demos/sub-attaq/states.cpp
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     1 /****************************************************************************
       
     2 **
       
     3 ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
       
     4 ** All rights reserved.
       
     5 ** Contact: Nokia Corporation (qt-info@nokia.com)
       
     6 **
       
     7 ** This file is part of the QtCore module of the Qt Toolkit.
       
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     9 ** $QT_BEGIN_LICENSE:LGPL$
       
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    11 ** This file contains pre-release code and may not be distributed.
       
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    13 ** contained in the Technology Preview License Agreement accompanying
       
    14 ** this package.
       
    15 **
       
    16 ** GNU Lesser General Public License Usage
       
    17 ** Alternatively, this file may be used under the terms of the GNU Lesser
       
    18 ** General Public License version 2.1 as published by the Free Software
       
    19 ** Foundation and appearing in the file LICENSE.LGPL included in the
       
    20 ** packaging of this file.  Please review the following information to
       
    21 ** ensure the GNU Lesser General Public License version 2.1 requirements
       
    22 ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
       
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    24 ** In addition, as a special exception, Nokia gives you certain additional
       
    25 ** rights.  These rights are described in the Nokia Qt LGPL Exception
       
    26 ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
       
    27 **
       
    28 ** If you have questions regarding the use of this file, please contact
       
    29 ** Nokia at qt-info@nokia.com.
       
    30 **
       
    31 **
       
    32 **
       
    33 **
       
    34 **
       
    35 **
       
    36 **
       
    37 **
       
    38 ** $QT_END_LICENSE$
       
    39 **
       
    40 ****************************************************************************/
       
    41 
       
    42 //Own
       
    43 #include "states.h"
       
    44 #include "graphicsscene.h"
       
    45 #include "boat.h"
       
    46 #include "submarine.h"
       
    47 #include "torpedo.h"
       
    48 #include "animationmanager.h"
       
    49 #include "progressitem.h"
       
    50 #include "textinformationitem.h"
       
    51 
       
    52 //Qt
       
    53 #include <QtGui/QMessageBox>
       
    54 #include <QtGui/QGraphicsView>
       
    55 #include <QtCore/QStateMachine>
       
    56 #include <QtGui/QKeyEventTransition>
       
    57 #include <QtCore/QFinalState>
       
    58 
       
    59 PlayState::PlayState(GraphicsScene *scene, QState *parent)
       
    60     : QState(parent),
       
    61     scene(scene),
       
    62     machine(0),
       
    63     currentLevel(0),
       
    64     score(0)
       
    65 {
       
    66 }
       
    67 
       
    68 PlayState::~PlayState()
       
    69 {
       
    70     delete machine;
       
    71 }
       
    72 
       
    73 void PlayState::onEntry(QEvent *)
       
    74 {
       
    75     //We are now playing?
       
    76     if (machine) {
       
    77         machine->stop();
       
    78         //we hide the information
       
    79         scene->textInformationItem->hide();
       
    80         scene->clearScene();
       
    81         currentLevel = 0;
       
    82         score = 0;
       
    83         delete machine;
       
    84     }
       
    85 
       
    86     machine = new QStateMachine;
       
    87 
       
    88     //This state is when player is playing
       
    89     LevelState *levelState = new LevelState(scene, this, machine);
       
    90 
       
    91     //This state is when the player is actually playing but the game is not paused
       
    92     QState *playingState = new QState(levelState);
       
    93     levelState->setInitialState(playingState);
       
    94 
       
    95     //This state is when the game is paused
       
    96     PauseState *pauseState = new PauseState(scene, levelState);
       
    97 
       
    98     //We have one view, it receive the key press event
       
    99     QKeyEventTransition *pressPplay = new QKeyEventTransition(scene->views().at(0), QEvent::KeyPress, Qt::Key_P);
       
   100     pressPplay->setTargetState(pauseState);
       
   101     QKeyEventTransition *pressPpause = new QKeyEventTransition(scene->views().at(0), QEvent::KeyPress, Qt::Key_P);
       
   102     pressPpause->setTargetState(playingState);
       
   103 
       
   104     //Pause "P" is triggered, the player pause the game
       
   105     playingState->addTransition(pressPplay);
       
   106 
       
   107     //To get back playing when the game has been paused
       
   108     pauseState->addTransition(pressPpause);
       
   109 
       
   110     //This state is when player have lost
       
   111     LostState *lostState = new LostState(scene, this, machine);
       
   112 
       
   113     //This state is when player have won
       
   114     WinState *winState = new WinState(scene, this, machine);
       
   115 
       
   116     //The boat has been destroyed then the game is finished
       
   117     levelState->addTransition(scene->boat, SIGNAL(boatExecutionFinished()),lostState);
       
