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+/****************************************************************************
+**
+** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the QtDeclarative module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** You may use this file under the terms of the BSD license as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor
+** the names of its contributors may be used to endorse or promote
+** products derived from this software without specific prior written
+** permission.
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "gameengine.h"
+#include "plugins/levelplugininterface.h"
+#include "InvSounds.h"
+
+#include <QDebug>
+#include <QTimerEvent>
+#include <QTime>
+#include <QDesktopServices>
+
+const int TIMER_SPEED = 80;
+
+GameEngine::GameEngine(QObject* parent)
+ :QObject(parent)
+{
+ m_timerId = 0;
+ m_doEnemyMissile = 1500 / TIMER_SPEED;
+ m_GameGml = 0;
+ m_gameLevel = 0;
+
+ clearQmlObjects();
+
+ // For random
+ QTime time = QTime::currentTime();
+ qsrand((uint)time.msec());
+
+ // Sound engine
+ m_soundEngine = new CInvSounds(this);
+
+ // Device profile
+ m_silent = false;
+
+#ifdef Q_OS_SYMBIAN
+ iVibrate = CHWRMVibra::NewL();
+#endif
+
+ // Get device profile, is it silent?
+#if defined Q_OS_SYMBIAN || defined Q_WS_MAEMO_5
+ m_systemDeviceInfo = new QSystemDeviceInfo(this);
+ QObject::connect(m_systemDeviceInfo,SIGNAL(currentProfileChanged(QSystemDeviceInfo::Profile)),this,
+ SLOT(currentProfileChanged(QSystemDeviceInfo::Profile)));
+ QSystemDeviceInfo::Profile p = m_systemDeviceInfo->currentProfile();
+ if (p == QSystemDeviceInfo::SilentProfile) {
+ m_silent = true;
+ }
+#endif
+
+}
+
+
+GameEngine::~GameEngine()
+{
+#ifdef Q_OS_SYMBIAN
+ delete iVibrate;
+#endif
+
+}
+
+void GameEngine::gameStartSound()
+{
+ if (!m_silent)
+ m_soundEngine->gameStartSound();
+}
+
+#if defined Q_OS_SYMBIAN || defined Q_WS_MAEMO_5
+void GameEngine::currentProfileChanged(QSystemDeviceInfo::Profile p)
+{
+ if (p == QSystemDeviceInfo::SilentProfile) {
+ enableSounds(QVariant(false));
+ } else {
+ enableSounds(QVariant(true));
+ }
+}
+#endif
+
+void GameEngine::enableSounds(QVariant enable)
+{
+ m_silent = !enable.toBool();
+
+ if (m_silent)
+ this->m_soundEngine->enableSounds(false);
+ else
+ this->m_soundEngine->enableSounds(true);
+
+}
+
+QVariant GameEngine::randInt(QVariant low, QVariant high)
+{
+ // Random number between low and high
+ return qrand() % ((high.toInt() + 1) - low.toInt()) + low.toInt();
+}
+
+void GameEngine::setGameLevel(LevelPluginInterface* level)
+{
+ // Set used game level
+ m_gameLevel = level;
+
+ if (m_gameLevel) {
+ // Set used sound from the level into sound engine
+ m_soundEngine->enableSounds(m_gameLevel->levelSounds());
+ // Invoke QML to take new level in use
+ QMetaObject::invokeMethod(m_GameGml, "levelReadyForCreation", Qt::AutoConnection);
+
+ m_doEnemyMissile = m_gameLevel->enemyFireSpeed().toInt() / TIMER_SPEED;
+ }
+}
+
+void GameEngine::setPluginList(QList<QPluginLoader*> plugins)
+{
+ m_pluginList = plugins;
+}
+
+QVariant GameEngine::pluginList()
+{
+ QStringList list;
+ QPluginLoader* loader;
+ foreach (loader,m_pluginList) {
+ QString s = loader->fileName();
+ s = s.mid(s.lastIndexOf("/")+1);
+ s = s.left(s.lastIndexOf("."));
+ s = s.toUpper();
+#ifdef Q_WS_MAEMO_5
+ if (s.contains("LIB")) {
+ s = s.right(s.length() - (s.indexOf("LIB")+3));
+ }
+#endif
+ list.append(s);
+ }
+ return QVariant(list);
+}
+
