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
283 lines
9.5 KiB
C++
283 lines
9.5 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 "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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