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/****************************************************************************
**
** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
** 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 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 http://www.qtsoftware.com/contact.
** $QT_END_LICENSE$
**
****************************************************************************/
//Own
#include "graphicsscene.h"
#include "states.h"
#include "boat.h"
#include "submarine.h"
#include "torpedo.h"
#include "bomb.h"
#include "pixmapitem.h"
#include "custompropertyanimation.h"
#include "animationmanager.h"
#include "qanimationstate.h"
#include "progressitem.h"
//Qt
#include <QtCore/QPropertyAnimation>
#include <QtCore/QSequentialAnimationGroup>
#include <QtCore/QParallelAnimationGroup>
#include <QtCore/QStateMachine>
#include <QtCore/QFinalState>
#include <QtCore/QPauseAnimation>
#include <QtGui/QAction>
#include <QtCore/QDir>
#include <QtGui/QApplication>
#include <QtGui/QMessageBox>
#include <QtGui/QGraphicsView>
#include <QtGui/QGraphicsSceneMouseEvent>
#include <QtCore/QXmlStreamReader>
//helper function that creates an animation for position and inserts it into group
static CustomPropertyAnimation *addGraphicsItemPosAnimation(QSequentialAnimationGroup *group,
QGraphicsItem *item, const QPointF &endPos)
{
CustomPropertyAnimation *ret = new CustomPropertyAnimation(group);
ret->setMemberFunctions(item, &QGraphicsItem::pos, &QGraphicsItem::setPos);
ret->setEndValue(endPos);
ret->setDuration(200);
ret->setEasingCurve(QEasingCurve::OutElastic);
group->addPause(50);
return ret;
}
//helper function that creates an animation for opacity and inserts it into group
static void addGraphicsItemFadeoutAnimation(QAnimationGroup *group, QGraphicsItem *item)
{
#if QT_VERSION >=0x040500
CustomPropertyAnimation *anim = new CustomPropertyAnimation(group);
anim->setMemberFunctions(item, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity);
anim->setDuration(800);
anim->setEndValue(0);
anim->setEasingCurve(QEasingCurve::OutQuad);
#else
// work around for a bug where we don't transition if the duration is zero.
QtPauseAnimation *anim = new QtPauseAnimation(group);
anim->setDuration(1);
#endif
}
GraphicsScene::GraphicsScene(int x, int y, int width, int height, Mode mode)
: QGraphicsScene(x,y,width,height), mode(mode), newAction(0), quitAction(0), boat(0)
{
backgroundItem = new PixmapItem(QString("background"),mode);
backgroundItem->setZValue(1);
backgroundItem->setPos(0,0);
addItem(backgroundItem);
PixmapItem *surfaceItem = new PixmapItem(QString("surface"),mode);
surfaceItem->setZValue(3);
surfaceItem->setPos(0,sealLevel() - surfaceItem->boundingRect().height()/2);
addItem(surfaceItem);
//The item that display score and level
progressItem = new ProgressItem(backgroundItem);
//We create the boat
boat = new Boat();
addItem(boat);
boat->setPos(this->width()/2, sealLevel() - boat->size().height());
boat->hide();
//parse the xml that contain all data of the game
QXmlStreamReader reader;
QFile file(":data.xml");
file.open(QIODevice::ReadOnly);
reader.setDevice(&file);
LevelDescription currentLevel;
while (!reader.atEnd()) {
reader.readNext();
if (reader.tokenType() == QXmlStreamReader::StartElement) {
if (reader.name() == "submarine")
{
SubmarineDescription desc;
desc.name = reader.attributes().value("name").toString();
desc.points = reader.attributes().value("points").toString().toInt();
desc.type = reader.attributes().value("type").toString().toInt();
submarinesData.append(desc);
}
if (reader.name() == "level")
{
currentLevel.id = reader.attributes().value("id").toString().toInt();
