38be0d1383
This is the beginning of revision history for this module. If you want to look at revision history older than this, please refer to the Qt Git wiki for how to use Git history grafting. At the time of writing, this wiki is located here: http://qt.gitorious.org/qt/pages/GitIntroductionWithQt If you have already performed the grafting and you don't see any history beyond this commit, try running "git log" with the "--follow" argument. Branched from the monolithic repo, Qt master branch, at commit 896db169ea224deb96c59ce8af800d019de63f12
331 lines
10 KiB
C++
331 lines
10 KiB
C++
/****************************************************************************
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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 "states.h"
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#include "graphicsscene.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 "animationmanager.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 <QtGui/QMessageBox>
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#include <QtGui/QGraphicsView>
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#include <QtCore/QStateMachine>
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#include <QtGui/QKeyEventTransition>
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#include <QtCore/QFinalState>
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PlayState::PlayState(GraphicsScene *scene, QState *parent)
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: QState(parent),
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scene(scene),
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machine(0),
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currentLevel(0),
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score(0)
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{
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}
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PlayState::~PlayState()
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{
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delete machine;
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}
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void PlayState::onEntry(QEvent *)
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{
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//We are now playing?
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if (machine) {
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machine->stop();
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//we hide the information
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scene->textInformationItem->hide();
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scene->clearScene();
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currentLevel = 0;
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score = 0;
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delete machine;
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}
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machine = new QStateMachine;
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//This state is when player is playing
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LevelState *levelState = new LevelState(scene, this, machine);
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//This state is when the player is actually playing but the game is not paused
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QState *playingState = new QState(levelState);
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levelState->setInitialState(playingState);
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//This state is when the game is paused
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PauseState *pauseState = new PauseState(scene, levelState);
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//We have one view, it receive the key press event
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QKeyEventTransition *pressPplay = new QKeyEventTransition(scene->views().at(0), QEvent::KeyPress, Qt::Key_P);
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pressPplay->setTargetState(pauseState);
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QKeyEventTransition *pressPpause = new QKeyEventTransition(scene->views().at(0), QEvent::KeyPress, Qt::Key_P);
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pressPpause->setTargetState(playingState);
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//Pause "P" is triggered, the player pause the game
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playingState->addTransition(pressPplay);
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//To get back playing when the game has been paused
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pauseState->addTransition(pressPpause);
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//This state is when player have lost
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LostState *lostState = new LostState(scene, this, machine);
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//This state is when player have won
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WinState *winState = new WinState(scene, this, machine);
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//The boat has been destroyed then the game is finished
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levelState->addTransition(scene->boat, SIGNAL(boatExecutionFinished()),lostState);
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//This transition check if we won or not
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WinTransition *winTransition = new WinTransition(scene, this, winState);
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//The boat has been destroyed then the game is finished
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levelState->addTransition(winTransition);
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//This state is an animation when the score changed
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UpdateScoreState *scoreState = new UpdateScoreState(this, levelState);
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//This transition update the score when a submarine die
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UpdateScoreTransition *scoreTransition = new UpdateScoreTransition(scene, this, levelState);
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scoreTransition->setTargetState(scoreState);
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//The boat has been destroyed then the game is finished
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playingState->addTransition(scoreTransition);
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//We go back to play state
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scoreState->addTransition(playingState);
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//We start playing!!!
