LCDRange
#!/usr/bin/env python3 # -*- coding: utf-8 -*- ''' PyQt4 conversion of Qt Tutorial 13 The differences from 112_battle.pyw are: - modified layout to allow digit display to take additional space last modified: 2012-01-21 jeg ref: http://doc.trolltech.com/3.3/tutorial1-13.html ''' from PyQt4.QtGui import (QWidget, QLabel, QLCDNumber, QSlider, QVBoxLayout) from PyQt4.QtCore import (Qt, pyqtSlot) class LCDRange(QWidget): ''' A two digit QLCDNumber and QSlider widget. ''' def __init__(self, wlabel='', parent=None): super(LCDRange, self).__init__(parent) self.label = QLabel(wlabel) self.label.setAlignment(Qt.AlignCenter) lcd = QLCDNumber(2, self); self.slider = QSlider(Qt.Horizontal, self); self.slider.setRange(0, 99); self.slider.setValue(0); self.slider.valueChanged.connect(lcd.display) layout = QVBoxLayout() layout.addWidget(lcd, 1) # give additional space to the digit display layout.addWidget(self.slider) layout.addWidget(self.label) self.setLayout(layout) # set the widget focus to the 'slider' object self.setFocusProxy(self.slider) def text(self): return self.label.text() def setText(self, txt): self.label.setText(txt) def value(self): return self.slider.value() @pyqtSlot(int) def setValue(self, value): self.slider.setValue(value) # set the 'slider' range, if min and max values are not # between 0 and 99, print a warning message and leave # the slider values as they were def setRange(self, minVal, maxVal): if (minVal < 0 or maxVal > 99 or minVal > maxVal) : qWarning("LCDRange.setRange({0},{1})\n" "\tRange must be 0..99\n" "\tand minVal must not be greater than maxVal".format(minVal, maxVal)) return self.slider.setRange(minVal, maxVal) def main(): import sys from PyQt4.QtGui import (QApplication) app = QApplication(sys.argv) # required w = LCDRange(wlabel="ANGLE") w.setGeometry(100, 100, 500, 355) w.show() sys.exit(app.exec_()) # start main event loop, exit when app closed if __name__ == '__main__': main()CannonField
#!/usr/bin/env python3 # -*- coding: utf-8 -*- ''' PyQt4 conversion of Qt Tutorial 13 Now handles 'game over' conditions and displays hits/misses The differences from 112_battle.pyw are: - added methods gameOver(), setGameOver(), restartGame() - modified paintEvent() to handle game over conditions - modified _moveShot() to handle canShoot() - added attribute: gameEnded - added signal: canShoot NOTES: ===== last modified: 2012-01-21 jg ref: http://doc.trolltech.com/3.3/tutorial1-13.html ''' from math import (cos, sin) from random import (seed, randrange) from PyQt4.QtGui import (QWidget, QColor, QPainter, QSizePolicy, QRegion, QPixmap, QFont) from PyQt4.QtCore import (Qt, pyqtSignal, pyqtSlot, QRect, QTimer, QPoint, QTime) class CannonField(QWidget): cRect = None # class attribute, only one can exist bRect = QRect(33, -4, 15, 8) # class attribute, cannon barrel definition firstTarget = True # first time we're creating a target def __init__(self, parent=None): super(QWidget, self).__init__(parent) self.setObjectName('cannonField') self.ang = 45 self.f = 0 # force self.target = QPoint(0, 0) self.gameEnded = False # add timer to handle shooting self.autoShootTimer = QTimer(self) self.autoShootTimer.timeout.connect(self._moveShot) # set background colour pal = self.palette() pal.setColor(self.backgroundRole(), QColor(250, 250, 200)) self.setPalette(pal) self.setAutoFillBackground(True) self.newTarget() # create a target # custom signals angleChanged = pyqtSignal(int, name="angleChanged") forceChanged = pyqtSignal(int, name="forceChanged") missed = pyqtSignal(name="missed") hit = pyqtSignal(name="hit") canShoot = pyqtSignal(bool, name="canShoot") def newTarget(self): if