#!/usr/bin/env python # Qt tutorial 13. import sys import math import random from qt import * class LCDRange(QWidget): def __init__(self,s=None,parent=None,name=None): QWidget.__init__(self,parent,name) lcd = QLCDNumber(2,self,'lcd') self.slider = QSlider(Qt.Horizontal,self,'slider') self.slider.setRange(0,99) self.slider.setValue(0) self.label = QLabel(' ',self,'label') self.label.setAlignment(Qt.AlignCenter) self.connect(self.slider,SIGNAL('valueChanged(int)'),lcd,SLOT('display(int)')) self.connect(self.slider,SIGNAL('valueChanged(int)'),self,PYSIGNAL('valueChanged(int)')) self.setFocusProxy(self.slider) l = QVBoxLayout(self) l.addWidget(lcd,1) l.addWidget(self.slider) l.addWidget(self.label) if s is not None: self.setText(s) def value(self): return self.slider.value() def setValue(self,value): self.slider.setValue(value) def setRange(self,minVal,maxVal): if minVal < 0 or maxVal > 99 or minVal > maxVal: raise ValueError, 'LCDRange.setRange(): invalid range' self.slider.setRange(minVal,maxVal) def text(self): return self.label.text() def setText(self,s): self.label.setText(s) class CannonField(QWidget): def __init__(self,parent=None,name=None): QWidget.__init__(self,parent,name) self.ang = 45 self.f = 0 self.timerCount = 0 self.autoShootTimer = QTimer(self,'movement handler') self.connect(self.autoShootTimer,SIGNAL('timeout()'),self.moveShot) self.shoot_ang = 0 self.shoot_f = 0 self.target = QPoint(0,0) self.gameEnded = 0 self.setPalette(QPalette(QColor(250,250,200))) self.barrelRect = QRect(33,-4,15,8) self.newTarget() def angle(self): return self.ang def setAngle(self,degrees): if degrees < 5: degrees = 5 if degrees > 70: degrees = 70 if self.ang == degrees: return self.ang = degrees self.repaint(self.cannonRect(),0) self.emit(PYSIGNAL('angleChanged(int)'),(self.ang,)) def force(self): return self.f def setForce(self,newton): if newton < 0: newton = 0 if self.f == newton: return self.f = newton self.emit(PYSIGNAL('forceChanged(int)'),(self.f,)) def shoot(self): if self.isShooting(): return self.timerCount = 0 self.shoot_ang = self.ang self.shoot_f = self.f self.autoShootTimer.start(50) self.emit(PYSIGNAL('canShoot(bool)'),(0,)) def newTarget(self): r = QRegion(self.targetRect()) self.target = QPoint(random.randint(200,390),random.randint(10,265)) self.repaint(r.unite(QRegion(self.targetRect()))) def gameOver(self): return self.gameEnded def setGameOver(self): if self.gameEnded: return if self.isShooting(): self.autoShootTime.stop() self.gameEnded = 1 self.repaint() def restartGame(self): if self.isShooting(): self.autoShootTime.stop() self.gameEnded = 0 self.repaint() self.emit(PYSIGNAL('canShoot(bool)'),(1,)) def moveShot(self): r = QRegion(self.shotRect()) self.timerCount = self.timerCount + 1 shotR = self.shotRect() if shotR.intersects(self.targetRect()): self.autoShootTimer.stop() self.emit(PYSIGNAL('hit()'),()) self.emit(PYSIGNAL('canShoot(bool)'),(1,)) elif shotR.x() > self.width() or shotR.y() > self.height(): self.autoShootTimer.stop() self.emit(PYSIGNAL('missed()'),()) self.emit(PYSIGNAL('canShoot(bool)'),(1,)) else: r = r.unite(QRegion(shotR)) self.repaint(r) def paintEvent(self,ev): updateR = ev.rect() p = QPainter(self) if self.gameEnded: p.setPen(Qt.black) p.setFont(QFont('Courier',48,QFont.Bold)) p.drawText(self.rect(),Qt.AlignCenter,'Game Over') if updateR.intersects(self.cannonRect()): self.paintCannon(p) if self.isShooting() and updateR.intersects(self.shotRect()): self.paintShot(p) if not self.gameEnded and updateR.intersects(self.targetRect()): self.paintTarget(p) def paintShot(self,p): p.setBrush(Qt.black) p.setPen(Qt.NoPen) p.drawRect(self.shotRect()) def paintTarget(self,p): p.setBrush(Qt.red) p.setPen(Qt.black) p.drawRect(self.targetRect()) def paintCannon(self,p): cr = self.cannonRect() pix = QPixmap(cr.size()) pix.fill(self,cr.topLeft()) tmp = QPainter(pix) tmp.setBrush(Qt.blue) tmp.setPen(Qt.NoPen) tmp.translate(0,pix.height() - 1) tmp.drawPie(QRect(-35,-35,70,70),0,90 * 16) tmp.rotate(-self.ang) tmp.drawRect(self.barrelRect) tmp.end() p.drawPixmap(cr.topLeft(),pix) def cannonRect(self): r = QRect(0,0,50,50) r.moveBottomLeft(self.rect().bottomLeft()) return r def shotRect(self): gravity = 4.0 time = self.timerCount / 4.0 velocity = self.shoot_f radians = self.shoot_ang * 3.14159265 / 180 velx = velocity * math.cos(radians) vely = velocity * math.sin(radians) x0 = (self.barrelRect.right() + 5) * math.cos(radians) y0 = (self.barrelRect.right() + 5) * math.sin(radians) x = x0 + velx * time y = y0 + vely * time - 0.5 * gravity * time * time r = QRect(0,0,6,6) r.moveCenter(QPoint(x,self.height() - 1 - y)) return r def targetRect(self): r = QRect(0,0,20,10) r.moveCenter(QPoint(self.target.x(),self.height() - 1 - self.target.y())) return r def isShooting(self): return self.autoShootTimer.isActive() def sizePolicy(self): return QSizePolicy(QSizePolicy.Expanding,QSizePolicy.Expanding) class GameBoard(QWidget): def __init__(self,parent=None,name=None): QWidget.__init__(self,parent,name) quit = QPushButton('&Quit',self,'quit') quit.setFont(QFont('Times',18,QFont.Bold)) self.connect(quit,SIGNAL('clicked()'),qApp,SLOT('quit()')) self.angle = LCDRange('ANGLE',self,'angle') self.angle.setRange(5,70) self.force = LCDRange('FORCE',self,'force') self.force.setRange(10,50) self.cannonField = CannonField(self,'cannonField') self.connect(self.angle,PYSIGNAL('valueChanged(int)'),self.cannonField.setAngle) self.connect(self.cannonField,PYSIGNAL('angleChanged(int)'),self.angle.setValue) self.connect(self.force,PYSIGNAL('valueChanged(int)'),self.cannonField.setForce) self.connect(self.cannonField,PYSIGNAL('forceChanged(int)'),self.force.setValue) self.connect(self.cannonField,PYSIGNAL('hit()'),self.hit) self.connect(self.cannonField,PYSIGNAL('missed()'),self.missed) self.shoot = QPushButton('&Shoot',self,'shoot') self.shoot.setFont(QFont('Times',18,QFont.Bold)) self.connect(self.shoot,SIGNAL('clicked()'),self.fire) self.connect(self.cannonField,PYSIGNAL('canShoot(bool)'),self.shoot,SLOT('setEnabled(bool)')) restart = QPushButton('&New Game',self,'newgame') restart.setFont(QFont('Times',18,QFont.Bold)) self.connect(restart,SIGNAL('clicked()'),self.newGame) self.hits = QLCDNumber(2,self,'hits') self.shotsLeft = QLCDNumber(2,self,'shotsleft') hitsL = QLabel('HITS',self,'hitsLabel') shotsLeftL = QLabel('SHOTS LEFT',self,'shotsleftLabel') grid = QGridLayout(self,2,2,10) grid.addWidget(quit,0,0) grid.addWidget(self.cannonField,1,1) grid.setColStretch(1,10) leftBox = QVBoxLayout() grid.addLayout(leftBox,1,0) leftBox.addWidget(self.angle) leftBox.addWidget(self.force) topBox = QHBoxLayout() grid.addLayout(topBox,0,1) topBox.addWidget(self.shoot) topBox.addWidget(self.hits) topBox.addWidget(hitsL) topBox.addWidget(self.shotsLeft) topBox.addWidget(shotsLeftL) topBox.addStretch(1) topBox.addWidget(restart) self.angle.setValue(60) self.force.setValue(25) self.angle.setFocus() self.newGame() def fire(self): if self.cannonField.gameOver() or self.cannonField.isShooting(): return self.shotsLeft.display(self.shotsLeft.intValue() - 1) self.cannonField.shoot() def hit(self): self.hits.display(self.hits.intValue() + 1) if self.shotsLeft.intValue() == 0: self.cannonField.setGameOver() else: self.cannonField.newTarget() def missed(self): if self.shotsLeft.intValue() == 0: self.cannonField.setGameOver() def newGame(self): self.shotsLeft.display(15) self.hits.display(0) self.cannonField.restartGame() self.cannonField.newTarget() QApplication.setColorSpec(QApplication.CustomColor) a = QApplication(sys.argv) gb = GameBoard() gb.setGeometry(100,100,500,355) a.setMainWidget(gb) gb.show() a.exec_loop()