/**************************************************************************** ** ** 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 "states.h" #include "graphicsscene.h" #include "boat.h" #include "submarine.h" #include "torpedo.h" #include "animationmanager.h" #include "progressitem.h" #include "textinformationitem.h" //Qt #include #include #include #include #include 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); //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); //This state is when player have won WinState *winState = new WinState(scene, this, machine); //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); //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 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 inform the player scene->textInformationItem->setMessage(message); scene->textInformationItem->show(); } void LostState::onExit(QEvent *) { //we hide the information scene->textInformationItem->hide(); } /** 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.").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 inform the player scene->textInformationItem->setMessage(message); scene->textInformationItem->show(); } void WinState::onExit(QEvent *) { //we hide the information scene->textInformationItem->hide(); } /** 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))), game(game), scene(scene) { setTargetState(target); } bool UpdateScoreTransition::eventTest(QEvent *event) { if (!QSignalTransition::eventTest(event)) return false; else { QStateMachine::SignalEvent *se = static_cast(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))), game(game), scene(scene) { setTargetState(target); } bool WinTransition::eventTest(QEvent *event) { if (!QSignalTransition::eventTest(event)) return false; else { QStateMachine::SignalEvent *se = static_cast(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; }