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 Outdated header.LGPL removed (use header.LGPL21 instead) Old header.LGPL3 renamed to header.LGPL3-COMM to match actual licensing combination.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>
323 lines
10 KiB
C++
323 lines
10 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 "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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