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 0 | 1918ee327afb |
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:
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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 "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 <QtGui/QMessageBox> |
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#include <QtGui/QGraphicsView> |
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#include <QtCore/QStateMachine> |
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#include <QtGui/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(this, 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(PlayState *g, QState *parent) : QState(parent), game(g) |
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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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} |