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Diffstat (limited to 'examples/animation/sub-attaq/states.cpp')
-rw-r--r-- | examples/animation/sub-attaq/states.cpp | 325 |
1 files changed, 325 insertions, 0 deletions
diff --git a/examples/animation/sub-attaq/states.cpp b/examples/animation/sub-attaq/states.cpp new file mode 100644 index 0000000..adc8bd0 --- /dev/null +++ b/examples/animation/sub-attaq/states.cpp @@ -0,0 +1,325 @@ +/**************************************************************************** +** +** 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; + +} |