currentLevel.name = reader.attributes().value("name").toString();
}
if (reader.name() == "subinstance")
{
currentLevel.submarines.append(qMakePair(reader.attributes().value("type").toString().toInt(),reader.attributes().value("nb").toString().toInt()));
}
}
if (reader.tokenType() == QXmlStreamReader::EndElement) {
if (reader.name() == "level")
{
levelsData.insert(currentLevel.id,currentLevel);
currentLevel.submarines.clear();
}
}
}
}
qreal GraphicsScene::sealLevel() const
{
if (mode == Big)
return 220;
else
return 160;
}
void GraphicsScene::setupScene(const QList<QAction *> &actions)
{
newAction = actions.at(0);
quitAction = actions.at(1);
QGraphicsItem *logo_s = addWelcomeItem(QPixmap(":/logo-s"));
QGraphicsItem *logo_u = addWelcomeItem(QPixmap(":/logo-u"));
QGraphicsItem *logo_b = addWelcomeItem(QPixmap(":/logo-b"));
QGraphicsItem *logo_dash = addWelcomeItem(QPixmap(":/logo-dash"));
QGraphicsItem *logo_a = addWelcomeItem(QPixmap(":/logo-a"));
QGraphicsItem *logo_t = addWelcomeItem(QPixmap(":/logo-t"));
QGraphicsItem *logo_t2 = addWelcomeItem(QPixmap(":/logo-t2"));
QGraphicsItem *logo_a2 = addWelcomeItem(QPixmap(":/logo-a2"));
QGraphicsItem *logo_q = addWelcomeItem(QPixmap(":/logo-q"));
QGraphicsItem *logo_excl = addWelcomeItem(QPixmap(":/logo-excl"));
logo_s->setZValue(3);
logo_u->setZValue(4);
logo_b->setZValue(5);
logo_dash->setZValue(6);
logo_a->setZValue(7);
logo_t->setZValue(8);
logo_t2->setZValue(9);
logo_a2->setZValue(10);
logo_q->setZValue(11);
logo_excl->setZValue(12);
logo_s->setPos(QPointF(-1000, -1000));
logo_u->setPos(QPointF(-800, -1000));
logo_b->setPos(QPointF(-600, -1000));
logo_dash->setPos(QPointF(-400, -1000));
logo_a->setPos(QPointF(1000, 2000));
logo_t->setPos(QPointF(800, 2000));
logo_t2->setPos(QPointF(600, 2000));
logo_a2->setPos(QPointF(400, 2000));
logo_q->setPos(QPointF(200, 2000));
logo_excl->setPos(QPointF(0, 2000));
QSequentialAnimationGroup * lettersGroupMoving = new QSequentialAnimationGroup(this);
QParallelAnimationGroup * lettersGroupFading = new QParallelAnimationGroup(this);
//creation of the animations for moving letters
addGraphicsItemPosAnimation(lettersGroupMoving, logo_s, QPointF(300, 150));
addGraphicsItemPosAnimation(lettersGroupMoving, logo_u, QPointF(350, 150));
addGraphicsItemPosAnimation(lettersGroupMoving, logo_b, QPointF(400, 120));
addGraphicsItemPosAnimation(lettersGroupMoving, logo_dash, QPointF(460, 150));
addGraphicsItemPosAnimation(lettersGroupMoving, logo_a, QPointF(350, 250));
addGraphicsItemPosAnimation(lettersGroupMoving, logo_t, QPointF(400, 250));
addGraphicsItemPosAnimation(lettersGroupMoving, logo_t2, QPointF(430, 250));
addGraphicsItemPosAnimation(lettersGroupMoving, logo_a2, QPointF(465, 250));
addGraphicsItemPosAnimation(lettersGroupMoving, logo_q, QPointF(510, 250));
addGraphicsItemPosAnimation(lettersGroupMoving, logo_excl, QPointF(570, 220));
//creation of the animations for fading out the letters
addGraphicsItemFadeoutAnimation(lettersGroupFading, logo_s);
addGraphicsItemFadeoutAnimation(lettersGroupFading, logo_u);
addGraphicsItemFadeoutAnimation(lettersGroupFading, logo_b);
addGraphicsItemFadeoutAnimation(lettersGroupFading, logo_dash);
addGraphicsItemFadeoutAnimation(lettersGroupFading, logo_a);
addGraphicsItemFadeoutAnimation(lettersGroupFading, logo_t);
addGraphicsItemFadeoutAnimation(lettersGroupFading, logo_t2);
addGraphicsItemFadeoutAnimation(lettersGroupFading, logo_a2);
addGraphicsItemFadeoutAnimation(lettersGroupFading, logo_q);
addGraphicsItemFadeoutAnimation(lettersGroupFading, logo_excl);
connect(lettersGroupFading, SIGNAL(finished()), this, SLOT(onIntroAnimationFinished()));
