283 lines
9.5 KiB
C++
283 lines
9.5 KiB
C++
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/****************************************************************************
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**
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** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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**
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** This file is part of the QtCore module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** No Commercial Usage
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** This file contains pre-release code and may not be distributed.
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** You may use this file in accordance with the terms and conditions
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** contained in the Technology Preview License Agreement accompanying
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** this package.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Nokia gives you certain additional
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** rights. These rights are described in the Nokia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** If you have questions regarding the use of this file, please contact
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** Nokia at qt-info@nokia.com.
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**
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**
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**
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**
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**
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**
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**
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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//Own
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#include "graphicsscene.h"
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#include "states.h"
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#include "boat.h"
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#include "submarine.h"
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#include "torpedo.h"
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#include "bomb.h"
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#include "pixmapitem.h"
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#include "animationmanager.h"
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#include "qanimationstate.h"
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#include "progressitem.h"
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#include "textinformationitem.h"
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//Qt
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#include <QtCore/QPropertyAnimation>
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#include <QtCore/QSequentialAnimationGroup>
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#include <QtCore/QParallelAnimationGroup>
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#include <QtCore/QStateMachine>
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#include <QtCore/QFinalState>
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#include <QtCore/QPauseAnimation>
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#include <QtGui/QAction>
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#include <QtCore/QDir>
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#include <QtGui/QApplication>
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#include <QtGui/QMessageBox>
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#include <QtGui/QGraphicsView>
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#include <QtGui/QGraphicsSceneMouseEvent>
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#include <QtCore/QXmlStreamReader>
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GraphicsScene::GraphicsScene(int x, int y, int width, int height, Mode mode)
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: QGraphicsScene(x , y, width, height), mode(mode), boat(new Boat)
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{
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PixmapItem *backgroundItem = new PixmapItem(QString("background"),mode);
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backgroundItem->setZValue(1);
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backgroundItem->setPos(0,0);
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addItem(backgroundItem);
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PixmapItem *surfaceItem = new PixmapItem(QString("surface"),mode);
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surfaceItem->setZValue(3);
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surfaceItem->setPos(0,sealLevel() - surfaceItem->boundingRect().height()/2);
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addItem(surfaceItem);
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//The item that display score and level
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progressItem = new ProgressItem(backgroundItem);
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textInformationItem = new TextInformationItem(backgroundItem);
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textInformationItem->hide();
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//We create the boat
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addItem(boat);
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boat->setPos(this->width()/2, sealLevel() - boat->size().height());
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boat->hide();
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//parse the xml that contain all data of the game
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QXmlStreamReader reader;
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QFile file(":data.xml");
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file.open(QIODevice::ReadOnly);
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reader.setDevice(&file);
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LevelDescription currentLevel;
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while (!reader.atEnd()) {
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reader.readNext();
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if (reader.tokenType() == QXmlStreamReader::StartElement) {
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if (reader.name() == "submarine") {
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SubmarineDescription desc;
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desc.name = reader.attributes().value("name").toString();
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desc.points = reader.attributes().value("points").toString().toInt();
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desc.type = reader.attributes().value("type").toString().toInt();
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submarinesData.append(desc);
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} else if (reader.name() == "level") {
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currentLevel.id = reader.attributes().value("id").toString().toInt();
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currentLevel.name = reader.attributes().value("name").toString();
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} else if (reader.name() == "subinstance") {
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currentLevel.submarines.append(qMakePair(reader.attributes().value("type").toString().toInt(), reader.attributes().value("nb").toString().toInt()));
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}
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} else if (reader.tokenType() == QXmlStreamReader::EndElement) {
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if (reader.name() == "level") {
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levelsData.insert(currentLevel.id, currentLevel);
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currentLevel.submarines.clear();
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}
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}
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}
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}
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qreal GraphicsScene::sealLevel() const
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{
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return (mode == Big) ? 220 : 160;
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}
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void GraphicsScene::setupScene(QAction *newAction, QAction *quitAction)
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{
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static const int nLetters = 10;
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static struct {
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char const *pix;
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qreal initX, initY;
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qreal destX, destY;
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} logoData[nLetters] = {
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{"s", -1000, -1000, 300, 150 },
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{"u", -800, -1000, 350, 150 },
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{"b", -600, -1000, 400, 120 },
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{"dash", -400, -1000, 460, 150 },
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{"a", 1000, 2000, 350, 250 },
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{"t", 800, 2000, 400, 250 },
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{"t2", 600, 2000, 430, 250 },
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{"a2", 400, 2000, 465, 250 },
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{"q", 200, 2000, 510, 250 },
