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pytqt/examples/tut14.py

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11 KiB

#!/usr/bin/env python
# TQt tutorial 14.
import sys
import math
import random
from PyTQt import qt
class LCDRange(qt.TQWidget):
def __init__(self, s=None, parent=None, name=None):
qt.TQWidget.__init__(self, parent, name)
lcd = qt.TQLCDNumber(2, self, "lcd")
self.slider = qt.TQSlider(qt.TQt.Horizontal, self, "slider")
self.slider.setRange(0, 99)
self.slider.setValue(0)
self.label = qt.TQLabel(" ", self, "label")
self.label.setAlignment(qt.TQt.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.TQVBoxLayout(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.TQWidget):
def __init__(self, parent=None, name=None):
qt.TQWidget.__init__(self, parent, name)
self.ang = 45
self.f = 0
self.timerCount = 0
self.autoShootTimer = qt.TQTimer(self, "movement handler")
self.connect(self.autoShootTimer, qt.SIGNAL("timeout()"), self.moveShot)
self.shoot_ang = 0
self.shoot_f = 0
self.target = qt.TQPoint(0, 0)
self.gameEnded = 0
self.barrelPressed = 0
self.setPalette(qt.TQPalette(qt.TQColor(250, 250, 200)))
self.barrelRect = qt.TQRect(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.TQRegion(self.targetRect())
self.target = qt.TQPoint(random.randint(200, 390), random.randint(10, 265))
self.repaint(r.unite(qt.TQRegion(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.TQRegion(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() or shotR.intersects(self.barrierRect()):
self.autoShootTimer.stop()
self.emit(qt.PYSIGNAL("missed()"), ())
self.emit(qt.PYSIGNAL("canShoot(bool)"), (1, ))
else:
r = r.unite(qt.TQRegion(shotR))
self.repaint(r)
def mousePressEvent(self, ev):
if ev.button() != qt.TQt.LeftButton:
return
if self.barrelHit(ev.pos()):
self.barrelPressed = 1
def mouseMoveEvent(self, ev):
if not self.barrelPressed:
return
pnt = ev.pos()
if pnt.x() <= 0:
pnt.setX(1)
if pnt.y() >= self.height():
pnt.setY(self.height() - 1)
rad = math.atan(float(self.rect().bottom() - pnt.y()) / pnt.x())
self.setAngle(int(round(rad * 180 / math.pi)))
def mouseReleaseEvent(self, ev):
if ev.button() == qt.TQt.LeftButton:
self.barrelPressed = 0
def paintEvent(self, ev):
updateR = ev.rect()
p = qt.TQPainter(self)
if self.gameEnded:
p.setPen(qt.TQt.black)
p.setFont(qt.TQFont("Courier", 48, qt.TQFont.Bold))
p.drawText(self.rect(), qt.TQt.AlignCenter, "Game Over")
if updateR.intersects(self.cannonRect()):
self.paintCannon(p)
if updateR.intersects(self.barrierRect()):
self.paintBarrier(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.TQt.black)
p.setPen(qt.TQt.NoPen)
p.drawRect(self.shotRect())
def paintTarget(self, p):
p.setBrush(qt.TQt.red)
p.setPen(qt.TQt.black)
p.drawRect(self.targetRect())
def paintBarrier(self, p):
p.setBrush(qt.TQt.yellow)
p.setPen(qt.TQt.black)
p.drawRect(self.barrierRect())
def paintCannon(self, p):
cr = self.cannonRect()
pix = qt.TQPixmap(cr.size())
pix.fill(self, cr.topLeft())
tmp = qt.TQPainter(pix)
tmp.setBrush(qt.TQt.blue)
tmp.setPen(qt.TQt.NoPen)
tmp.translate(0, pix.height() - 1)
tmp.drawPie(qt.TQRect(-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.TQRect(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 * math.pi / 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.TQRect(0, 0, 6, 6)
r.moveCenter(qt.TQPoint(int(x), int(self.height() - 1 - y)))
return r
def targetRect(self):
r = qt.TQRect(0, 0, 20, 10)
r.moveCenter(qt.TQPoint(self.target.x(), self.height() - 1 - self.target.y()))
return r
def barrierRect(self):
return qt.TQRect(145, self.height() - 100, 15, 100)
def barrelHit(self, p):
mtx = qt.TQWMatrix()
mtx.translate(0, self.height() - 1)
mtx.rotate(-self.ang)
(mtx, invertable) = mtx.invert()
return self.barrelRect.contains(mtx.map(p))
def isShooting(self):
return self.autoShootTimer.isActive()
def sizePolicy(self):
return qt.TQSizePolicy(qt.TQSizePolicy.Expanding, qt.TQSizePolicy.Expanding)
class GameBoard(qt.TQWidget):
def __init__(self, parent=None, name=None):
qt.TQWidget.__init__(self, parent, name)
quit = qt.TQPushButton("&Quit", self, "quit")
quit.setFont(qt.TQFont("Times", 18, qt.TQFont.Bold))
self.connect(quit, qt.SIGNAL("clicked()"), qt.tqApp, 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)
box = qt.TQVBox(self, "cannonFrame")
box.setFrameStyle(qt.TQFrame.WinPanel | qt.TQFrame.Sunken)
self.cannonField = CannonField(box, "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.TQPushButton("&Shoot", self, "shoot")
self.shoot.setFont(qt.TQFont("Times", 18, qt.TQFont.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.TQPushButton("&New Game", self, "newgame")
restart.setFont(qt.TQFont("Times", 18, qt.TQFont.Bold))
self.connect(restart, qt.SIGNAL("clicked()"), self.newGame)
self.hits = qt.TQLCDNumber(2, self, "hits")
self.shotsLeft = qt.TQLCDNumber(2, self, "shotsleft")
hitsL = qt.TQLabel("HITS", self, "hitsLabel")
shotsLeftL = qt.TQLabel("SHOTS LEFT", self, "shotsleftLabel")
accel = qt.TQAccel(self)
accel.connectItem(accel.insertItem(qt.TQt.Key_Enter), self.fire)
accel.connectItem(accel.insertItem(qt.TQt.Key_Return), self.fire)
accel.connectItem(accel.insertItem(qt.TQt.CTRL + qt.TQt.Key_Q), qt.tqApp, qt.SLOT("quit()"))
grid = qt.TQGridLayout(self, 2, 2, 10)
grid.addWidget(quit, 0, 0)
grid.addWidget(box, 1, 1)
grid.setColStretch(1, 10)
leftBox = qt.TQVBoxLayout()
grid.addLayout(leftBox, 1, 0)
leftBox.addWidget(self.angle)
leftBox.addWidget(self.force)
topBox = qt.TQHBoxLayout()
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.TQApplication.setColorSpec(qt.TQApplication.CustomColor)
a = qt.TQApplication(sys.argv)
gb = GameBoard()
gb.setGeometry(100, 100, 500, 355)
a.setMainWidget(gb)
gb.show()
sys.exit(a.exec_loop())