+void GameEngine::pauseLevel(QVariant doPause)
+{
+ bool enableTimer = !doPause.toBool();
+ enableEngineTimer(QVariant(enableTimer));
+ QMetaObject::invokeMethod(m_levelQml, "pause", Qt::AutoConnection,Q_ARG(QVariant, doPause));
+}
+
+
+void GameEngine::findQmlObjects()
+{
+ if (m_GameGml) {
+ qDebug() << "GameEngine::findQmlObjects()";
+
+ // Find Missiles objects
+ m_missileList.clear();
+ m_enemyMissileList.clear();
+ findMissiles(m_GameGml);
+
+ // Set QMLs
+ setLevelQml(m_GameGml->findChild<QObject*>("level"));
+ setEnemiesGridQml(m_GameGml->findChild<QObject*>("enemiesGrid"));
+ setMyShipQml(m_GameGml->findChild<QObject*>("myShip"));
+
+ // Find Enemies objects
+ m_enemyList.clear();
+ qDebug() << "GameEngine::findQmlObjects() find enemies from: level QML";
+ findEnemies(m_levelQml);
+
+
+ } else {
+ qDebug() << "GameEngine::findQmlObjects() rootObject NULL";
+ }
+}
+
+void GameEngine::clearQmlObjects()
+{
+ m_missileList.clear();
+ m_enemyMissileList.clear();
+ m_enemyList.clear();
+ m_levelQml = 0;
+ m_enemiesGridGml = 0;
+ m_myShipGml = 0;
+ //m_GameGml = 0; // NOTE: Do not delete this
+}
+
+
+void GameEngine::findMissiles(QObject *rootObject)
+{
+ if (rootObject) {
+ QObjectList list = rootObject->children();
+ QObject* item;
+ foreach (item,list) {
+ if (item->children().count()>0) {
+ findMissiles(item);
+ } else {
+ if (rootObject->objectName()=="missile") {
+ QDeclarativeItem* missile = static_cast<QDeclarativeItem*>(rootObject);
+ m_missileList.append(missile);
+ } else if (rootObject->objectName()=="enemy_missile") {
+ QDeclarativeItem* enemyMissile = static_cast<QDeclarativeItem*>(rootObject);
+ m_enemyMissileList.append(enemyMissile);
+ }
+ }
+ }
+ } else {
+ qDebug() << "GameEngine::findMissiles() rootObject NULL";
+ }
+}
+
+void GameEngine::findEnemies(QObject *rootObject)
+{
+ if (rootObject) {
+ QObjectList list = rootObject->children();
+ QObject* item;
+ foreach (item,list) {
+ if (item->children().count()>0 && item->objectName()!="enemy") {
+ //qDebug() << "Enemy children found from: " << item->objectName();
+ findEnemies(item);
+ } else {
+ if (item->objectName()=="enemy") {
+ //qDebug() << "Enemy child founds: " << item->objectName();
+ QDeclarativeItem* enemy = static_cast<QDeclarativeItem*>(item);
+ m_enemyList.append(enemy);
+ }
+ }
+ }
+ } else {
+ qDebug() << "GameEngine::findEnemies() rootObject NULL";
+ }
+}
+
+void GameEngine::setEnemiesGridQml(QObject* o)
+{
+ m_enemiesGridGml = static_cast<QDeclarativeItem*>(o);
+}
+
+void GameEngine::setMyShipQml(QObject* o)
+{
+ m_myShipGml = static_cast<QDeclarativeItem*>(o);
+}
+
+void GameEngine::setGameQml(QObject* o)
+{
+ m_GameGml = static_cast<QDeclarativeItem*>(o);
+}
+
+
+void GameEngine::timerEvent(QTimerEvent *e)
+{
+ if (e->timerId()==m_timerId) {
+ // Do hit test
+ doHitTest();
+
+ m_doEnemyMissile--;
+
+ if (m_gameLevel && m_doEnemyMissile<0) {
+ m_doEnemyMissile = m_gameLevel->enemyFireSpeed().toInt() / TIMER_SPEED;
+ // Do emeny missile launch
+ doEnemyMissile();
+ }
+ }
+}
+
+void GameEngine::enableEngineTimer(QVariant enable)
+{
+ if (m_gameLevel) {
+ if (m_timerId==0 && enable.toBool()) {
+ m_timerId = QObject::startTimer(TIMER_SPEED);
+ }
+ else if (m_timerId != 0 && !enable.toBool()) {
+ QObject::killTimer(m_timerId);
+ m_timerId = 0;
+ }
+ }
+}
+
+void GameEngine::selectVisibleEnemy(int& start, int& end)
+{
+ QDeclarativeItem* enemy = 0;
+ for (int i=0 ; i<m_enemyList.count() ; i++) {
+ enemy = m_enemyList[i];
