demos/sub-attaq/graphicsscene.cpp
changeset 0 1918ee327afb
child 3 41300fa6a67c
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/demos/sub-attaq/graphicsscene.cpp	Mon Jan 11 14:00:40 2010 +0000
@@ -0,0 +1,281 @@
+/****************************************************************************
+**
+** 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 "graphicsscene.h"
+#include "states.h"
+#include "boat.h"
+#include "submarine.h"
+#include "torpedo.h"
+#include "bomb.h"
+#include "pixmapitem.h"
+#include "animationmanager.h"
+#include "qanimationstate.h"
+#include "progressitem.h"
+#include "textinformationitem.h"
+
+//Qt
+#include <QtCore/QPropertyAnimation>
+#include <QtCore/QSequentialAnimationGroup>
+#include <QtCore/QParallelAnimationGroup>
+#include <QtCore/QStateMachine>
+#include <QtCore/QFinalState>
+#include <QtCore/QPauseAnimation>
+#include <QtGui/QAction>
+#include <QtCore/QDir>
+#include <QtGui/QApplication>
+#include <QtGui/QMessageBox>
+#include <QtGui/QGraphicsView>
+#include <QtGui/QGraphicsSceneMouseEvent>
+#include <QtCore/QXmlStreamReader>
+
+GraphicsScene::GraphicsScene(int x, int y, int width, int height, Mode mode)
+    : QGraphicsScene(x , y, width, height), mode(mode), boat(new Boat)
+{
+    PixmapItem *backgroundItem = new PixmapItem(QString("background"),mode);
+    backgroundItem->setZValue(1);
+    backgroundItem->setPos(0,0);
+    addItem(backgroundItem);
+
+    PixmapItem *surfaceItem = new PixmapItem(QString("surface"),mode);
+    surfaceItem->setZValue(3);
+    surfaceItem->setPos(0,sealLevel() - surfaceItem->boundingRect().height()/2);
+    addItem(surfaceItem);
+
+    //The item that display score and level
+    progressItem = new ProgressItem(backgroundItem);
+
+    textInformationItem = new TextInformationItem(backgroundItem);
+    textInformationItem->hide();
+    //We create the boat
+    addItem(boat);
+    boat->setPos(this->width()/2, sealLevel() - boat->size().height());
+    boat->hide();
+
+    //parse the xml that contain all data of the game
+    QXmlStreamReader reader;
+    QFile file(":data.xml");
+    file.open(QIODevice::ReadOnly);
+    reader.setDevice(&file);
+    LevelDescription currentLevel;
+    while (!reader.atEnd()) {
+         reader.readNext();
+         if (reader.tokenType() == QXmlStreamReader::StartElement) {
+             if (reader.name() == "submarine") {
+                 SubmarineDescription desc;
+                 desc.name = reader.attributes().value("name").toString();
+                 desc.points = reader.attributes().value("points").toString().toInt();
+                 desc.type = reader.attributes().value("type").toString().toInt();
+                 submarinesData.append(desc);
+             } else if (reader.name() == "level") {
+                 currentLevel.id = reader.attributes().value("id").toString().toInt();
+                 currentLevel.name = reader.attributes().value("name").toString();
+             } else if (reader.name() == "subinstance") {
+                 currentLevel.submarines.append(qMakePair(reader.attributes().value("type").toString().toInt(), reader.attributes().value("nb").toString().toInt()));
+             }
+         } else if (reader.tokenType() == QXmlStreamReader::EndElement) {
+            if (reader.name() == "level") {
+                levelsData.insert(currentLevel.id, currentLevel);
+                currentLevel.submarines.clear();
+            }
+         }
+   }
+}
+
+qreal GraphicsScene::sealLevel() const
+{
+    return (mode == Big) ? 220 : 160;
+}
+
+void GraphicsScene::setupScene(QAction *newAction, QAction *quitAction)
+{
+    static const int nLetters = 10;
+    static struct {
+        char const *pix;
+        qreal initX, initY;
+        qreal destX, destY;
+    } logoData[nLetters] = {
+        {"s",   -1000, -1000, 300, 150 },
+        {"u",    -800, -1000, 350, 150 },
+        {"b",    -600, -1000, 400, 120 },
+        {"dash", -400, -1000, 460, 150 },
+        {"a",    1000,  2000, 350, 250 },
+        {"t",     800,  2000, 400, 250 },
+        {"t2",    600,  2000, 430, 250 },
+        {"a2",    400,  2000, 465, 250 },
+        {"q",     200,  2000, 510, 250 },
+        {"excl",    0,  2000, 570, 220 } };
+
+    QSequentialAnimationGroup * lettersGroupMoving = new QSequentialAnimationGroup(this);
+    QParallelAnimationGroup * lettersGroupFading = new QParallelAnimationGroup(this);
