diff options
Diffstat (limited to 'examples/animation/sub-attaq/states.cpp')
-rw-r--r-- | examples/animation/sub-attaq/states.cpp | 111 |
1 files changed, 77 insertions, 34 deletions
diff --git a/examples/animation/sub-attaq/states.cpp b/examples/animation/sub-attaq/states.cpp index f476f55..c6af924 100644 --- a/examples/animation/sub-attaq/states.cpp +++ b/examples/animation/sub-attaq/states.cpp @@ -46,10 +46,11 @@ #include "submarine.h" #include "torpedo.h" #include "animationmanager.h" +#include "progressitem.h" //Qt -#include <QMessageBox> -#include <QGraphicsView> +#include <QtGui/QMessageBox> +#include <QtGui/QGraphicsView> #if defined(QT_EXPERIMENTAL_SOLUTION) #include "qstatemachine.h" #include "qkeyeventtransition.h" @@ -59,7 +60,7 @@ #include <QtCore/QStateMachine> #include <QtGui/QKeyEventTransition> #include <QtCore/QSignalEvent> -#include <QFinalState> +#include <QtCore/QFinalState> #endif PlayState::PlayState(GraphicsScene *scene, QState *parent) @@ -75,33 +76,37 @@ PlayState::~PlayState() { } -void PlayState::onEntry() +void PlayState::onEntry(QEvent *) { //We are now playing? if (machine) { machine->stop(); scene->clearScene(); + currentLevel = 0; + score = 0; delete machine; } machine = new QStateMachine(this); //This state is when player is playing - QState *playState = new QState(machine->rootState()); + LevelState *levelState = new LevelState(scene, this, machine->rootState()); - initializeLevel(); + //This state is when the player is actually playing but the game is not paused + QState *playingState = new QState(levelState); + levelState->setInitialState(playingState); //This state is when the game is paused - PauseState *pauseState = new PauseState(scene, machine->rootState()); + PauseState *pauseState = new PauseState(scene, levelState); //We have one view, it receive the key press event QKeyEventTransition *pressPplay = new QKeyEventTransition(scene->views().at(0), QEvent::KeyPress, Qt::Key_P); pressPplay->setTargetState(pauseState); QKeyEventTransition *pressPpause = new QKeyEventTransition(scene->views().at(0), QEvent::KeyPress, Qt::Key_P); - pressPpause->setTargetState(playState); + pressPpause->setTargetState(playingState); //Pause "P" is triggered, the player pause the game - playState->addTransition(pressPplay); + playingState->addTransition(pressPplay); //To get back playing when the game has been paused pauseState->addTransition(pressPpause); @@ -113,49 +118,67 @@ void PlayState::onEntry() WinState *winState = new WinState(scene, this, machine->rootState()); //The boat has been destroyed then the game is finished - playState->addTransition(scene->boat, SIGNAL(boatExecutionFinished()),lostState); + levelState->addTransition(scene->boat, SIGNAL(boatExecutionFinished()),lostState); //This transition check if we won or not WinTransition *winTransition = new WinTransition(scene, this, winState); //The boat has been destroyed then the game is finished - playState->addTransition(winTransition); + levelState->addTransition(winTransition); //This state is an animation when the score changed - UpdateScoreState *scoreState = new UpdateScoreState(this, machine->rootState()); + UpdateScoreState *scoreState = new UpdateScoreState(this, levelState); //This transition update the score when a submarine die - UpdateScoreTransition *scoreTransition = new UpdateScoreTransition(scene, this, scoreState); + UpdateScoreTransition *scoreTransition = new UpdateScoreTransition(scene, this, levelState); + scoreTransition->setTargetState(scoreState); //The boat has been destroyed then the game is finished - playState->addTransition(scoreTransition); + playingState->addTransition(scoreTransition); //We go back to play state - scoreState->addTransition(playState); + scoreState->addTransition(playingState); //We start playing!!! - machine->setInitialState(playState); + machine->setInitialState(levelState); //Final state QFinalState *final = new QFinalState(machine->rootState()); - //We win we should reach the final state - winState->addFinishedTransition(final); + //This transition is triggered when the player press space after completing a level + CustomSpaceTransition *spaceTransition = new CustomSpaceTransition(scene->views().at(0), this, QEvent::KeyPress, Qt::Key_Space); + spaceTransition->setTargetState(levelState); + winState->addTransition(spaceTransition); //We lost we