############################################################################# ## ## Copyright (C) 2021 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 14 import sys import math import random from PySide6.QtCore import (QPoint, QRect, QTime, QTimer, QSize, Qt, SIGNAL, SLOT, Signal, Slot) from PySide6.QtGui import (QColor, QFont, QKeySequence, QPainter, QPalette, QShortcut, QRegion) from PySide6.QtWidgets import (QApplication, QFrame, QGridLayout, QHBoxLayout, QLabel, QLCDNumber, QPushButton, QSizePolicy, QSlider, QVBoxLayout, QWidget) class LCDRange(QWidget): value_changed = Signal(int) def __init__(self, text=None, parent=None): if isinstance(text, QWidget): parent = text text = None super().__init__(parent) self.init() if text: self.set_text(text) def init(self): lcd = QLCDNumber(2) self.slider = QSlider(Qt.Horizontal) self.slider.setRange(0, 99) self.slider.setValue(0) self.label = QLabel() self.label.setAlignment(Qt.AlignHCenter | Qt.AlignTop) self.label.setSizePolicy(QSizePolicy.Preferred, QSizePolicy.Fixed) self.slider.valueChanged.connect(lcd.display) self.slider.valueChanged.connect(self.value_changed) layout = QVBoxLayout(self) layout.addWidget(lcd) layout.addWidget(self.slider) layout.addWidget(self.label) self.setFocusProxy(self.slider) def value(self): return self.slider.value() @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: 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(QWidget): angle_changed = Signal(int) force_changed = Signal(int) hit = Signal() missed = Signal() can_shoot = Signal(bool) def __init__(self, parent=None): super().__init__(parent) self._current_angle = 45 self._current_force = 0 self._timer_count = 0 self._auto_shoot_timer = QTimer(self) self._auto_shoot_timer.timeout.connect(self.move_shot) self._shoot_angle = 0 self._shoot_force = 0 self.target = QPoint(0, 0) self._game_ended = False self._barrel_pressed = False self.setPalette(QPalette(QColor(250, 250, 200))) self.setAutoFillBackground(True) self.new_target() def angle(self): return self._current_angle @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.angle_changed.emit(self._current_angle) def force(self): return self._current_force @Slot(int) def set_force(self, force): if force < 0: force = 0 if self._current_force == force: return self._current_force = force self.force_changed.emit(self._current_force) @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.can_shoot.emit(False) first_time = True def new_target(self): if CannonField.first_time: CannonField.first_time = False midnight = QTime(0, 0, 0) random.seed(midnight.secsTo(QTime.currentTime())) self.target = 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.can_shoot.emit(True) @Slot() def move_shot(self): region = 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.hit.emit() self.can_shoot.emit(True) elif shot_r.x() > self.width() or shot_r.y() > self.height() or shot_r.intersects(self.barrier_rect()): self._auto_shoot_timer.stop() self.missed.emit() self.can_shoot.emit(True) else: region = region.united(QRegion(shot_r)) self.update(region) def mousePressEvent(self, event): if event.button() != Qt.LeftButton: return if self.barrel_hit(event.position().toPoint()): self._barrel_pressed = True def mouseMoveEvent(self, event): if not self._barrel_pressed: return pos = event.position().toPoint() if pos.x() <= 0: pos.setX(1) if pos.y() >= self.height(): pos.setY(self.height() - 1) rad = math.atan((float(self.rect().bottom()) - pos.y()) / pos.x()) self.set_angle(round(rad * 180 / math.pi)) def mouseReleaseEvent(self, event): if event.button() == Qt.LeftButton: self._barrel_pressed = False def paintEvent(self, event): painter = QPainter(self) if self._game_ended: painter.setPen(Qt.black) painter.setFont(QFont("Courier", 48, QFont.Bold)) painter.drawText(self.rect(), Qt.AlignCenter, "Game