demos/sub-attaq/states.cpp
changeset 0 1918ee327afb
child 4 3b1da2848fc7
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/demos/sub-attaq/states.cpp	Mon Jan 11 14:00:40 2010 +0000
@@ -0,0 +1,330 @@
+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the QtCore module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the Technology Preview License Agreement accompanying
+** this package.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file.  Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain additional
+** rights.  These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//Own
+#include "states.h"
+#include "graphicsscene.h"
+#include "boat.h"
+#include "submarine.h"
+#include "torpedo.h"
+#include "animationmanager.h"
+#include "progressitem.h"
+#include "textinformationitem.h"
+
+//Qt
+#include <QtGui/QMessageBox>
+#include <QtGui/QGraphicsView>
+#include <QtCore/QStateMachine>
+#include <QtGui/QKeyEventTransition>
+#include <QtCore/QFinalState>
+
+PlayState::PlayState(GraphicsScene *scene, QState *parent)
+    : QState(parent),
+    scene(scene),
+    machine(0),
+    currentLevel(0),
+    score(0)
+{
+}
+
+PlayState::~PlayState()
+{
+    delete machine;
+}
+
+void PlayState::onEntry(QEvent *)
+{
+    //We are now playing?
+    if (machine) {
+        machine->stop();
+        //we hide the information
+        scene->textInformationItem->hide();
+        scene->clearScene();
+        currentLevel = 0;
+        score = 0;
+        delete machine;
+    }
+
+    machine = new QStateMachine;
+
+    //This state is when player is playing
+    LevelState *levelState = new LevelState(scene, this, machine);
+
+    //This state is when the player is actually playing but the game is not paused
+    QState *playingState = new QState(levelState);
+    levelState->setInitialState(playingState);
+
+    //This state is when the game is paused
+    PauseState *pauseState = new PauseState(scene, levelState);
+
+    //We have one view, it receive the key press event
+    QKeyEventTransition *pressPplay = new QKeyEventTransition(scene->views().at(0), QEvent::KeyPress, Qt::Key_P);
+    pressPplay->setTargetState(pauseState);
+    QKeyEventTransition *pressPpause = new QKeyEventTransition(scene->views().at(0), QEvent::KeyPress, Qt::Key_P);
+    pressPpause->setTargetState(playingState);
+
+    //Pause "P" is triggered, the player pause the game
+    playingState->addTransition(pressPplay);
+
+    //To get back playing when the game has been paused
+    pauseState->addTransition(pressPpause);
+
+    //This state is when player have lost
+    LostState *lostState = new LostState(scene, this, machine);
+
+    //This state is when player have won
+    WinState *winState = new WinState(scene, this, machine);
+
+    //The boat has been destroyed then the game is finished
+    levelState->addTransition(scene->boat, SIGNAL(boatExecutionFinished()),lostState);
+
+    //This transition check if we won or not
+    WinTransition *winTransition = new WinTransition(scene, this, winState);
+
+    //The boat has been destroyed then the game is finished
+    levelState->addTransition(winTransition);
+
+    //This state is an animation when the score changed
+    UpdateScoreState *scoreState = new UpdateScoreState(this, levelState);
+
+    //This transition update the score when a submarine die
+    UpdateScoreTransition *scoreTransition = new UpdateScoreTransition(scene, this, levelState);
+    scoreTransition->setTargetState(scoreState);
+
+    //The boat has been destroyed then the game is finished
+    playingState->addTransition(scoreTransition);
+
+    //We go back to play state
+    scoreState->addTransition(playingState);
+
+    //We start playing!!!