should reach the final state - lostState->addFinishedTransition(final); + lostState->addTransition(lostState, SIGNAL(finished()), final); machine->start(); } -void PlayState::initializeLevel() +LevelState::LevelState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game) { - scene->boat = new Boat(); - scene->addItem(scene->boat); - scene->setFocusItem(scene->boat,Qt::OtherFocusReason); +} +void LevelState::onEntry(QEvent *) +{ + initializeLevel(); +} + +void LevelState::initializeLevel() +{ + //we re-init the boat scene->boat->setPos(scene->width()/2, scene->sealLevel() - scene->boat->size().height()); + scene->boat->setCurrentSpeed(0); + scene->boat->setCurrentDirection(Boat::None); + scene->boat->setBombsLaunched(0); + scene->boat->show(); + scene->setFocusItem(scene->boat,Qt::OtherFocusReason); + scene->boat->run(); + + scene->progressItem->setScore(game->score); + scene->progressItem->setLevel(game->currentLevel + 1); - GraphicsScene::LevelDescription currentLevelDescription = scene->levelsData.value(currentLevel); + GraphicsScene::LevelDescription currentLevelDescription = scene->levelsData.value(game->currentLevel); for (int i = 0; i < currentLevelDescription.submarines.size(); ++i ) { @@ -179,12 +202,12 @@ void PlayState::initializeLevel() PauseState::PauseState(GraphicsScene *scene, QState *parent) : QState(parent),scene(scene) { } -void PauseState::onEntry() +void PauseState::onEntry(QEvent *) { AnimationManager::self()->pauseAll(); scene->boat->setEnabled(false); } -void PauseState::onExit() +void PauseState::onExit(QEvent *) { AnimationManager::self()->resumeAll(); scene->boat->setEnabled(true); @@ -196,7 +219,7 @@ LostState::LostState(GraphicsScene *scene, PlayState *game, QState *parent) : QS { } -void LostState::onEntry() +void LostState::onEntry(QEvent *) { //The message to display QString message = QString("You lose on level %1. Your score is %2.").arg(game->currentLevel+1).arg(game->score); @@ -219,14 +242,14 @@ WinState::WinState(GraphicsScene *scene, PlayState *game, QState *parent) : QSta { } -void WinState::onEntry() +void WinState::onEntry(QEvent *) { //We clear the scene scene->clearScene(); QString message; if (scene->levelsData.size() - 1 != game->currentLevel) { - message = QString("You win the level %1. Your score is %2.").arg(game->currentLevel+1).arg(game->score); + message = QString("You win the level %1. Your score is %2.\nPress Space to continue after closing this dialog.").arg(game->currentLevel+1).arg(game->score); //We increment the level number game->currentLevel++; } else { @@ -246,16 +269,15 @@ UpdateScoreState::UpdateScoreState(PlayState *game, QState *parent) : QState(par { this->game = game; } -void UpdateScoreState::onEntry() +void UpdateScoreState::onEntry(QEvent *e) { - //### Make a nice anim to update the score in the scene - QState::onEntry(); + QState::onEntry(e); } /** Win transition */ UpdateScoreTransition::UpdateScoreTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target) : QSignalTransition(scene,SIGNAL(subMarineDestroyed(int)), QList<QAbstractState*>() << target), - game(game) + game(game), scene(scene) { } @@ -266,6 +288,7 @@ bool UpdateScoreTransition::eventTest(QEvent *event) const else { QSignalEvent *se = static_cast<QSignalEvent*>(event); game->score += se->arguments().at(0).toInt(); + scene->progressItem->setScore(game->score); return true; } } @@ -273,7 +296,7 @@ bool UpdateScoreTransition::eventTest(QEvent *event) const /** Win transition */ WinTransition::WinTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target) : QSignalTransition(scene,SIGNAL(allSubMarineDestroyed(int)), QList<QAbstractState*>() << target), - game(game) + game(game), scene(scene) { } @@ -284,6 +307,26 @@ bool WinTransition::eventTest(QEvent *event) const else { QSignalEvent *se = static_cast<QSignalEvent*>(event); game->score += se->arguments().at(0).toInt(); + scene->progressItem->setScore(game->score); return true; } } + +/** Space transition */ +CustomSpaceTransition::CustomSpaceTransition(QWidget *widget, PlayState *game, QEvent::Type type, int key) + : QKeyEventTransition(widget, type, key), + game(game) +{ +} + +bool CustomSpaceTransition::eventTest(QEvent *event) const +{ + Q_UNUSED(event); + if (!QKeyEventTransition::eventTest(event)) + return false; + if (game->currentLevel != 0) + return true; + else + return false; + +} |