CannonField.firstTarget: # seed random number generator CannonField.firstTarget = False midnight = QTime(0, 0, 0) seed(midnight.secsTo(QTime.currentTime())) r = QRegion(self._targetRect()) self.target = QPoint(200 + randrange(0, 190), 10 + randrange(0, 255)) self.repaint(r.unite(QRegion(self._targetRect()))) def gameOver(self): return self.gameEnded def setGameOver(self): if self.gameEnded: return if self.isShooting(): self.autoShootTimer.stop() self.gameEnded = True self.repaint() def restartGame(self): if self.isShooting(): self.autoShootTimer.stop() self.gameEnded = False self.target = QPoint(0, 0) # force repaint of old target self.repaint() self.canShoot.emit(True) def isShooting(self): return self.autoShootTimer.isActive() def shoot(self): if self.isShooting(): return self.timerCount = 0 self.shoot_ang = self.ang self.shoot_f = self.f self.autoShootTimer.start(1) self.canShoot.emit(False) # define the screen area containing the cannon # using a 'private' method def _cannonRect(self): if not CannonField.cRect: # create once r = QRect(0, 0, 50, 50) r.moveBottomLeft(self.rect().bottomLeft()) return r else: # already defined so return existing rectangle return CannonField.cRect @pyqtSlot() def _moveShot(self): # moves the 'shot' every 50 milliseconds when the # timer is fired in shoot() r = self._shotRect() self.timerCount += 1 shotR = self._shotRect() if shotR.intersects(self._targetRect()): self.autoShootTimer.stop() self.hit.emit() self.canShoot.emit(True) elif (shotR.x() > self.width()) or (shotR.y() > self.height()): self.autoShootTimer.stop() self.missed.emit() self.canShoot.emit(True) else: r = r.unite(shotR) self.repaint(r) def _shotRect(self): # identifies where the 'shot' is on the screen and returns # its bounding rectangle gravity = 4 time = self.timerCount / 4.0 velocity = self.shoot_f radians = self.shoot_ang * 3.14159265 / 180 velx = velocity * cos(radians) vely = velocity * sin(radians) x0 = (CannonField.bRect.right() + 5) * cos(radians) y0 = (CannonField.bRect.right() + 5) * sin(radians) x = x0 + velx * time y = y0 + vely * time - 0.5 * gravity * time * time r = QRect(0, 0, 6, 6) r.moveCenter(QPoint(int(x), self.height() - 1 - int(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 setAngle(self, degrees): if degrees < 5: degrees = 5 elif degrees > 70: degrees = 70 elif self.ang == degrees: return self.ang = degrees self.repaint(self._cannonRect()) self.angleChanged.emit(self.ang) # handle the force of the cannon shot def setForce(self, newton): if newton < 0: newton = 0 elif self.f == newton: return self.f = newton self.forceChanged.emit(self.f) def paintEvent(self, event): updateR = event.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.autoShootTimer.isActive() and updateR.intersects(self._shotRect()): self.paintShot(p) if updateR.intersects(self._targetRect()): self.paintTarget(p) def paintTarget(self, p): p.setBrush(Qt.red) p.setPen(Qt.black) p.drawRect(self._targetRect()) def paintShot(self, p): p.setBrush(Qt.black) p.setPen(Qt.NoPen) p.drawRect(self._shotRect()) def paintCannon(self, p): cr = self._cannonRect() pix = QPixmap(cr.size()) pix.fill(self, cr.topLeft()) tmp = QPainter(pix) tmp.setBrush(Qt.blue) # brush colour for filling object tmp.setPen(Qt.NoPen) # no special edges # set QPainter's origin (0,0) coords to the bottom-left tmp.translate(0, pix.height() - 1) # draw a quarter circle in the bottom left corner tmp.drawPie(QRect(-35, -35, 70, 70), 0, 90 * 16) # rotate counter-clockwise 'ang' degrees around the origin # and draw the cannon's barrel tmp.rotate(-self.ang) tmp.drawRect(CannonField.bRect) tmp.end() # paint the pixmap on the screen p.drawPixmap(cr.topLeft(), pix) def sizePolicy(self): return QSizePolicy(QSizePolicy.Expanding, QSizePolicy.Expanding) def main(): import sys from PyQt4.QtGui import (QApplication) app = QApplication(sys.argv) # required w = CannonField() w.setGeometry(100, 100, 500, 355) w.show() w.setGameOver() sys.exit(app.exec_()) # start main event loop, exit when app closed if __name__ == '__main__': main()MyWidget