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machine->setInitialState(levelState);
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//Final state
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QFinalState *final = new QFinalState(machine);
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//This transition is triggered when the player press space after completing a level
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CustomSpaceTransition *spaceTransition = new CustomSpaceTransition(scene->views().at(0), this, QEvent::KeyPress, Qt::Key_Space);
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spaceTransition->setTargetState(levelState);
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winState->addTransition(spaceTransition);
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//We lost we should reach the final state
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lostState->addTransition(lostState, SIGNAL(finished()), final);
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machine->start();
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}
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LevelState::LevelState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game)
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{
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}
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void LevelState::onEntry(QEvent *)
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{
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initializeLevel();
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}
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void LevelState::initializeLevel()
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{
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//we re-init the boat
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scene->boat->setPos(scene->width()/2, scene->sealLevel() - scene->boat->size().height());
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scene->boat->setCurrentSpeed(0);
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scene->boat->setCurrentDirection(Boat::None);
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scene->boat->setBombsLaunched(0);
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scene->boat->show();
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scene->setFocusItem(scene->boat, Qt::OtherFocusReason);
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scene->boat->run();
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scene->progressItem->setScore(game->score);
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scene->progressItem->setLevel(game->currentLevel + 1);
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GraphicsScene::LevelDescription currentLevelDescription = scene->levelsData.value(game->currentLevel);
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for (int i = 0; i < currentLevelDescription.submarines.size(); ++i ) {
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QPair<int,int> subContent = currentLevelDescription.submarines.at(i);
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GraphicsScene::SubmarineDescription submarineDesc = scene->submarinesData.at(subContent.first);
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for (int j = 0; j < subContent.second; ++j ) {
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SubMarine *sub = new SubMarine(submarineDesc.type, submarineDesc.name, submarineDesc.points);
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scene->addItem(sub);
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int random = (qrand() % 15 + 1);
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qreal x = random == 13 || random == 5 ? 0 : scene->width() - sub->size().width();
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qreal y = scene->height() -(qrand() % 150 + 1) - sub->size().height();
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sub->setPos(x,y);
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sub->setCurrentDirection(x == 0 ? SubMarine::Right : SubMarine::Left);
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sub->setCurrentSpeed(qrand() % 3 + 1);
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}
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}
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}
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/** Pause State */
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PauseState::PauseState(GraphicsScene *scene, QState *parent) : QState(parent),scene(scene)
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{
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}
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void PauseState::onEntry(QEvent *)
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{
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AnimationManager::self()->pauseAll();
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scene->boat->setEnabled(false);
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}
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void PauseState::onExit(QEvent *)
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{
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AnimationManager::self()->resumeAll();
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scene->boat->setEnabled(true);
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scene->boat->setFocus();
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}
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/** Lost State */
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LostState::LostState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game)
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{
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}
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void LostState::onEntry(QEvent *)
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{
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//The message to display
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QString message = QString("You lose on level %1. Your score is %2.").arg(game->currentLevel+1).arg(game->score);
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//We set the level back to 0
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game->currentLevel = 0;
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//We set the score back to 0
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game->score = 0;
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//We clear the scene
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scene->clearScene();
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//We inform the player
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scene->textInformationItem->setMessage(message);
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scene->textInformationItem->show();
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}
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void LostState::onExit(QEvent *)
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{
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//we hide the information
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scene->textInformationItem->hide();
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}
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/** Win State */
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WinState::WinState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game)
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{
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}
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void WinState::onEntry(QEvent *)
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{
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//We clear the scene
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scene->clearScene();
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QString message;
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if (scene->levelsData.size() - 1 != game->currentLevel) {
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message = QString("You win the level %1. Your score is %2.\nPress Space to continue.").arg(game->currentLevel+1).arg(game->score);
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//We increment the level number
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game->currentLevel++;
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} else {
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message = QString("You finish the game on level %1. Your score is %2.").arg(game->currentLevel+1).arg(game->score);
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//We set the level back to 0
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game->currentLevel = 0;
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//We set the score back to 0
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game->score = 0;
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}
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//We inform the player
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scene->textInformationItem->setMessage(message);
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scene->textInformationItem->show();
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}
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void WinState::onExit(QEvent *)
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{
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//we hide the information
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scene->textInformationItem->hide();
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}
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/** UpdateScore State */
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UpdateScoreState::UpdateScoreState(PlayState *g, QState *parent) : QState(parent), game(g)
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{
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}
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/** Win transition */
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UpdateScoreTransition::UpdateScoreTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target)
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: QSignalTransition(scene,SIGNAL(subMarineDestroyed(int))),
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game(game), scene(scene)
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{
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setTargetState(target);
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}
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bool UpdateScoreTransition::eventTest(QEvent *event)
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{
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if (!QSignalTransition::eventTest(event))
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return false;
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QStateMachine::SignalEvent *se = static_cast<QStateMachine::SignalEvent*>(event);
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game->score += se->arguments().at(0).toInt();
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scene->progressItem->setScore(game->score);
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return true;
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}
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/** Win transition */
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WinTransition::WinTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target)
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: QSignalTransition(scene,SIGNAL(allSubMarineDestroyed(int))),
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game(game), scene(scene)
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{
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setTargetState(target);
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}
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bool WinTransition::eventTest(QEvent *event)
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{
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if (!QSignalTransition::eventTest(event))
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return false;
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QStateMachine::SignalEvent *se = static_cast<QStateMachine::SignalEvent*>(event);
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game->score += se->arguments().at(0).toInt();
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scene->progressItem->setScore(game->score);
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return true;
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}
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/** Space transition */
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CustomSpaceTransition::CustomSpaceTransition(QWidget *widget, PlayState *game, QEvent::Type type, int key)
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: QKeyEventTransition(widget, type, key),
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game(game)
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{
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}
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bool CustomSpaceTransition::eventTest(QEvent *event)
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{
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if (!QKeyEventTransition::eventTest(event))
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return false;
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return (game->currentLevel != 0);
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}
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