+ if (enemy->opacity()==1) {
+ start = i;
+ break;
+ }
+ }
+ enemy = 0;
+ for (int e=m_enemyList.count()-1 ; e>0 ; e--) {
+ enemy = m_enemyList[e];
+ if (enemy->opacity()==1) {
+ end = e;
+ break;
+ }
+ }
+}
+
+void GameEngine::doEnemyMissile()
+{
+ QMutexLocker locker(&m_enemyListMutex);
+
+ QDeclarativeItem* missile = 0;
+ QDeclarativeItem* enemy = 0;
+
+ // Find free missile
+ foreach (missile, m_enemyMissileList) {
+ if (missile->opacity()==0){
+ // Random select enemy who fire
+ int start=0; int end=0;
+ selectVisibleEnemy(start,end);
+ int whoWillFire = randInt(QVariant(start),QVariant(end)).toInt();
+ if (m_enemyList.count() < whoWillFire+1)
+ break;
+
+ enemy = m_enemyList.at(whoWillFire);
+ if (enemy && enemy->opacity()==1) {
+ QPointF enemyP = enemy->pos();
+ if (m_enemiesGridGml) {
+ enemyP += m_enemiesGridGml->pos();
+ }
+ //qDebug() << "QMetaObject::invokeMethod() - fireEnemyMissile";
+ QMetaObject::invokeMethod(m_GameGml, "fireEnemyMissile", Qt::AutoConnection,
+ Q_ARG(QVariant, enemyP.x()+enemy->boundingRect().width()/4),
+ Q_ARG(QVariant, enemyP.y()+enemy->boundingRect().height()),
+ Q_ARG(QVariant, m_GameGml->boundingRect().height()));
+ }
+ break;
+ }
+ }
+}
+
+void GameEngine::doHitTest()
+{
+ QMutexLocker locker(&m_enemyListMutex);
+
+ QDeclarativeItem* missile = 0;
+ QDeclarativeItem* enemy = 0;
+
+ // No enemies?
+ if (m_enemyList.count()==0) {
+ enableEngineTimer(QVariant(false));
+ qDebug() << "No enemies left";
+ gameOver(true);
+ return;
+ }
+
+ if (!m_myShipGml) {
+ return;
+ }
+
+ // Check ship collision
+ if (m_myShipGml->opacity()==1) {
+ for (int e=0; e<m_enemyList.count(); e++) {
+ enemy = m_enemyList[e];
+ if (enemy->opacity()==0) {
+ break;
+ }
+ QPointF enemyP = enemy->pos();
+ if (m_enemiesGridGml) {
+ enemyP += m_enemiesGridGml->pos();
+ }
+ QRectF enemyR(enemyP,QSize(enemy->boundingRect().width(),enemy->boundingRect().height()));
+ // Collision?
+ if (enemyR.contains(m_myShipGml->pos())) {
+ enableEngineTimer(QVariant(false));
+
+ // Collision explosion
+ QPointF myP = m_myShipGml->pos();
+ playSound(1);
+ QMetaObject::invokeMethod(m_levelQml, "explode", Qt::AutoConnection,
+ Q_ARG(QVariant, myP.x()+m_myShipGml->boundingRect().width()/2),
+ Q_ARG(QVariant, myP.y()+m_myShipGml->boundingRect().height()));
+ m_myShipGml->setOpacity(0);
+
+ gameOver(false);
+ qDebug() << "Collision";
+ return;
+ }
+ // Enemy too deep?
+ else if (enemyR.bottomLeft().y() > m_myShipGml->pos().y()+m_myShipGml->pos().y()*0.1) {
+ enableEngineTimer(QVariant(false));
+
+ // Enemy too deep explosion
+ QPointF myP = m_myShipGml->pos();
+ playSound(1);
+ QMetaObject::invokeMethod(m_levelQml, "explode", Qt::AutoConnection,
+ Q_ARG(QVariant, myP.x()+m_myShipGml->boundingRect().width()/2),
+ Q_ARG(QVariant, myP.y()+m_myShipGml->boundingRect().height()));
+ m_myShipGml->setOpacity(0);
+
+ gameOver(false);
+ qDebug() << "Enemy too deep";
+ return;
+ }
+ }
+ }
+
+ // Check your missiles hit to enemies
+ foreach (missile, m_missileList) {
+ if (missile->opacity()==1){
+ for (int e=0; e<m_enemyList.count(); e++) {
+ enemy = m_enemyList[e];
+ if (enemy->opacity()<1) {
+ break;
+ }
+ QPointF missileP = missile->pos();
+ missileP.setX(missileP.rx() + missile->boundingRect().width()/2);
+
+ QPointF enemyP = enemy->pos();
+ if (m_enemiesGridGml) {
+ enemyP += m_enemiesGridGml->pos();
+ }
+
+ QRectF r(enemyP,QSize(enemy->boundingRect().width(),enemy->boundingRect().height()));
+ if (r.contains(missileP)) {
+ // Hit !