Over") self.paint_cannon(painter) self.paint_barrier(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(Qt.NoPen) painter.setBrush(Qt.black) painter.drawRect(self.shot_rect()) def paint_target(self, painter): painter.setPen(Qt.black) painter.setBrush(Qt.red) painter.drawRect(self.target_rect()) def paint_barrier(self, painter): painter.setPen(Qt.black) painter.setBrush(Qt.yellow) painter.drawRect(self.barrier_rect()) barrel_rect = QRect(33, -4, 15, 8) def paint_cannon(self, painter): painter.setPen(Qt.NoPen) painter.setBrush(Qt.blue) painter.save() painter.translate(0, self.height()) painter.drawPie(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 = 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 * math.pi / 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 = QRect(0, 0, 6, 6) result.moveCenter(QPoint(round(x), self.height() - 1 - round(y))) return result def target_rect(self): result = QRect(0, 0, 20, 10) result.moveCenter(QPoint(self.target.x(), self.height() - 1 - self.target.y())) return result def barrier_rect(self): return QRect(145, self.height() - 100, 15, 99) def barrel_hit(self, pos): matrix = QTransform() matrix.translate(0, self.height()) matrix.rotate(-self._current_angle) matrix, invertible = matrix.inverted() return self.barrel_rect.contains(matrix.map(pos)) def game_over(self): return self._game_ended def is_shooting(self): return self._auto_shoot_timer.isActive() def sizeHint(self): return QSize(400, 300) class GameBoard(QWidget): def __init__(self, parent=None): super().__init__(parent) quit = QPushButton("&Quit") quit.setFont(QFont("Times", 18, QFont.Bold)) quit.clicked.connect(qApp.quit) angle = LCDRange("ANGLE") angle.set_range(5, 70) force = LCDRange("FORCE") force.set_range(10, 50) cannon_box = QFrame() cannon_box.setFrameStyle(QFrame.WinPanel | QFrame.Sunken) self._cannon_field = CannonField() angle.value_changed.connect(self._cannon_field.set_angle) self._cannon_field.angle_changed.connect(angle.set_value) force.value_changed.connect(self._cannon_field.set_force) self._cannon_field.force_changed.connect(force.set_value) self._cannon_field.hit.connect(self.hit) self._cannon_field.missed.connect(self.missed) shoot = QPushButton("&Shoot") shoot.setFont(QFont("Times", 18, QFont.Bold)) shoot.clicked.connect(self.fire) self._cannon_field.can_shoot.connect(shoot.setEnabled) restart = QPushButton("&New Game") restart.setFont(QFont("Times", 18, QFont.Bold)) restart.clicked.connect(self.new_game) self.hits = QLCDNumber(2) self._shots_left = QLCDNumber(2) hits_label = QLabel("HITS") shots_left_label = QLabel("SHOTS LEFT") QShortcut(QKeySequence(Qt.Key_Enter), self, self.fire) QShortcut(QKeySequence(Qt.Key_Return), self, self.fire) QShortcut(QKeySequence(Qt.CTRL + Qt.Key_Q), self, self.close) top_layout = 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 = QVBoxLayout() left_layout.addWidget(angle) left_layout.addWidget(force) cannon_layout = QVBoxLayout() cannon_layout.addWidget(self._cannon_field) cannon_box.setLayout(cannon_layout) grid_layout = QGridLayout(self) grid_layout.addWidget(quit, 0, 0) grid_layout.addLayout(top_layout, 0, 1) grid_layout.addLayout(left_layout, 1, 0) grid_layout.addWidget(cannon_box, 1, 1, 2, 1) grid_layout.setColumnStretch(1, 10) angle.set_value(60) force.set_value(25) angle.setFocus() self.new_game() @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() @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() @Slot() def missed(self): if self._shots_left.intValue() == 0: self._cannon_field.set_game_over() @Slot() def new_game(self): self._shots_left.display(15) self.hits.display(0) self._cannon_field.restart_game() self._cannon_field.new_target() if __name__ == '__main__': app = QApplication(sys.argv) board = GameBoard() board.setGeometry(100, 100, 500, 355) board.show() sys.exit(app.exec_())