c2530a0f59
Change-Id: Icad46a03a8d5875c128bd1f1bc97127e0ee05622 Reviewed-by: Jerome Pasion <jerome.pasion@digia.com>
331 lines
11 KiB
C++
331 lines
11 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/legal
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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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** 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 Digia. For licensing terms and
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** conditions see http://qt.digia.com/licensing. For further information
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** use the contact form at http://qt.digia.com/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 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, Digia gives you certain additional
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** rights. These rights are described in the Digia 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
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** General Public License version 3.0 as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU General Public License version 3.0 requirements will be
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** met: http://www.gnu.org/copyleft/gpl.html.
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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 <QtWidgets/QMessageBox>
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#include <QtWidgets/QGraphicsView>
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#include <QtCore/QStateMachine>
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#include <QtWidgets/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(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(QState *parent) : QState(parent)
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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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