   118 
       
   119     //This transition check if we won or not
       
   120     WinTransition *winTransition = new WinTransition(scene, this, winState);
       
   121 
       
   122     //The boat has been destroyed then the game is finished
       
   123     levelState->addTransition(winTransition);
       
   124 
       
   125     //This state is an animation when the score changed
       
   126     UpdateScoreState *scoreState = new UpdateScoreState(this, levelState);
       
   127 
       
   128     //This transition update the score when a submarine die
       
   129     UpdateScoreTransition *scoreTransition = new UpdateScoreTransition(scene, this, levelState);
       
   130     scoreTransition->setTargetState(scoreState);
       
   131 
       
   132     //The boat has been destroyed then the game is finished
       
   133     playingState->addTransition(scoreTransition);
       
   134 
       
   135     //We go back to play state
       
   136     scoreState->addTransition(playingState);
       
   137 
       
   138     //We start playing!!!
       
   139     machine->setInitialState(levelState);
       
   140 
       
   141     //Final state
       
   142     QFinalState *final = new QFinalState(machine);
       
   143 
       
   144     //This transition is triggered when the player press space after completing a level
       
   145     CustomSpaceTransition *spaceTransition = new CustomSpaceTransition(scene->views().at(0), this, QEvent::KeyPress, Qt::Key_Space);
       
   146     spaceTransition->setTargetState(levelState);
       
   147     winState->addTransition(spaceTransition);
       
   148 
       
   149     //We lost we should reach the final state
       
   150     lostState->addTransition(lostState, SIGNAL(finished()), final);
       
   151 
       
   152     machine->start();
       
   153 }
       
   154 
       
   155 LevelState::LevelState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game)
       
   156 {
       
   157 }
       
   158 void LevelState::onEntry(QEvent *)
       
   159 {
       
   160     initializeLevel();
       
   161 }
       
   162 
       
   163 void LevelState::initializeLevel()
       
   164 {
       
   165     //we re-init the boat
       
   166     scene->boat->setPos(scene->width()/2, scene->sealLevel() - scene->boat->size().height());
       
   167     scene->boat->setCurrentSpeed(0);
       
   168     scene->boat->setCurrentDirection(Boat::None);
       
   169     scene->boat->setBombsLaunched(0);
       
   170     scene->boat->show();
       
   171     scene->setFocusItem(scene->boat, Qt::OtherFocusReason);
       
   172     scene->boat->run();
       
   173 
       
   174     scene->progressItem->setScore(game->score);
       
   175     scene->progressItem->setLevel(game->currentLevel + 1);
       
   176 
       
   177     GraphicsScene::LevelDescription currentLevelDescription = scene->levelsData.value(game->currentLevel);
       
   178 
       
   179     for (int i = 0; i < currentLevelDescription.submarines.size(); ++i ) {
       
   180 
       
   181         QPair<int,int> subContent = currentLevelDescription.submarines.at(i);
       
   182         GraphicsScene::SubmarineDescription submarineDesc = scene->submarinesData.at(subContent.first);
       
   183 
       
   184         for (int j = 0; j < subContent.second; ++j ) {
       
   185             SubMarine *sub = new SubMarine(submarineDesc.type, submarineDesc.name, submarineDesc.points);
       
   186             scene->addItem(sub);
       
   187             int random = (qrand() % 15 + 1);
       
   188             qreal x = random == 13 || random == 5 ? 0 : scene->width() - sub->size().width();
       
   189             qreal y = scene->height() -(qrand() % 150 + 1) - sub->size().height();
       
   190             sub->setPos(x,y);
       
   191             sub->setCurrentDirection(x == 0 ? SubMarine::Right : SubMarine::Left);
       
   192             sub->setCurrentSpeed(qrand() % 3 + 1);
       
   193         }
       
   194     }
       
   195 }
       
   196 
       
   197 /** Pause State */
       
   198 PauseState::PauseState(GraphicsScene *scene, QState *parent) : QState(parent),scene(scene)
       
   199 {
       
   200 }
       
   201 void PauseState::onEntry(QEvent *)
       
   202 {
       
   203     AnimationManager::self()->pauseAll();
       
   204     scene->boat->setEnabled(false);
       
   205 }
       
   206 void PauseState::onExit(QEvent *)
       
   207 {
       
   208     AnimationManager::self()->resumeAll();
       
   209     scene->boat->setEnabled(true);
       
   210     scene->boat->setFocus();
       
