83a5694dc2
Qt copyrights are now in The Qt Company, so we could update the source code headers accordingly. In the same go we should also fix the links to point to qt.io. Outdated header.LGPL removed (use header.LGPL21 instead) Old header.LGPL3 renamed to header.LGPL3-COMM to match actual licensing combination. New header.LGPL-COMM taken in the use file which were using old header.LGPL3 (src/plugins/platforms/android/extract.cpp) Added new header.LGPL3 containing Commercial + LGPLv3 + GPLv2 license combination Change-Id: I6f49b819a8a20cc4f88b794a8f6726d975e8ffbe Reviewed-by: Matti Paaso <matti.paaso@theqtcompany.com>
275 lines
9.6 KiB
C++
275 lines
9.6 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2015 The Qt Company Ltd.
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** Contact: http://www.qt.io/licensing/
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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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** $QT_BEGIN_LICENSE:LGPL21$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see http://www.qt.io/terms-conditions. For further
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** information use the contact form at http://www.qt.io/contact-us.
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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 or version 3 as published by the Free
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** Software Foundation and appearing in the file LICENSE.LGPLv21 and
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** LICENSE.LGPLv3 included in the packaging of this file. Please review the
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** following information to ensure the GNU Lesser General Public License
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** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
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** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** As a special exception, The Qt Company gives you certain additional
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** rights. These rights are described in The Qt Company 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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** $QT_END_LICENSE$
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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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