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{"excl", 0, 2000, 570, 220 } };
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QSequentialAnimationGroup * lettersGroupMoving = new QSequentialAnimationGroup(this);
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QParallelAnimationGroup * lettersGroupFading = new QParallelAnimationGroup(this);
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for (int i = 0; i < nLetters; ++i) {
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PixmapItem *logo = new PixmapItem(QLatin1String(":/logo-") + logoData[i].pix, this);
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logo->setPos(logoData[i].initX, logoData[i].initY);
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logo->setZValue(i + 3);
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//creation of the animations for moving letters
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QPropertyAnimation *moveAnim = new QPropertyAnimation(logo, "pos", lettersGroupMoving);
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moveAnim->setEndValue(QPointF(logoData[i].destX, logoData[i].destY));
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moveAnim->setDuration(200);
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moveAnim->setEasingCurve(QEasingCurve::OutElastic);
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lettersGroupMoving->addPause(50);
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//creation of the animations for fading out the letters
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QPropertyAnimation *fadeAnim = new QPropertyAnimation(logo, "opacity", lettersGroupFading);
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fadeAnim->setDuration(800);
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fadeAnim->setEndValue(0);
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fadeAnim->setEasingCurve(QEasingCurve::OutQuad);
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}
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QStateMachine *machine = new QStateMachine(this);
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//This state is when the player is playing
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PlayState *gameState = new PlayState(this, machine);
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//Final state
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QFinalState *final = new QFinalState(machine);
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//Animation when the player enter in the game
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QAnimationState *lettersMovingState = new QAnimationState(machine);
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lettersMovingState->setAnimation(lettersGroupMoving);
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//Animation when the welcome screen disappear
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QAnimationState *lettersFadingState = new QAnimationState(machine);
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lettersFadingState->setAnimation(lettersGroupFading);
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//if new game then we fade out the welcome screen and start playing
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lettersMovingState->addTransition(newAction, SIGNAL(triggered()), lettersFadingState);
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lettersFadingState->addTransition(lettersFadingState, SIGNAL(animationFinished()), gameState);
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//New Game is triggered then player start playing
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gameState->addTransition(newAction, SIGNAL(triggered()), gameState);
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//Wanna quit, then connect to CTRL+Q
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gameState->addTransition(quitAction, SIGNAL(triggered()), final);
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lettersMovingState->addTransition(quitAction, SIGNAL(triggered()), final);
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//Welcome screen is the initial state
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machine->setInitialState(lettersMovingState);
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machine->start();
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//We reach the final state, then we quit
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connect(machine, SIGNAL(finished()), qApp, SLOT(quit()));
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}
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void GraphicsScene::addItem(Bomb *bomb)
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{
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bombs.insert(bomb);
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connect(bomb,SIGNAL(bombExecutionFinished()),this, SLOT(onBombExecutionFinished()));
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QGraphicsScene::addItem(bomb);
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}
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void GraphicsScene::addItem(Torpedo *torpedo)
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{
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torpedos.insert(torpedo);
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connect(torpedo,SIGNAL(torpedoExecutionFinished()),this, SLOT(onTorpedoExecutionFinished()));
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QGraphicsScene::addItem(torpedo);
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}
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void GraphicsScene::addItem(SubMarine *submarine)
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{
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submarines.insert(submarine);
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connect(submarine,SIGNAL(subMarineExecutionFinished()),this, SLOT(onSubMarineExecutionFinished()));
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QGraphicsScene::addItem(submarine);
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}
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void GraphicsScene::addItem(QGraphicsItem *item)
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{
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QGraphicsScene::addItem(item);
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}
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void GraphicsScene::onBombExecutionFinished()
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{
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Bomb *bomb = qobject_cast<Bomb *>(sender());
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bombs.remove(bomb);
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bomb->deleteLater();
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if (boat)
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boat->setBombsLaunched(boat->bombsLaunched() - 1);
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}
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void GraphicsScene::onTorpedoExecutionFinished()
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{
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Torpedo *torpedo = qobject_cast<Torpedo *>(sender());
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torpedos.remove(torpedo);
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torpedo->deleteLater();
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}
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void GraphicsScene::onSubMarineExecutionFinished()
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{
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SubMarine *submarine = qobject_cast<SubMarine *>(sender());
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submarines.remove(submarine);
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if (submarines.count() == 0)
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emit allSubMarineDestroyed(submarine->points());
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else
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emit subMarineDestroyed(submarine->points());
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submarine->deleteLater();
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}
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void GraphicsScene::clearScene()
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{
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foreach (SubMarine *sub, submarines) {
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sub->destroy();
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sub->deleteLater();
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}
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foreach (Torpedo *torpedo, torpedos) {
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torpedo->destroy();
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torpedo->deleteLater();
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}
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foreach (Bomb *bomb, bombs) {
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bomb->destroy();
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bomb->deleteLater();
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}
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submarines.clear();
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bombs.clear();
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torpedos.clear();
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AnimationManager::self()->unregisterAllAnimations();
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boat->stop();
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boat->hide();
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boat->setEnabled(true);
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}
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