author | Dremov Kirill (Nokia-D-MSW/Tampere) <kirill.dremov@nokia.com> |
Fri, 19 Feb 2010 23:40:16 +0200 | |
branch | RCL_3 |
changeset 4 | 3b1da2848fc7 |
parent 3 | 41300fa6a67c |
permissions | -rw-r--r-- |
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/**************************************************************************** |
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** |
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3b1da2848fc7
Revision: 201003
Dremov Kirill (Nokia-D-MSW/Tampere) <kirill.dremov@nokia.com>
parents:
3
diff
changeset
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** Copyright (C) 2010 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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3
41300fa6a67c
Revision: 201003
Dremov Kirill (Nokia-D-MSW/Tampere) <kirill.dremov@nokia.com>
parents:
0
diff
changeset
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boat->setEnabled(true); |
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} |