############################################################################# ## ## Copyright (C) 2016 The Qt Company Ltd. ## Contact: http://www.qt.io/licensing/ ## ## This file is part of the Qt for Python examples of the Qt Toolkit. ## ## $QT_BEGIN_LICENSE:BSD$ ## You may use this file under the terms of the BSD license as follows: ## ## "Redistribution and use in source and binary forms, with or without ## modification, are permitted provided that the following conditions are ## met: ## * Redistributions of source code must retain the above copyright ## notice, this list of conditions and the following disclaimer. ## * Redistributions in binary form must reproduce the above copyright ## notice, this list of conditions and the following disclaimer in ## the documentation and/or other materials provided with the ## distribution. ## * Neither the name of The Qt Company Ltd nor the names of its ## contributors may be used to endorse or promote products derived ## from this software without specific prior written permission. ## ## ## THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ## "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ## LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ## A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ## OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ## SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ## LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ## DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ## THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ## (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ## OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ## ## $QT_END_LICENSE$ ## ############################################################################# # PySide6 tutorial 13 import sys import math import random from PySide6 import QtCore, QtGui, QtWidgets class LCDRange(QtWidgets.QWidget): value_changed = QtCore.Signal(int) def __init__(self, text=None, parent=None): if isinstance(text, QtWidgets.QWidget): parent = text text = None QtWidgets.QWidget.__init__(self, parent) self.init() if text: self.set_text(text) def init(self): lcd = QtWidgets.QLCDNumber(2) self.slider = QtWidgets.QSlider(QtCore.Qt.Horizontal) self.slider.setRange(0, 99) self.slider.setValue(0) self.label = QtWidgets.QLabel() self.label.setAlignment(QtCore.Qt.AlignHCenter | QtCore.Qt.AlignTop) self.label.setSizePolicy(QtWidgets.QSizePolicy.Preferred, QtWidgets.QSizePolicy.Fixed) self.connect(self.slider, QtCore.SIGNAL("valueChanged(int)"), lcd, QtCore.SLOT("display(int)")) self.connect(self.slider, QtCore.SIGNAL("valueChanged(int)"), self, QtCore.SIGNAL("valueChanged(int)")) layout = QtWidgets.QVBoxLayout() layout.addWidget(lcd) layout.addWidget(self.slider) layout.addWidget(self.label) self.setLayout(layout) self.setFocusProxy(self.slider) def value(self): return self.slider.value() @QtCore.Slot(int) def set_value(self, value): self.slider.setValue(value) def text(self): return self.label.text() def set_range(self, minValue, maxValue): if minValue < 0 or maxValue > 99 or minValue > maxValue: QtCore.qWarning(f"LCDRange::setRange({minValue}, {maxValue})\n" "\tRange must be 0..99\n" "\tand minValue must not be greater than maxValue") return self.slider.setRange(minValue, maxValue) def set_text(self, text): self.label.setText(text) class CannonField(QtWidgets.QWidget): angle_changed = QtCore.Signal(int) force_changed = QtCore.Signal(int) hit = QtCore.Signal() missed = QtCore.Signal() can_shoot = QtCore.Signal(bool) def __init__(self, parent=None): QtWidgets.QWidget.