#!/usr/bin/env python3 # -*- coding: utf-8 -*- ''' PyQt4 conversion of Qt Tutorial 13 In this example we start to approach a real playable game with a score. We give MyWidget a new name (GameBoard) and add some slots. The differences from 112_battle.pyw are: - renamed MyWidget() to GameBoard() - turned 'cannonField' into an attribute - added methods: fire(), hit(), missed(), newGame() - added widgets for shots left and hits BEHAVIOUR: ========= The cannon can shoot at a target; a new target is automatically created when one has been hit. Hits and shots left are displayed and the program keeps track of them. The game can end, and there's a button to start a new game. last modified: 2012-01-21 jg ref: http://doc.trolltech.com/3.3/tutorial1-13.html ''' import sys from PyQt4.QtGui import (QApplication, QWidget, QPushButton, QFont, QLabel, QLCDNumber, QVBoxLayout, QGridLayout, QHBoxLayout) from t113_lcdrange import (LCDRange) from t113_cannon import (CannonField) class GameBoard(QWidget): def __init__(self, parent=None, name=''): super(GameBoard, self).__init__(parent) if name: self.setObjectName(name) quitBtn = QPushButton('&Quit', self) quitBtn.setFont(QFont("Times", 18, QFont.Bold)) quitBtn.clicked.connect(QApplication.instance().quit) angle = LCDRange(wlabel="ANGLE") angle.setRange(5, 70) # add LCDRange widget to handle force force = LCDRange(wlabel="FORCE") force.setRange(10, 50) self.cannonField = CannonField(self) angle.slider.valueChanged.connect(self.cannonField.setAngle) self.cannonField.angleChanged.connect(angle.setValue) # add event handling for 'force' force.slider.valueChanged.connect(self.cannonField.setForce) self.cannonField.forceChanged.connect(force.setValue) # handle target hits/misses self.cannonField.hit.connect(self.hit) self.cannonField.missed.connect(self.missed) # buttons shootBtn = QPushButton('&Shoot', self) shootBtn.setFont(QFont("Times", 18, QFont.Bold)) shootBtn.clicked.connect(self.fire) self.cannonField.canShoot.connect(self.setEnabled) restartBtn = QPushButton("&New Game", self) restartBtn.setFont(QFont("Times", 18, QFont.Bold)) restartBtn.clicked.connect(self.newGame) self.hits = QLCDNumber(2, self) self.shotsLeft = QLCDNumber(2, self) self.hitsL = QLabel("HITS", self) self.shotsLeftL = QLabel("SHOTS LEFT", self) # layout widgets grid = QGridLayout() grid.addWidget(quitBtn, 0, 0) grid.addWidget(self.cannonField, 1, 1) grid.setColumnStretch(1, 10) # add the angle and force widgets leftBox = QVBoxLayout() grid.addLayout(leftBox, 1, 0) leftBox.addWidget(angle) leftBox.addWidget(force) # add the 'shoot' button topBox = QHBoxLayout() grid.addLayout(topBox, 0, 1) topBox.addWidget(shootBtn) topBox.addWidget(self.hits) topBox.addWidget(self.hitsL) topBox.addWidget(self.shotsLeft) topBox.addWidget(self.shotsLeftL) topBox.addStretch(1) topBox.addWidget(restartBtn) self.setLayout(grid) angle.setValue(60) force.setValue(25) angle.setFocus() # give the LCDRange object keyboard focus 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() def main(): app = QApplication(sys.argv) # required w = GameBoard() w.setGeometry(100, 100, 500, 355) w.show() sys.exit(app.exec_()) # start main event loop, exit when app closed if __name__ == '__main__': main()