+    machine->setInitialState(levelState);
+
+    //Final state
+    QFinalState *final = new QFinalState(machine);
+
+    //This transition is triggered when the player press space after completing a level
+    CustomSpaceTransition *spaceTransition = new CustomSpaceTransition(scene->views().at(0), this, QEvent::KeyPress, Qt::Key_Space);
+    spaceTransition->setTargetState(levelState);
+    winState->addTransition(spaceTransition);
+
+    //We lost we should reach the final state
+    lostState->addTransition(lostState, SIGNAL(finished()), final);
+
+    machine->start();
+}
+
+LevelState::LevelState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game)
+{
+}
+void LevelState::onEntry(QEvent *)
+{
+    initializeLevel();
+}
+
+void LevelState::initializeLevel()
+{
+    //we re-init the boat
+    scene->boat->setPos(scene->width()/2, scene->sealLevel() - scene->boat->size().height());
+    scene->boat->setCurrentSpeed(0);
+    scene->boat->setCurrentDirection(Boat::None);
+    scene->boat->setBombsLaunched(0);
+    scene->boat->show();
+    scene->setFocusItem(scene->boat, Qt::OtherFocusReason);
+    scene->boat->run();
+
+    scene->progressItem->setScore(game->score);
+    scene->progressItem->setLevel(game->currentLevel + 1);
+
+    GraphicsScene::LevelDescription currentLevelDescription = scene->levelsData.value(game->currentLevel);
+
+    for (int i = 0; i < currentLevelDescription.submarines.size(); ++i ) {
+
+        QPair<int,int> subContent = currentLevelDescription.submarines.at(i);
+        GraphicsScene::SubmarineDescription submarineDesc = scene->submarinesData.at(subContent.first);
+
+        for (int j = 0; j < subContent.second; ++j ) {
+            SubMarine *sub = new SubMarine(submarineDesc.type, submarineDesc.name, submarineDesc.points);
+            scene->addItem(sub);
+            int random = (qrand() % 15 + 1);
+            qreal x = random == 13 || random == 5 ? 0 : scene->width() - sub->size().width();
+            qreal y = scene->height() -(qrand() % 150 + 1) - sub->size().height();
+            sub->setPos(x,y);
+            sub->setCurrentDirection(x == 0 ? SubMarine::Right : SubMarine::Left);
+            sub->setCurrentSpeed(qrand() % 3 + 1);
+        }
+    }
+}
+
+/** Pause State */
+PauseState::PauseState(GraphicsScene *scene, QState *parent) : QState(parent),scene(scene)
+{
+}
+void PauseState::onEntry(QEvent *)
+{
+    AnimationManager::self()->pauseAll();
+    scene->boat->setEnabled(false);
+}
+void PauseState::onExit(QEvent *)
+{
+    AnimationManager::self()->resumeAll();
+    scene->boat->setEnabled(true);
+    scene->boat->setFocus();
+}
+
+/** Lost State */
+LostState::LostState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game)
+{
+}
+
+void LostState::onEntry(QEvent *)
+{
+    //The message to display
+    QString message = QString("You lose on level %1. Your score is %2.").arg(game->currentLevel+1).arg(game->score);
+
+    //We set the level back to 0
+    game->currentLevel = 0;
+
+    //We set the score back to 0
+    game->score = 0;
+
+    //We clear the scene
+    scene->clearScene();
+
+    //We inform the player
+    scene->textInformationItem->setMessage(message);
+    scene->textInformationItem->show();
+}
+
+void LostState::onExit(QEvent *)
+{
+    //we hide the information
+    scene->textInformationItem->hide();
+}
+
+/** Win State */
+WinState::WinState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game)
+{
+}
+
+void WinState::onEntry(QEvent *)
+{
+    //We clear the scene
+    scene->clearScene();
+
+    QString message;
+    if (scene->levelsData.size() - 1 != game->currentLevel) {
+        message = QString("You win the level %1. Your score is %2.\nPress Space to continue.").arg(game->currentLevel+1).arg(game->score);
+        //We increment the level number
+        game->currentLevel++;
+    } else {
+        message = QString("You finish the game on level %1. Your score is %2.").arg(game->currentLevel+1).arg(game->score);
+        //We set the level back to 0
+        game->currentLevel = 0;
+        //We set the score back to 0
+        game->score = 0;
+    }
+
+    //We inform the player
+    scene->textInformationItem->setMessage(message);
+    scene->textInformationItem->show();
+}
+
+void WinState::onExit(QEvent *)
+{
+    //we hide the information
+    scene->textInformationItem->hide();
+}
+
+/** UpdateScore State */
+UpdateScoreState::UpdateScoreState(PlayState *g, QState *parent) : QState(parent), game(g)
+{
+}
+
+/** Win transition */
+UpdateScoreTransition::UpdateScoreTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target)
+    : QSignalTransition(scene,SIGNAL(subMarineDestroyed(int))),
+    game(game), scene(scene)
+{
+    setTargetState(target);
+}
+
+bool UpdateScoreTransition::eventTest(QEvent *event)
+{
+    if (!QSignalTransition::eventTest(event))
+        return false;
+    QStateMachine::SignalEvent *se = static_cast<QStateMachine::SignalEvent*>(event);
+    game->score += se->arguments().at(0).toInt();
+    scene->progressItem->setScore(game->score);
+    return true;
+}
+
+/** Win transition */
+WinTransition::WinTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target)
+    : QSignalTransition(scene,SIGNAL(allSubMarineDestroyed(int))),
+    game(game), scene(scene)
+{
+    setTargetState(target);
+}
+
+bool WinTransition::eventTest(QEvent *event)
+{
+    if (!QSignalTransition::eventTest(event))
+        return false;
+    QStateMachine::SignalEvent *se = static_cast<QStateMachine::SignalEvent*>(event);
+    game->score += se->arguments().at(0).toInt();
+    scene->progressItem->setScore(game->score);
+    return true;
+}
+
+/** Space transition */
+CustomSpaceTransition::CustomSpaceTransition(QWidget *widget, PlayState *game, QEvent::Type type, int key)
+    :   QKeyEventTransition(widget, type, key),
+        game(game)
+{
+}
+
+bool CustomSpaceTransition::eventTest(QEvent *event)
+{
+    if (!QKeyEventTransition::eventTest(event))
+        return false;
+    return (game->currentLevel != 0);
+}