__init__(self, parent) self._current_angle = 45 self._current_force = 0 self._timer_count = 0 self._auto_shoot_timer = QtCore.QTimer(self) self.connect(self._auto_shoot_timer, QtCore.SIGNAL("timeout()"), self.move_shot) self._shoot_angle = 0 self._shoot_force = 0 self.target = QtCore.QPoint(0, 0) self._game_ended = False self.setPalette(QtGui.QPalette(QtGui.QColor(250, 250, 200))) self.setAutoFillBackground(True) self.new_target() def angle(self): return self._current_angle @QtCore.Slot(int) def set_angle(self, angle): if angle < 5: angle = 5 if angle > 70: angle = 70 if self._current_angle == angle: return self._current_angle = angle self.update() self.emit(QtCore.SIGNAL("angleChanged(int)"), self._current_angle) def force(self): return self._current_force @QtCore.Slot(int) def set_force(self, force): if force < 0: force = 0 if self._current_force == force: return self._current_force = force self.emit(QtCore.SIGNAL("forceChanged(int)"), self._current_force) @QtCore.Slot() def shoot(self): if self.is_shooting(): return self._timer_count = 0 self._shoot_angle = self._current_angle self._shoot_force = self._current_force self._auto_shoot_timer.start(5) self.emit(QtCore.SIGNAL("canShoot(bool)"), False) first_time = True def new_target(self): if CannonField.first_time: CannonField.first_time = False midnight = QtCore.QTime(0, 0, 0) random.seed(midnight.secsTo(QtCore.QTime.currentTime())) self.target = QtCore.QPoint(200 + random.randint(0, 190 - 1), 10 + random.randint(0, 255 - 1)) self.update() def set_game_over(self): if self._game_ended: return if self.is_shooting(): self._auto_shoot_timer.stop() self._game_ended = True self.update() def restart_game(self): if self.is_shooting(): self._auto_shoot_timer.stop() self._game_ended = False self.update() self.emit(QtCore.SIGNAL("canShoot(bool)"), True) @QtCore.Slot() def move_shot(self): region = QtGui.QRegion(self.shot_rect()) self._timer_count += 1 shot_r = self.shot_rect() if shot_r.intersects(self.target_rect()): self._auto_shoot_timer.stop() self.emit(QtCore.SIGNAL("hit()")) self.emit(QtCore.SIGNAL("canShoot(bool)"), True) elif shot_r.x() > self.width() or shot_r.y() > self.height(): self._auto_shoot_timer.stop() self.emit(QtCore.SIGNAL("missed()")) self.emit(QtCore.SIGNAL("canShoot(bool)"), True) else: region = region.united(QtGui.QRegion(shot_r)) self.update(region) def paintEvent(self, event): painter = QtGui.QPainter(self) if self._game_ended: painter.setPen(QtCore.Qt.black) painter.setFont(QtGui.QFont("Courier", 48, QtGui.QFont.Bold)) painter.drawText(self.rect(), QtCore.Qt.AlignCenter, "Game Over") self.paint_cannon(painter) if self.is_shooting(): self.paint_shot(painter) if not self._game_ended: self.paint_target(painter) def paint_shot(self, painter): painter.setPen(QtCore.Qt.NoPen) painter.setBrush(QtCore.Qt.black) painter.drawRect(self.shot_rect()) def paint_target(self, painter): painter.setPen(QtCore.Qt.black) painter.setBrush(QtCore.Qt.red) painter.drawRect(self.target_rect()) barrel_rect = QtCore.QRect(33, -4, 15, 8) def paint_cannon(self, painter): painter.setPen(QtCore.Qt.NoPen) painter.setBrush(QtCore.Qt.blue) painter.save() painter.translate(0, self.height()) painter.drawPie(QtCore.QRect(-35, -35, 70, 70), 0, 90 * 16) painter.rotate(-self._current_angle) painter.drawRect(CannonField.barrel_rect) painter.restore() def cannon_rect(self): result = QtCore.QRect(0, 0, 50, 50) result.moveBottomLeft(self.rect().bottomLect()) return result def shot_rect(self): gravity = 4.0 time = self._timer_count / 40.0 velocity = self._shoot_force radians = self._shoot_angle * 3.14159265 / 180 velx = velocity * math.cos(radians) vely = velocity * math.sin(radians) x0 = (CannonField.barrel_rect.right() + 5) * math.cos(radians) y0 = (CannonField.barrel_rect.right() + 5) * math.sin(radians) x = x0 + velx * time y = y0 + vely * time - 0.5 * gravity * time * time result = QtCore.QRect(0, 0, 6, 6) result.moveCenter(QtCore.QPoint(round(x), self.height() - 1 - round(y))) return result def target_rect(self): result = QtCore.QRect(0, 0, 20, 10) result.moveCenter(QtCore.QPoint(self.target.x(), self.height() - 1 - self.target.y())) return result def game_over(self): return self._game_ended def is_shooting(self): return self._auto_shoot_timer.isActive() class GameBoard(QtWidgets.QWidget): def __init__(self, parent=None): QtWidgets.QWidget.__init__(self, parent) quit = QtWidgets.QPushButton("&Quit") quit.setFont(QtGui.QFont("Times", 18, QtGui.QFont.Bold)) self.connect(quit, QtCore.SIGNAL("clicked()"), qApp, QtCore.SLOT("quit()")) angle = LCDRange("ANGLE") angle.set_range(5, 70) force = LCDRange("FORCE") force.set_range(10, 50) self._cannon_field = CannonField() self.connect(angle, QtCore.SIGNAL("valueChanged(int)"), self._cannon_field.set_angle) self.connect(self._cannon_field, QtCore.SIGNAL("angleChanged(int)"), angle.set_value) self.connect(force, QtCore.SIGNAL("valueChanged(int)"), self._cannon_field.set_force) self.connect(self._cannon_field, QtCore.SIGNAL("forceChanged(int)"), force.set_value) self.connect(self._cannon_field, QtCore.SIGNAL("hit()"), self.hit) self.connect(self._cannon_field, QtCore.SIGNAL("missed()"), self.missed) shoot = QtWidgets.QPushButton("&Shoot") shoot.setFont(QtGui.QFont("Times", 18, QtGui.QFont.Bold)) self.connect(shoot, QtCore.SIGNAL("clicked()"), self.fire) self.connect(self._cannon_field, QtCore.SIGNAL("canShoot(bool)"), shoot, QtCore.SLOT("setEnabled(bool)")) restart = QtWidgets.QPushButton("&New Game") restart.setFont(QtGui.QFont("Times", 18, QtGui.QFont.Bold)) self.connect(restart, QtCore.SIGNAL("clicked()"), self.new_game) self.hits = QtWidgets.QLCDNumber(2) self._shots_left = QtWidgets.QLCDNumber(2) hits_label = QtWidgets.QLabel("HITS") shots_left_label = QtWidgets.QLabel("SHOTS LEFT") top_layout = QtWidgets.QHBoxLayout() top_layout.addWidget(shoot) top_layout.addWidget(self.hits) top_layout.addWidget(hits_label) top_layout.addWidget(self._shots_left) top_layout.addWidget(shots_left_label) top_layout.addStretch(1) top_layout.addWidget(restart) left_layout = QtWidgets.QVBoxLayout() left_layout.addWidget(angle) left_layout.addWidget(force) grid_layout = QtWidgets.QGridLayout() grid_layout.addWidget(quit, 0, 0) grid_layout.addLayout(top_layout, 0, 1) grid_layout.addLayout(left_layout, 1, 0) grid_layout.addWidget(self._cannon_field, 1, 1, 2, 1) grid_layout.setColumnStretch(1, 10) self.setLayout(grid_layout) angle.set_value(60) force.set_value(25) angle.setFocus() self.new_game() @QtCore.Slot() def fire(self): if self._cannon_field.game_over() or self._cannon_field.is_shooting(): return self._shots_left.display(self._shots_left.intValue() - 1) self._cannon_field.shoot() @QtCore.Slot() def hit(self): self.hits.display(self.hits.intValue() + 1) if self._shots_left.intValue() == 0: self._cannon_field.set_game_over() else: self._cannon_field.new_target() @QtCore.Slot() def missed(self): if self._shots_left.intValue() == 0: self._cannon_field.set_game_over() @QtCore.Slot() def new_game(self): self._shots_left.display(15) self.hits.display(0) self._cannon_field.restart_game() self._cannon_field.new_target() app = QtWidgets.QApplication(sys.argv) board = GameBoard() board.setGeometry(100, 100, 500, 355) board.show() sys.exit(app.exec_())