   211 }
       
   212 
       
   213 /** Lost State */
       
   214 LostState::LostState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game)
       
   215 {
       
   216 }
       
   217 
       
   218 void LostState::onEntry(QEvent *)
       
   219 {
       
   220     //The message to display
       
   221     QString message = QString("You lose on level %1. Your score is %2.").arg(game->currentLevel+1).arg(game->score);
       
   222 
       
   223     //We set the level back to 0
       
   224     game->currentLevel = 0;
       
   225 
       
   226     //We set the score back to 0
       
   227     game->score = 0;
       
   228 
       
   229     //We clear the scene
       
   230     scene->clearScene();
       
   231 
       
   232     //We inform the player
       
   233     scene->textInformationItem->setMessage(message);
       
   234     scene->textInformationItem->show();
       
   235 }
       
   236 
       
   237 void LostState::onExit(QEvent *)
       
   238 {
       
   239     //we hide the information
       
   240     scene->textInformationItem->hide();
       
   241 }
       
   242 
       
   243 /** Win State */
       
   244 WinState::WinState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game)
       
   245 {
       
   246 }
       
   247 
       
   248 void WinState::onEntry(QEvent *)
       
   249 {
       
   250     //We clear the scene
       
   251     scene->clearScene();
       
   252 
       
   253     QString message;
       
   254     if (scene->levelsData.size() - 1 != game->currentLevel) {
       
   255         message = QString("You win the level %1. Your score is %2.\nPress Space to continue.").arg(game->currentLevel+1).arg(game->score);
       
   256         //We increment the level number
       
   257         game->currentLevel++;
       
   258     } else {
       
   259         message = QString("You finish the game on level %1. Your score is %2.").arg(game->currentLevel+1).arg(game->score);
       
   260         //We set the level back to 0
       
   261         game->currentLevel = 0;
       
   262         //We set the score back to 0
       
   263         game->score = 0;
       
   264     }
       
   265 
       
   266     //We inform the player
       
   267     scene->textInformationItem->setMessage(message);
       
   268     scene->textInformationItem->show();
       
   269 }
       
   270 
       
   271 void WinState::onExit(QEvent *)
       
   272 {
       
   273     //we hide the information
       
   274     scene->textInformationItem->hide();
       
   275 }
       
   276 
       
   277 /** UpdateScore State */
       
   278 UpdateScoreState::UpdateScoreState(PlayState *g, QState *parent) : QState(parent), game(g)
       
   279 {
       
   280 }
       
   281 
       
   282 /** Win transition */
       
   283 UpdateScoreTransition::UpdateScoreTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target)
       
   284     : QSignalTransition(scene,SIGNAL(subMarineDestroyed(int))),
       
   285     game(game), scene(scene)
       
   286 {
       
   287     setTargetState(target);
       
   288 }
       
   289 
       
   290 bool UpdateScoreTransition::eventTest(QEvent *event)
       
   291 {
       
   292     if (!QSignalTransition::eventTest(event))
       
   293         return false;
       
   294     QStateMachine::SignalEvent *se = static_cast<QStateMachine::SignalEvent*>(event);
       
   295     game->score += se->arguments().at(0).toInt();
       
   296     scene->progressItem->setScore(game->score);
       
   297     return true;
       
   298 }
       
   299 
       
   300 /** Win transition */
       
   301 WinTransition::WinTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target)
       
   302     : QSignalTransition(scene,SIGNAL(allSubMarineDestroyed(int))),
       
   303     game(game), scene(scene)
       
   304 {
       
   305     setTargetState(target);
       
   306 }
       
   307 
       
   308 bool WinTransition::eventTest(QEvent *event)
       
   309 {
       
   310     if (!QSignalTransition::eventTest(event))
       
   311         return false;
       
   312     QStateMachine::SignalEvent *se = static_cast<QStateMachine::SignalEvent*>(event);
       
   313     game->score += se->arguments().at(0).toInt();
       
   314     scene->progressItem->setScore(game->score);
       
   315     return true;
       
   316 }
       
   317 
       
   318 /** Space transition */
       
   319 CustomSpaceTransition::CustomSpaceTransition(QWidget *widget, PlayState *game, QEvent::Type type, int key)
       
   320     :   QKeyEventTransition(widget, type, key),
       
   321         game(game)
       
   322 {
       
   323 }
       
   324 
       
   325 bool CustomSpaceTransition::eventTest(QEvent *event)
       
   326 {
       
   327     if (!QKeyEventTransition::eventTest(event))
       
   328         return false;
       
   329     return (game->currentLevel != 0);
       
   330 }