5635823e17
As in the past, to avoid rewriting various autotests that contain line-number information, an extra blank line has been inserted at the end of the license text to ensure that this commit does not change the total number of lines in the license header. Change-Id: I311e001373776812699d6efc045b5f742890c689 Reviewed-by: Rohan McGovern <rohan.mcgovern@nokia.com>
283 lines
9.7 KiB
C++
283 lines
9.7 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/
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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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** GNU Lesser General Public License Usage
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** This file may be used under the terms of the GNU Lesser General Public
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** License version 2.1 as published by the Free Software Foundation and
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** appearing in the file LICENSE.LGPL included in the packaging of this
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** file. Please review the following information to ensure the GNU Lesser
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** General Public License version 2.1 requirements will be met:
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** 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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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU General
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** Public License version 3.0 as published by the Free Software Foundation
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** and appearing in the file LICENSE.GPL included in the packaging of this
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** file. Please review the following information to ensure the GNU General
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** Public License version 3.0 requirements will be met:
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** http://www.gnu.org/copyleft/gpl.html.
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**
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** Other Usage
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** Alternatively, this file may be used in accordance with the terms and
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** conditions contained in a signed written agreement between you and Nokia.
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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 <QtWidgets/QAction>
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#include <QtCore/QDir>
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#include <QtWidgets/QApplication>
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#include <QtWidgets/QMessageBox>
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#include <QtWidgets/QGraphicsView>
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#include <QtWidgets/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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