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Diffstat (limited to 'examples3/tut13.py')
-rwxr-xr-x | examples3/tut13.py | 330 |
1 files changed, 330 insertions, 0 deletions
diff --git a/examples3/tut13.py b/examples3/tut13.py new file mode 100755 index 0000000..a973ea7 --- /dev/null +++ b/examples3/tut13.py @@ -0,0 +1,330 @@ +#!/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()) |