+ playSound(0);
+ //qDebug() << "QMetaObject::invokeMethod() - explode";
+ QMetaObject::invokeMethod(m_levelQml, "explode", Qt::AutoConnection,
+ Q_ARG(QVariant, enemyP.x()+enemy->boundingRect().width()/2),
+ Q_ARG(QVariant, enemyP.y()+enemy->boundingRect().height()));
+ missile->setOpacity(0);
+ //fastVibra();
+ if (m_enemiesGridGml) {
+ // Set transparent placeholder for enemy when using GridView
+ enemy->setProperty("source",QVariant("file:/"+m_gameLevel->pathToTransparentEnemyPic().toString()));
+ } else {
+ // Hide enemy after explode
+ enemy->setOpacity(0);
+ }
+
+ // Remove enemy from list
+ m_enemyList.removeAt(e);
+ e--;
+ }
+ enemy = 0;
+ }
+ }
+ }
+
+ // Check enemies missiles hit to you
+ if (m_myShipGml->opacity()==1) {
+ foreach (missile, m_enemyMissileList) {
+ if (missile->opacity()==1){
+ QPointF missileP = missile->pos();
+ missileP.setX(missileP.rx() + missile->boundingRect().width()/2);
+
+ QPointF myP = m_myShipGml->pos();
+
+ QRectF r(myP,QSize(m_myShipGml->boundingRect().width(),m_myShipGml->boundingRect().height()));
+ if (r.contains(missileP)) {
+ // Hit !
+ playSound(1);
+ //qDebug() << "QMetaObject::invokeMethod() - explode";
+ QMetaObject::invokeMethod(m_levelQml, "explode", Qt::AutoConnection,
+ Q_ARG(QVariant, myP.x()+m_myShipGml->boundingRect().width()/2),
+ Q_ARG(QVariant, myP.y()+m_myShipGml->boundingRect().height()));
+ missile->setOpacity(0);
+ m_myShipGml->setOpacity(0);
+ break;
+ }
+ }
+ }
+ } else {
+ // You was killed
+ enableEngineTimer(QVariant(false));
+ gameOver(false);
+ qDebug() << "You was killed by enemy missile";
+ }
+
+}
+
+
+void GameEngine::playSound(QVariant index)
+{
+ if (!m_silent) {
+ int i = index.toInt();
+ m_soundEngine->playSound(i);
+ }
+}
+
+void GameEngine::playSounds(QVariant index, QVariant count)
+{
+ if (!m_silent) {
+ m_soundEngine->playSounds(index.toInt(),count.toInt());
+ }
+}
+
+void GameEngine::playInternalSound(QVariant index)
+{
+ if (!m_silent) {
+ m_soundEngine->playInternalSound(index.toInt());
+ }
+}
+
+void GameEngine::playInternalSounds(QVariant index, QVariant count)
+{
+ if (!m_silent) {
+ m_soundEngine->playInternalSounds(index.toInt(),count.toInt());
+ }
+}
+
+void GameEngine::gameOver(bool youWin)
+{
+ qDebug() << "GameEngine::gameOver() "<< youWin;
+ QMetaObject::invokeMethod(m_GameGml, "gameOver", Qt::AutoConnection,Q_ARG(QVariant, youWin));
+}
+
+void GameEngine::pauseGame() {
+ QMetaObject::invokeMethod(m_GameGml, "pauseGame", Qt::AutoConnection);
+}
+
+
+QVariant GameEngine::isSymbian()
+{
+#ifdef Q_OS_SYMBIAN
+ return QVariant(true);
+#else
+ return QVariant(false);
+#endif
+}
+
+QVariant GameEngine::isMaemo()
+{
+#ifdef Q_WS_MAEMO_5
+ return QVariant(true);
+#else
+ return QVariant(false);
+#endif
+}
+
+QVariant GameEngine::isWindows()
+{
+#ifdef Q_OS_WIN
+ return QVariant(true);
+#else
+ return QVariant(false);
+#endif
+}
+
+void GameEngine::vibra()
+{
+#ifdef Q_OS_SYMBIAN
+ if (iVibrate){
+ TRAPD(err, iVibrate->StartVibraL(4000,KHWRMVibraMaxIntensity));
+ }
+#endif
+}
+
+void GameEngine::fastVibra()
+{
+#ifdef Q_OS_SYMBIAN
+ if (iVibrate){
+ TRAPD(err, iVibrate->StartVibraL(100,KHWRMVibraMaxIntensity));
+ }
+#endif
+}
+
+void GameEngine::openLink(QVariant link)
+{
+QDesktopServices::openUrl(QUrl(link.toString()));
+}
+