Exemplo n.º 1
0
    def __init__(self, parent=None):
        QtGui.QWidget.__init__(self, parent)

        self.ui = Ui_BouncingBall() 
        self.ui.setupUi(self)
        self.setWindowTitle( "Bouncing Balls" )
        self.boundary = Boundary(self.ui.bouncingFrame.frameGeometry( ))
        
        self.ui.pressure_timer = QtCore.QTimer( )
        self.ui.pressure_timer.timeout.connect(self.pressure_measure)
        self.ui.pressure_timer.start(PRESSURE_TIMER)

        self.ui.pauseButton.clicked.connect(self.cmd_pauseButton)
        self.ui.resetButton.clicked.connect(self.cmd_resetButton)
        
        self.ui.resetButton.clicked.connect(self.cmd_resetButton)

        self.ui.globalSpeedSlider.setMinimum(GLOBAL_SPEED_RANGE[0])
        self.ui.globalSpeedSlider.setMaximum(GLOBAL_SPEED_RANGE[1])
        self.connect(self.ui.globalSpeedSlider, QtCore.SIGNAL('valueChanged(int)'), self.change_global_speed)        
        self.connect(self.ui.nbSlider, QtCore.SIGNAL('valueChanged(int)'), self.nb_slider_change)

        self.ui.SoundBox.stateChanged.connect(self.cmd_setSoundBox)
        self.ui.backgroundSoundBox.stateChanged.connect(self.cmd_setBackgroundSoundBox)
        self.ui.allowCollisionBox.stateChanged.connect(self.cmd_setCollisionBox)

        self.ui.backgroundSoundBox.hide( )

        self.setValueSignal = QtCore.pyqtSignal(int)            
        #self.setValueSignal.connect(self.ui.collisionNumber.display)      
        self.connect(self.ui.collisionNumber, SIGNAL('setValueSignal(int)'), self.ui.collisionNumber.display)
              
        self.ui.collisionNumber.display(str(0))
        
        self.backgroundSound = SoundCell("background/Autumn_Winds_preview_whitenoisemp3s-com.mp3")
        self.sound_status = False
      
        self.spriteList = [];
        self.set_nb_ball(INITIAL_NB_BALL);

        self.nb_wall_hit = 0;        
        self.total_nb_collision = 0
        self.update_balls = True
        self.allow_collision = False
        
        self.animation_thread  =  AnimationThread()
        self.connect( self.animation_thread, SIGNAL( "window_update_request" ), self.process_window_update_request )
        #  After the following method call, the program execution
        #  system will automatically call the run() method of the
        #  AnimationThread class. The run() method is executed
        #  in parallel with "this" thread.
        self.animation_thread.start()
Exemplo n.º 2
0
class BouncingBallWindow(QtGui.QWidget):
    """
    The main window. Contains a region for the bouncing balls, and controls
    widgets.
    
    Pause Button: stop the sprite
    Reset Button: recreate the sprite list, with random sizes, speeds
    Global Speed Slider: Controls a multipler factor to all current sprite speeds.
    Nb Sprites Sliders: Number of objects in the screen
    Sound Check box: turns on/off sound
    """
    def __init__(self, parent=None):
        QtGui.QWidget.__init__(self, parent)

        self.ui = Ui_BouncingBall() 
        self.ui.setupUi(self)
        self.setWindowTitle( "Bouncing Balls" )
        self.boundary = Boundary(self.ui.bouncingFrame.frameGeometry( ))
        
        self.ui.pressure_timer = QtCore.QTimer( )
        self.ui.pressure_timer.timeout.connect(self.pressure_measure)
        self.ui.pressure_timer.start(PRESSURE_TIMER)

        self.ui.pauseButton.clicked.connect(self.cmd_pauseButton)
        self.ui.resetButton.clicked.connect(self.cmd_resetButton)
        
        self.ui.resetButton.clicked.connect(self.cmd_resetButton)

        self.ui.globalSpeedSlider.setMinimum(GLOBAL_SPEED_RANGE[0])
        self.ui.globalSpeedSlider.setMaximum(GLOBAL_SPEED_RANGE[1])
        self.connect(self.ui.globalSpeedSlider, QtCore.SIGNAL('valueChanged(int)'), self.change_global_speed)        
        self.connect(self.ui.nbSlider, QtCore.SIGNAL('valueChanged(int)'), self.nb_slider_change)

        self.ui.SoundBox.stateChanged.connect(self.cmd_setSoundBox)
        self.ui.backgroundSoundBox.stateChanged.connect(self.cmd_setBackgroundSoundBox)
        self.ui.allowCollisionBox.stateChanged.connect(self.cmd_setCollisionBox)

        self.ui.backgroundSoundBox.hide( )

        self.setValueSignal = QtCore.pyqtSignal(int)            
        #self.setValueSignal.connect(self.ui.collisionNumber.display)      
        self.connect(self.ui.collisionNumber, SIGNAL('setValueSignal(int)'), self.ui.collisionNumber.display)
              
        self.ui.collisionNumber.display(str(0))
        
        self.backgroundSound = SoundCell("background/Autumn_Winds_preview_whitenoisemp3s-com.mp3")
        self.sound_status = False
      
