# Copyright (C) 2022 The Qt Company Ltd. # SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause # PySide6 tutorial 14 import sys import math import random from PySide6.QtCore import (QPoint, QRect, QTime, QTimer, QSize, Qt, Signal, Slot, qWarning) from PySide6.QtGui import (QColor, QFont, QKeySequence, QPainter, QPalette, QShortcut, QRegion, QTransform) 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): with QPainter(self) as painter: 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) # noqa: F821 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())