qt5base-lts/examples/widgets/animation/sub-attaq/states.cpp
Thiago Macieira 19b0ce5daa Change almost all other uses of qrand() to QRandomGenerator
The vast majority is actually switched to QRandomGenerator::bounded(),
which gives a mostly uniform distribution over the [0, bound)
range. There are very few floating point cases left, as many of those
that did use floating point did not need to, after all. (I did leave
some that were too ugly for me to understand)

This commit also found a couple of calls to rand() instead of qrand().

This commit does not include changes to SSL code that continues to use
qrand() (job for someone else):
  src/network/ssl/qsslkey_qt.cpp
  src/network/ssl/qsslsocket_mac.cpp
  tests/auto/network/ssl/qsslsocket/tst_qsslsocket.cpp

Change-Id: Icd0e0d4b27cb4e5eb892fffd14b5285d43f4afbf
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
2017-11-08 09:14:03 +00:00

341 lines
11 KiB
C++

/****************************************************************************
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//Own
#include "states.h"
#include "graphicsscene.h"
#include "boat.h"
#include "submarine.h"
#include "torpedo.h"
#include "animationmanager.h"
#include "progressitem.h"
#include "textinformationitem.h"
//Qt
#include <QtWidgets/QMessageBox>
#include <QtWidgets/QGraphicsView>
#include <QtCore/QStateMachine>
#include <QtWidgets/QKeyEventTransition>
#include <QtCore/QFinalState>
#include <QtCore/QRandomGenerator>
PlayState::PlayState(GraphicsScene *scene, QState *parent)
: QState(parent),
scene(scene),
machine(0),
currentLevel(0),
score(0)
{
}
PlayState::~PlayState()
{
delete machine;
}
void PlayState::onEntry(QEvent *)
{
//We are now playing?
if (machine) {
machine->stop();
//we hide the information
scene->textInformationItem->hide();
scene->clearScene();
currentLevel = 0;
score = 0;
delete machine;
}
machine = new QStateMachine;
//This state is when player is playing
LevelState *levelState = new LevelState(scene, this, machine);
//This state is when the player is actually playing but the game is not paused
QState *playingState = new QState(levelState);
levelState->setInitialState(playingState);
//This state is when the game is paused
PauseState *pauseState = new PauseState(scene, levelState);
//We have one view, it receive the key press event
QKeyEventTransition *pressPplay = new QKeyEventTransition(scene->views().at(0), QEvent::KeyPress, Qt::Key_P);
pressPplay->setTargetState(pauseState);
QKeyEventTransition *pressPpause = new QKeyEventTransition(scene->views().at(0), QEvent::KeyPress, Qt::Key_P);
pressPpause->setTargetState(playingState);
//Pause "P" is triggered, the player pause the game
playingState->addTransition(pressPplay);
//To get back playing when the game has been paused
pauseState->addTransition(pressPpause);
//This state is when player have lost
LostState *lostState = new LostState(scene, this, machine);
//This state is when player have won
WinState *winState = new WinState(scene, this, machine);
//The boat has been destroyed then the game is finished
levelState->addTransition(scene->boat, SIGNAL(boatExecutionFinished()),lostState);
//This transition check if we won or not
WinTransition *winTransition = new WinTransition(scene, this, winState);
//The boat has been destroyed then the game is finished
levelState->addTransition(winTransition);
//This state is an animation when the score changed
UpdateScoreState *scoreState = new UpdateScoreState(levelState);
//This transition update the score when a submarine die
UpdateScoreTransition *scoreTransition = new UpdateScoreTransition(scene, this, levelState);
scoreTransition->setTargetState(scoreState);
//The boat has been destroyed then the game is finished
playingState->addTransition(scoreTransition);
//We go back to play state
scoreState->addTransition(playingState);
//We start playing!!!
machine->setInitialState(levelState);
//Final state
QFinalState *final = new QFinalState(machine);
//This transition is triggered when the player press space after completing a level
CustomSpaceTransition *spaceTransition = new CustomSpaceTransition(scene->views().at(0), this, QEvent::KeyPress, Qt::Key_Space);
spaceTransition->setTargetState(levelState);
winState->addTransition(spaceTransition);
//We lost we should reach the final state
lostState->addTransition(lostState, SIGNAL(finished()), final);
machine->start();
}
LevelState::LevelState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game)
{
}
void LevelState::onEntry(QEvent *)
{
initializeLevel();
}
void LevelState::initializeLevel()
{
//we re-init the boat
