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+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (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 either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** 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 1.0, included in the file LGPL_EXCEPTION.txt in this
+** package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at qt-sales@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//Own
+#include "states.h"
+#include "graphicsscene.h"
+#include "boat.h"
+#include "submarine.h"
+#include "torpedo.h"
+#include "animationmanager.h"
+#include "progressitem.h"
+
+//Qt
+#include <QtGui/QMessageBox>
+#include <QtGui/QGraphicsView>
+#include <QtCore/QStateMachine>
+#include <QtGui/QKeyEventTransition>
+#include <QtCore/QSignalEvent>
+#include <QtCore/QFinalState>
+
+PlayState::PlayState(GraphicsScene *scene, QState *parent)
+ : QState(parent),
+ scene(scene),
+ machine(0),
+ currentLevel(0),
+ score(0)
+{
+}
+
+PlayState::~PlayState()
+{
+}
+
+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
+ LevelState *levelState = new LevelState(scene, this, machine->rootState());
+
+ //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, 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(playingState);
+
+ //Pause "P" is triggered, the player pause the game
+ playingState->addTransition(pressPplay);
+
+ //To get back playing when the game has been paused
+ pauseState->addTransition(pressPpause);
+
+ //This state is when player have lost
+ LostState *lostState = new LostState(scene, this, machine->rootState());
+
+ //This state is when player have won
+ WinState *winState = new WinState(scene, this, machine->rootState());
+
+ //The boat has been destroyed then the game is finished
+ 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
+ levelState->addTransition(winTransition);
+
+ //This state is an animation when the score changed
+ UpdateScoreState *scoreState = new UpdateScoreState(this, levelState);
+
+ //This transition update the score when a submarine die
+ UpdateScoreTransition *scoreTransition = new UpdateScoreTransition(scene, this, levelState);
+ scoreTransition->setTargetState(scoreState);
+
+ //The boat has been destroyed then the game is finished
+ playingState->addTransition(scoreTransition);
+
+ //We go back to play state
+ scoreState->addTransition(playingState);
+
+ //We start playing!!!
+ machine->setInitialState(levelState);
+
+ //Final state
+ QFinalState *final = new QFinalState(machine->rootState());
+
+ //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->addTransition(lostState, SIGNAL(finished()), final);
+
+ machine->start();
+}
+
+LevelState::LevelState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game)
+{
+}
+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(game->currentLevel);
+
+ for (int i = 0; i < currentLevelDescription.submarines.size(); ++i ) {
+
+ QPair<int,int> subContent = currentLevelDescription.submarines.at(i);
+ GraphicsScene::SubmarineDescription submarineDesc = scene->submarinesData.at(subContent.first);
+
+ for (int j = 0; j < subContent.second; ++j ) {
+ SubMarine *sub = new SubMarine(submarineDesc.type, submarineDesc.name, submarineDesc.points);
+ scene->addItem(sub);
+ int random = (qrand() % 15 + 1);
+ qreal x = random == 13 || random == 5 ? 0 : scene->width() - sub->size().width();
+ qreal y = scene->height() -(qrand() % 150 + 1) - sub->size().height();
+ sub->setPos(x,y);
+ sub->setCurrentDirection(x == 0 ? SubMarine::Right : SubMarine::Left);
+ sub->setCurrentSpeed(qrand() % 3 + 1);
+ }
+ }
+}
+
+/** Pause State */
+PauseState::PauseState(GraphicsScene *scene, QState *parent) : QState(parent),scene(scene)
+{
+}
+void PauseState::onEntry(QEvent *)
+{
+ AnimationManager::self()->pauseAll();
+ scene->boat->setEnabled(false);
+}
+void PauseState::onExit(QEvent *)
+{
+ AnimationManager::self()->resumeAll();
+ scene->boat->setEnabled(true);
+ scene->boat->setFocus();
+}
+
+/** Lost State */
+LostState::LostState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game)
+{
+}
+
+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);
+
+ //We set the level back to 0
+ game->currentLevel = 0;
+
+ //We set the score back to 0
+ game->score = 0;
+
+ //We clear the scene
+ scene->clearScene();
+
+ //we have only one view
+ QMessageBox::information(scene->views().at(0),"You lose",message);
+}
+
+/** Win State */
+WinState::WinState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game)
+{
+}
+
+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.\nPress Space to continue after closing this dialog.").arg(game->currentLevel+1).arg(game->score);
+ //We increment the level number
+ game->currentLevel++;
+ } else {
+ message = QString("You finish the game on level %1. Your score is %2.").arg(game->currentLevel+1).arg(game->score);
+ //We set the level back to 0
+ game->currentLevel = 0;
+ //We set the score back to 0
+ game->score = 0;
+ }
+
+ //we have only one view
+ QMessageBox::information(scene->views().at(0),"You win",message);
+}
+
+/** UpdateScore State */
+UpdateScoreState::UpdateScoreState(PlayState *game, QState *parent) : QState(parent)
+{
+ this->game = game;
+}
+void UpdateScoreState::onEntry(QEvent *e)
+{
+ QState::onEntry(e);
+}
+
+/** Win transition */
+UpdateScoreTransition::UpdateScoreTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target)
+ : QSignalTransition(scene,SIGNAL(subMarineDestroyed(int)), QList<QAbstractState*>() << target),
+ game(game), scene(scene)
+{
+}
+
+bool UpdateScoreTransition::eventTest(QEvent *event)
+{
+ if (!QSignalTransition::eventTest(event))
+ return false;
+ else {
+ QSignalEvent *se = static_cast<QSignalEvent*>(event);
+ game->score += se->arguments().at(0).toInt();
+ scene->progressItem->setScore(game->score);
+ return true;
+ }
+}
+
+/** Win transition */
+WinTransition::WinTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target)
+ : QSignalTransition(scene,SIGNAL(allSubMarineDestroyed(int)), QList<QAbstractState*>() << target),
+ game(game), scene(scene)
+{
+}
+
+bool WinTransition::eventTest(QEvent *event)
+{
+ if (!QSignalTransition::eventTest(event))
+ return false;
+ 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)
+{
+ Q_UNUSED(event);
+ if (!QKeyEventTransition::eventTest(event))
+ return false;
+ if (game->currentLevel != 0)
+ return true;
+ else
+ return false;
+
+}