition is the Shoot button.

shoot = Qt::PushButton.new(tr('&Shoot')) shoot.setFont(Qt::Font.new('Times', 18, Qt::Font::Bold))

In the constructor we create and set up the Shoot button exactly like we did with the Quit button.

   connect(shoot, SIGNAL('clicked()'), cannonField, SLOT('shoot()'))

Connects the clicked() signal of the Shoot button to the shoot() slot of the CannonField.

Running the Application

The cannon can shoot, but there's nothing to shoot at.

Exercises

Make the shot a filled circle. [Hint: Qt::Painter::drawEllipse() may help.]

Change the color of the cannon when a shot is in the air.


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