+
+    for (int i = 0; i < nLetters; ++i) {
+        PixmapItem *logo = new PixmapItem(QLatin1String(":/logo-") + logoData[i].pix, this);
+        logo->setPos(logoData[i].initX, logoData[i].initY);
+        logo->setZValue(i + 3);
+        //creation of the animations for moving letters
+        QPropertyAnimation *moveAnim = new QPropertyAnimation(logo, "pos", lettersGroupMoving);
+        moveAnim->setEndValue(QPointF(logoData[i].destX, logoData[i].destY));
+        moveAnim->setDuration(200);
+        moveAnim->setEasingCurve(QEasingCurve::OutElastic);
+        lettersGroupMoving->addPause(50);
+        //creation of the animations for fading out the letters
+        QPropertyAnimation *fadeAnim = new QPropertyAnimation(logo, "opacity", lettersGroupFading);
+        fadeAnim->setDuration(800);
+        fadeAnim->setEndValue(0);
+        fadeAnim->setEasingCurve(QEasingCurve::OutQuad);
+    }
+
+    QStateMachine *machine = new QStateMachine(this);
+
+    //This state is when the player is playing
+    PlayState *gameState = new PlayState(this, machine);
+
+    //Final state
+    QFinalState *final = new QFinalState(machine);
+
+    //Animation when the player enter in the game
+    QAnimationState *lettersMovingState = new QAnimationState(machine);
+    lettersMovingState->setAnimation(lettersGroupMoving);
+
+    //Animation when the welcome screen disappear
+    QAnimationState *lettersFadingState = new QAnimationState(machine);
+    lettersFadingState->setAnimation(lettersGroupFading);
+
+    //if new game then we fade out the welcome screen and start playing
+    lettersMovingState->addTransition(newAction, SIGNAL(triggered()), lettersFadingState);
+    lettersFadingState->addTransition(lettersFadingState, SIGNAL(animationFinished()), gameState);
+
+    //New Game is triggered then player start playing
+    gameState->addTransition(newAction, SIGNAL(triggered()), gameState);
+
+    //Wanna quit, then connect to CTRL+Q
+    gameState->addTransition(quitAction, SIGNAL(triggered()), final);
+    lettersMovingState->addTransition(quitAction, SIGNAL(triggered()), final);
+
+    //Welcome screen is the initial state
+    machine->setInitialState(lettersMovingState);
+
+    machine->start();
+
+    //We reach the final state, then we quit
+    connect(machine, SIGNAL(finished()), qApp, SLOT(quit()));
+}
+
+void GraphicsScene::addItem(Bomb *bomb)
+{
+    bombs.insert(bomb);
+    connect(bomb,SIGNAL(bombExecutionFinished()),this, SLOT(onBombExecutionFinished()));
+    QGraphicsScene::addItem(bomb);
+}
+
+void GraphicsScene::addItem(Torpedo *torpedo)
+{
+    torpedos.insert(torpedo);
+    connect(torpedo,SIGNAL(torpedoExecutionFinished()),this, SLOT(onTorpedoExecutionFinished()));
+    QGraphicsScene::addItem(torpedo);
+}
+
+void GraphicsScene::addItem(SubMarine *submarine)
+{
+    submarines.insert(submarine);
+    connect(submarine,SIGNAL(subMarineExecutionFinished()),this, SLOT(onSubMarineExecutionFinished()));
+    QGraphicsScene::addItem(submarine);
+}
+
+void GraphicsScene::addItem(QGraphicsItem *item)
+{
+    QGraphicsScene::addItem(item);
+}
+
+void GraphicsScene::onBombExecutionFinished()
+{
+    Bomb *bomb = qobject_cast<Bomb *>(sender());
+    bombs.remove(bomb);
+    bomb->deleteLater();
+    if (boat)
+        boat->setBombsLaunched(boat->bombsLaunched() - 1);
+}
+
+void GraphicsScene::onTorpedoExecutionFinished()
+{
+    Torpedo *torpedo = qobject_cast<Torpedo *>(sender());
+    torpedos.remove(torpedo);
+    torpedo->deleteLater();
+}
+
+void GraphicsScene::onSubMarineExecutionFinished()
+{
+    SubMarine *submarine = qobject_cast<SubMarine *>(sender());
+    submarines.remove(submarine);
+    if (submarines.count() == 0)
+        emit allSubMarineDestroyed(submarine->points());
+    else
+        emit subMarineDestroyed(submarine->points());
+    submarine->deleteLater();
+}
+
+void GraphicsScene::clearScene()
+{
+    foreach (SubMarine *sub, submarines) {
+        sub->destroy();
+        sub->deleteLater();
+    }
+
+    foreach (Torpedo *torpedo, torpedos) {
+        torpedo->destroy();
+        torpedo->deleteLater();
+    }
+
+    foreach (Bomb *bomb, bombs) {
+        bomb->destroy();
+        bomb->deleteLater();
+    }
+
+    submarines.clear();
+    bombs.clear();
+    torpedos.clear();
+
+    AnimationManager::self()->unregisterAllAnimations();
+
+    boat->stop();
+    boat->hide();
+}