#!/usr/bin/env python # Qt tutorial 13. import sys import math import random import qt class LCDRange(qt.QWidget): def __init__(self, s=None, parent=None, name=None): qt.QWidget.__init__(self, parent, name) lcd = qt.QLCDNumber(2, self, "lcd") self.slider = qt.QSlider(qt.Qt.Horizontal, self, "slider") self.slider.setRange(0, 99) self.slider.setValue(0) self.label = qt.QLabel(" ", self, "label") self.label.setAlignment(qt.Qt.AlignCenter) self.connect(self.slider, qt.SIGNAL("valueChanged(int)"), lcd, qt.SLOT("display(int)")) self.connect(self.slider, qt.SIGNAL("valueChanged(int)"), self, qt.PYSIGNAL("valueChanged(int)")) self.setFocusProxy(self.slider) l = qt.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(qt.QWidget): def __init__(self, parent=None, name=None): qt.QWidget.__init__(self, parent, name) self.ang = 45 self.f = 0 self.timerCount = 0 self.autoShootTimer = qt.QTimer(self, "movement handler") self.connect(self.autoShootTimer, qt.SIGNAL("timeout()"), self.moveShot) self.shoot_ang = 0 self.shoot_f = 0 self.target = qt.QPoint(0, 0) self.gameEnded = 0 self.setPalette(qt.QPalette(qt.QColor(250, 250, 200))) self.barrelRect = qt.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(qt.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(qt.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(qt.PYSIGNAL("canShoot(bool)"), (0, )) def newTarget(self): r = qt.QRegion(self.targetRect()) self.target = qt.QPoint(random.randint(200, 390), random.randint(10, 265)) self.repaint(r.unite(qt.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(qt.PYSIGNAL("canShoot(bool)"), (1, )) def moveShot(self): r = qt.QRegion(self.shotRect()) self.timerCount = self.timerCount + 1 shotR = self.shotRect() if shotR.intersects(self.targetRect()): self.autoShootTimer.stop() self.emit(qt.PYSIGNAL("hit()"), ()) self.emit(qt.PYSIGNAL("canShoot(bool)"), (1, )) elif shotR.x() > self.width() or shotR.y() > self.height(): self.autoShootTimer.stop() self.emit(qt.PYSIGNAL("missed()"), ()) self.emit(qt.PYSIGNAL("canShoot(bool)"), (1, )) else: r = r.unite(qt.QRegion(shotR)) self.repaint(r) def paintEvent(self, ev): updateR = ev.rect() p = qt.QPainter(self) if self.gameEnded: p.setPen(qt.Qt.black) p.setFont(qt.QFont("Courier", 48, qt.QFont.Bold)) p.drawText(self.rect(), qt.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.Qt.black) p.setPen(qt.Qt.NoPen) p.drawRect(self.shotRect()) def paintTarget(self, p): p.setBrush(qt.Qt.red) p.setPen(qt.Qt.black) p.drawRect(self.targetRect()) def paintCannon(self, p): cr = self.cannonRect() pix = qt.QPixmap(cr.size()) pix.fill(self, cr.topLeft()) tmp = qt.QPainter(pix) tmp.setBrush(qt.Qt.blue) tmp.setPen(qt.Qt.NoPen) tmp.translate(0, pix.height() - 1) tmp.drawPie(qt.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 = qt.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 = qt.QRect(0, 0, 6, 6) r.moveCenter(qt.QPoint(x, self.height() - 1 - y)) return r def targetRect(self): r = qt.QRect(0, 0, 20, 10) r.moveCenter(qt.QPoint(self.target.x(), self.height() - 1 - self.target.y())) return r def isShooting(self): return self.autoShootTimer.isActive() def sizePolicy(self): return qt.QSizePolicy(qt.QSizePolicy.Expanding, qt.QSizePolicy.Expanding) class GameBoard(qt.QWidget): def __init__(self, parent=None, name=None): qt.QWidget.__init__(self, parent, name) quit = qt.QPushButton("&Quit", self, "quit") quit.setFont(qt.QFont("Times", 18, qt.QFont.Bold)) self.connect(quit, qt.SIGNAL("clicked()"), qt.qApp, qt.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, qt.PYSIGNAL("valueChanged(int)"), self.cannonField.setAngle) self.connect(self.cannonField, qt.PYSIGNAL("angleChanged(int)"), self.angle.setValue) self.connect(self.force, qt.PYSIGNAL("valueChanged(int)"), self.cannonField.setForce) self.connect(self.cannonField, qt.PYSIGNAL("forceChanged(int)"), self.force.setValue) self.connect(self.cannonField, qt.PYSIGNAL("hit()"), self.hit) self.connect(self.cannonField, qt.PYSIGNAL("missed()"), self.missed) self.shoot = qt.QPushButton("&Shoot", self, "shoot") self.shoot.setFont(qt.QFont("Times", 18, qt.QFont.Bold)) self.connect(self.shoot, qt.SIGNAL("clicked()"), self.fire) self.connect(self.cannonField, qt.PYSIGNAL("canShoot(bool)"), self.shoot, qt.SLOT("setEnabled(bool)")) restart = qt.QPushButton("&New Game", self, "newgame") restart.setFont(qt.QFont("Times", 18, qt.QFont.Bold)) self.connect(restart, qt.SIGNAL("clicked()"), self.newGame) self.hits = qt.QLCDNumber(2, self, "hits") self.shotsLeft = qt.QLCDNumber(2, self, "shotsleft") hitsL = qt.QLabel("HITS", self, "hitsLabel") shotsLeftL = qt.QLabel("SHOTS LEFT", self, "shotsleftLabel") grid = qt.QGridLayout(self, 2, 2, 10) grid.addWidget(quit, 0, 0) grid.addWidget(self.cannonField, 1, 1) grid.setColStretch(1, 10) leftBox = qt.QVBoxLayout() grid.addLayout(leftBox, 1, 0) leftBox.addWidget(self.angle) leftBox.addWidget(self.force) topBox = qt.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() qt.QApplication.setColorSpec(qt.QApplication.CustomColor) a = qt.QApplication(sys.argv) gb = GameBoard() gb.setGeometry(100, 100, 500, 355) a.setMainWidget(gb) gb.show() sys.exit(a.exec_loop())