        self.spriteList = [];
        self.set_nb_ball(INITIAL_NB_BALL);

        self.nb_wall_hit = 0;        
        self.total_nb_collision = 0
        self.update_balls = True
        self.allow_collision = False
        
        self.animation_thread  =  AnimationThread()
        self.connect( self.animation_thread, SIGNAL( "window_update_request" ), self.process_window_update_request )
        #  After the following method call, the program execution
        #  system will automatically call the run() method of the
        #  AnimationThread class. The run() method is executed
        #  in parallel with "this" thread.
        self.animation_thread.start()
        
    def set_nb_ball(self, nb=1):
        if nb<=0:
            self.spriteList = []
        else:
            current_size = len(self.spriteList)
            delta = (nb-current_size)
            print delta
            if delta>0:
                for i in range(0, delta):
                    size = randrange(1, 20)
                    eps = 2*size
                    center = QPointF(randrange(eps, self.boundary.width()-eps), randrange(eps, self.boundary.height()-eps))
                    self.spriteList.append(RotatingBouncer(center, size, get_random_color( ),  self.boundary, self.sound_status))
            else:
                # remove the n-th last eleemnts
                self.spriteList = self.spriteList[ : current_size-abs(delta)]
                    
        # print "debug: sprite list size: nb=%d current_size=%d" %(nb, len(self.spriteList))

    def pressure_measure(self):
        current_pressure = int(100.0* (self.nb_wall_hit / (float(PRESSURE_TIMER)/1000.0)))
        self.ui.pressureBar.setValue(current_pressure)

    # changes the temperature values (val in 0...100)
    def change_global_speed(self, val):
        alpha = val/GLOBAL_SPEED_RANGE[1]
        [ sprite.set_global_speed(alpha) for sprite in self.spriteList ]

        
    # changes the number of balls
    def nb_slider_change(self, val):
        self.set_nb_ball(val);
            
    def process_window_update_request(self):
        collision = False
        nb_wall_hit_before = self.nb_wall_hit
        if self.update_balls:
            for sprite in self.spriteList:
                 hit_wall = sprite.move( )
                 self.nb_wall_hit += hit_wall
            if self.allow_collision:
                reverted = set([])
                for S1, S2 in list(combinations(self.spriteList, 2)):
                    if S1.colides(S2):
                        reverted.add(S1)
                        reverted.add(S2)
                        collision = True
                        self.total_nb_collision += 1
                [S.revert() for S in reverted]
               
        if collision and self.ui.stopBox.isChecked( ):
            self.cmd_pauseButton( )
        if collision:
            self.ui.collisionNumber.display(str(self.total_nb_collision))
           
        if self.nb_wall_hit > nb_wall_hit_before:
            self.ui.wallCollisionNumber.display(str(self.nb_wall_hit))
        
        self.update()
        

    def cmd_pauseButton(self):
        if self.update_balls:
            self.ui.pauseButton.setText("Start")
        else:
            self.ui.pauseButton.setText("Pause")
        self.update_balls = not self.update_balls

    def cmd_setSoundBox(self, i):
        if(i == 0): # sound is off
            self.sound_status = False
            [S.set_sound_status(False) for S in self.spriteList]
            self.ui.backgroundSoundBox.hide( )
            self.backgroundSound.set_sound_status(False)
        else:      # sound is on
            self.sound_status = True
            self.ui.backgroundSoundBox.show( )
            if self.ui.backgroundSoundBox.isChecked():
                self.backgroundSound.set_sound_status(True)
                self.backgroundSound.play( )
            self.backgroundSound.set_sound_status(True)
            [S.set_sound_status(True) for S in self.spriteList]

    def cmd_setBackgroundSoundBox(self, i):
        if(i == 0): # sound is off
            self.backgroundSound.stop( )
        else:      # sound is on
            if self.sound_status:
                self.backgroundSound.set_sound_status(True)
                self.backgroundSound.play( )

    def cmd_setCollisionBox(self, i):
        if(i == 0): # collision if off
            self.allow_collision = False
            self.ui.stopBox.hide( )
        else:
            self.allow_collision = True
            self.ui.stopBox.show( )

    def cmd_resetButton(self):
        nb = len(self.spriteList)
        self.set_nb_ball(0)
        self.set_nb_ball(nb)
        self.total_nb_collision = 0
        self.nb_wall_hit = 0
        self.ui.collisionNumber.display(str(self.total_nb_collision))
        self.ui.wallCollisionNumber.display(str(self.nb_wall_hit))
        #self.setValueSignal.emit(self.total_nb_collision)
        self.emit(SIGNAL("setValueSignal(val)"), self.total_nb_collision)

    def keyPressEvent(self, event):
        if  event.key() == Qt.Key_Escape:
            [ S.move() for S in self.spriteList]

    def paintEvent( self, event):
        painter = QPainter( )
        painter.begin(self)
        [S.draw(painter) for S in self.spriteList]
           
        self.boundary.draw(painter)
        painter.end( )

    def exit_this_window(self):
        self.animation_thread.stop( )
        self.close() #is this necessary???