QStateMachine *machine = new QStateMachine(this);
//This state is when the player is playing
PlayState *gameState = new PlayState(this,machine->rootState());
//Final state
QFinalState *final = new QFinalState(machine->rootState());
//Animation when the player enter in the game
QAnimationState *lettersMovingState = new QAnimationState(machine->rootState());
lettersMovingState->setAnimation(lettersGroupMoving);
//Animation when the welcome screen disappear
QAnimationState *lettersFadingState = new QAnimationState(machine->rootState());
lettersFadingState->setAnimation(lettersGroupFading);
//if new game then we fade out the welcome screen and start playing
lettersMovingState->addTransition(newAction, SIGNAL(triggered()),lettersFadingState);
lettersFadingState->addTransition(lettersFadingState, SIGNAL(animationFinished()),gameState);
//New Game is triggered then player start playing
gameState->addTransition(newAction, SIGNAL(triggered()),gameState);
//Wanna quit, then connect to CTRL+Q
gameState->addTransition(quitAction, SIGNAL(triggered()),final);
lettersMovingState->addTransition(quitAction, SIGNAL(triggered()),final);
//Welcome screen is the initial state
machine->setInitialState(lettersMovingState);
machine->start();
//We reach the final state, then we quit
connect(machine,SIGNAL(finished()),this, SLOT(onQuitGameTriggered()));
}
void GraphicsScene::addItem(Bomb *bomb)
{
bombs.insert(bomb);
connect(bomb,SIGNAL(bombExecutionFinished()),this, SLOT(onBombExecutionFinished()));
QGraphicsScene::addItem(bomb);
}
void GraphicsScene::addItem(Torpedo *torpedo)
{
torpedos.insert(torpedo);
connect(torpedo,SIGNAL(torpedoExecutionFinished()),this, SLOT(onTorpedoExecutionFinished()));
QGraphicsScene::addItem(torpedo);
}
void GraphicsScene::addItem(SubMarine *submarine)
{
submarines.insert(submarine);
connect(submarine,SIGNAL(subMarineExecutionFinished()),this, SLOT(onSubMarineExecutionFinished()));
QGraphicsScene::addItem(submarine);
}
void GraphicsScene::addItem(QGraphicsItem *item)
{
QGraphicsScene::addItem(item);
}
void GraphicsScene::mousePressEvent (QGraphicsSceneMouseEvent * event)
{
event->ignore();
}
void GraphicsScene::onQuitGameTriggered()
{
qApp->closeAllWindows();
}
void GraphicsScene::onBombExecutionFinished()
{
Bomb *bomb = qobject_cast<Bomb *>(sender());
bombs.remove(bomb);
bomb->deleteLater();
if (boat)
boat->setBombsLaunched(boat->bombsLaunched() - 1);
}
void GraphicsScene::onTorpedoExecutionFinished()
{
Torpedo *torpedo = qobject_cast<Torpedo *>(sender());
torpedos.remove(torpedo);
torpedo->deleteLater();
}
void GraphicsScene::onSubMarineExecutionFinished()
{
SubMarine *submarine = qobject_cast<SubMarine *>(sender());
submarines.remove(submarine);
if (submarines.count() == 0) {
emit allSubMarineDestroyed(submarine->points());
} else {
emit subMarineDestroyed(submarine->points());
}
submarine->deleteLater();
}
int GraphicsScene::remainingSubMarines() const
{
return submarines.count();
}
void GraphicsScene::clearScene()
{
foreach (SubMarine *sub,submarines) {
sub->destroy();
sub->deleteLater();
}
foreach (Torpedo *torpedo,torpedos) {
torpedo->destroy();
torpedo->deleteLater();
}
foreach (Bomb *bomb,bombs) {
bomb->destroy();
bomb->deleteLater();
}
submarines.clear();
bombs.clear();
torpedos.clear();
AnimationManager::self()->unregisterAllAnimations();
boat->stop();
boat->hide();
}
QGraphicsPixmapItem *GraphicsScene::addWelcomeItem(const QPixmap &pm)
{
QGraphicsPixmapItem *item = addPixmap(pm);
welcomeItems << item;
return item;
}
void GraphicsScene::onIntroAnimationFinished()
{
qDeleteAll(welcomeItems);
welcomeItems.clear();
}
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