scene->boat->setPos(scene->width()/2, scene->sealLevel() - scene->boat->size().height());
scene->boat->setCurrentSpeed(0);
scene->boat->setCurrentDirection(Boat::None);
scene->boat->setBombsLaunched(0);
scene->boat->show();
scene->setFocusItem(scene->boat, Qt::OtherFocusReason);
scene->boat->run();
scene->progressItem->setScore(game->score);
scene->progressItem->setLevel(game->currentLevel + 1);
GraphicsScene::LevelDescription currentLevelDescription = scene->levelsData.value(game->currentLevel);
for (int i = 0; i < currentLevelDescription.submarines.size(); ++i ) {
QPair<int,int> subContent = currentLevelDescription.submarines.at(i);
GraphicsScene::SubmarineDescription submarineDesc = scene->submarinesData.at(subContent.first);
for (int j = 0; j < subContent.second; ++j ) {
SubMarine *sub = new SubMarine(submarineDesc.type, submarineDesc.name, submarineDesc.points);
scene->addItem(sub);
int random = QRandomGenerator::global()->bounded(15) + 1;
qreal x = random == 13 || random == 5 ? 0 : scene->width() - sub->size().width();
qreal y = scene->height() -(QRandomGenerator::global()->bounded(150) + 1) - sub->size().height();
sub->setPos(x,y);
sub->setCurrentDirection(x == 0 ? SubMarine::Right : SubMarine::Left);
sub->setCurrentSpeed(QRandomGenerator::global()->bounded(3) + 1);
}
}
}
/** Pause State */
PauseState::PauseState(GraphicsScene *scene, QState *parent) : QState(parent),scene(scene)
{
}
void PauseState::onEntry(QEvent *)
{
AnimationManager::self()->pauseAll();
scene->boat->setEnabled(false);
}
void PauseState::onExit(QEvent *)
{
AnimationManager::self()->resumeAll();
scene->boat->setEnabled(true);
scene->boat->setFocus();
}
/** Lost State */
LostState::LostState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game)
{
}
void LostState::onEntry(QEvent *)
{
//The message to display
QString message = QString("You lose on level %1. Your score is %2.").arg(game->currentLevel+1).arg(game->score);
//We set the level back to 0
game->currentLevel = 0;
//We set the score back to 0
game->score = 0;
//We clear the scene
scene->clearScene();
//We inform the player
scene->textInformationItem->setMessage(message);
scene->textInformationItem->show();
}
void LostState::onExit(QEvent *)
{
//we hide the information
scene->textInformationItem->hide();
}
/** Win State */
WinState::WinState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game)
{
}
void WinState::onEntry(QEvent *)
{
//We clear the scene
scene->clearScene();
QString message;
if (scene->levelsData.size() - 1 != game->currentLevel) {
message = QString("You win the level %1. Your score is %2.\nPress Space to continue.").arg(game->currentLevel+1).arg(game->score);
//We increment the level number
game->currentLevel++;
} else {
message = QString("You finish the game on level %1. Your score is %2.").arg(game->currentLevel+1).arg(game->score);
//We set the level back to 0
game->currentLevel = 0;
//We set the score back to 0
game->score = 0;
}
//We inform the player
scene->textInformationItem->setMessage(message);
scene->textInformationItem->show();
}
void WinState::onExit(QEvent *)
{
//we hide the information
scene->textInformationItem->hide();
}
/** UpdateScore State */
UpdateScoreState::UpdateScoreState(QState *parent) : QState(parent)
{
}
/** Win transition */
UpdateScoreTransition::UpdateScoreTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target)
: QSignalTransition(scene,SIGNAL(subMarineDestroyed(int))),
game(game), scene(scene)
{
setTargetState(target);
}
bool UpdateScoreTransition::eventTest(QEvent *event)
{
if (!QSignalTransition::eventTest(event))
return false;
QStateMachine::SignalEvent *se = static_cast<QStateMachine::SignalEvent*>(event);
game->score += se->arguments().at(0).toInt();
scene->progressItem->setScore(game->score);
return true;
}
/** Win transition */
WinTransition::WinTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target)
: QSignalTransition(scene,SIGNAL(allSubMarineDestroyed(int))),
game(game), scene(scene)
{
setTargetState(target);
}
bool WinTransition::eventTest(QEvent *event)
{
if (!QSignalTransition::eventTest(event))
return false;
QStateMachine::SignalEvent *se = static_cast<QStateMachine::SignalEvent*>(event);
game->score += se->arguments().at(0).toInt();
scene->progressItem->setScore(game->score);
return true;
}
/** Space transition */
CustomSpaceTransition::CustomSpaceTransition(QWidget *widget, PlayState *game, QEvent::Type type, int key)
: QKeyEventTransition(widget, type, key),
game(game)
{
}
bool CustomSpaceTransition::eventTest(QEvent *event)
{
if (!QKeyEventTransition::eventTest(event))
return false;
return (game->currentLevel != 0);
}