source: trunk/demos/sub-attaq/states.cpp@ 564

Last change on this file since 564 was 561, checked in by Dmitry A. Kuminov, 15 years ago

trunk: Merged in qt 4.6.1 sources.

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1/****************************************************************************
2**
3** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
4** All rights reserved.
5** Contact: Nokia Corporation ([email protected])
6**
7** This file is part of the QtCore module of the Qt Toolkit.
8**
9** $QT_BEGIN_LICENSE:LGPL$
10** Commercial Usage
11** Licensees holding valid Qt Commercial licenses may use this file in
12** accordance with the Qt Commercial License Agreement provided with the
13** Software or, alternatively, in accordance with the terms contained in
14** a written agreement between you and Nokia.
15**
16** GNU Lesser General Public License Usage
17** Alternatively, this file may be used under the terms of the GNU Lesser
18** General Public License version 2.1 as published by the Free Software
19** Foundation and appearing in the file LICENSE.LGPL included in the
20** packaging of this file. Please review the following information to
21** ensure the GNU Lesser General Public License version 2.1 requirements
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23**
24** In addition, as a special exception, Nokia gives you certain additional
25** rights. These rights are described in the Nokia Qt LGPL Exception
26** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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28** GNU General Public License Usage
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30** General Public License version 3.0 as published by the Free Software
31** Foundation and appearing in the file LICENSE.GPL included in the
32** packaging of this file. Please review the following information to
33** ensure the GNU General Public License version 3.0 requirements will be
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35**
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40****************************************************************************/
41
42//Own
43#include "states.h"
44#include "graphicsscene.h"
45#include "boat.h"
46#include "submarine.h"
47#include "torpedo.h"
48#include "animationmanager.h"
49#include "progressitem.h"
50#include "textinformationitem.h"
51
52//Qt
53#include <QtGui/QMessageBox>
54#include <QtGui/QGraphicsView>
55#include <QtCore/QStateMachine>
56#include <QtGui/QKeyEventTransition>
57#include <QtCore/QFinalState>
58
59PlayState::PlayState(GraphicsScene *scene, QState *parent)
60 : QState(parent),
61 scene(scene),
62 machine(0),
63 currentLevel(0),
64 score(0)
65{
66}
67
68PlayState::~PlayState()
69{
70 delete machine;
71}
72
73void PlayState::onEntry(QEvent *)
74{
75 //We are now playing?
76 if (machine) {
77 machine->stop();
78 //we hide the information
79 scene->textInformationItem->hide();
80 scene->clearScene();
81 currentLevel = 0;
82 score = 0;
83 delete machine;
84 }
85
86 machine = new QStateMachine;
87
88 //This state is when player is playing
89 LevelState *levelState = new LevelState(scene, this, machine);
90
91 //This state is when the player is actually playing but the game is not paused
92 QState *playingState = new QState(levelState);
93 levelState->setInitialState(playingState);
94
95 //This state is when the game is paused
96 PauseState *pauseState = new PauseState(scene, levelState);
97
98 //We have one view, it receive the key press event
99 QKeyEventTransition *pressPplay = new QKeyEventTransition(scene->views().at(0), QEvent::KeyPress, Qt::Key_P);
100 pressPplay->setTargetState(pauseState);
101 QKeyEventTransition *pressPpause = new QKeyEventTransition(scene->views().at(0), QEvent::KeyPress, Qt::Key_P);
102 pressPpause->setTargetState(playingState);
103
104 //Pause "P" is triggered, the player pause the game
105 playingState->addTransition(pressPplay);
106
107 //To get back playing when the game has been paused
108 pauseState->addTransition(pressPpause);
109
110 //This state is when player have lost
111 LostState *lostState = new LostState(scene, this, machine);
112
113 //This state is when player have won
114 WinState *winState = new WinState(scene, this, machine);
115
116 //The boat has been destroyed then the game is finished
117 levelState->addTransition(scene->boat, SIGNAL(boatExecutionFinished()),lostState);
118
119 //This transition check if we won or not
120 WinTransition *winTransition = new WinTransition(scene, this, winState);
121
122 //The boat has been destroyed then the game is finished
123 levelState->addTransition(winTransition);
124
125 //This state is an animation when the score changed
126 UpdateScoreState *scoreState = new UpdateScoreState(this, levelState);
127
128 //This transition update the score when a submarine die
129 UpdateScoreTransition *scoreTransition = new UpdateScoreTransition(scene, this, levelState);
130 scoreTransition->setTargetState(scoreState);
131
132 //The boat has been destroyed then the game is finished
133 playingState->addTransition(scoreTransition);
134
135 //We go back to play state
136 scoreState->addTransition(playingState);
137
138 //We start playing!!!
139 machine->setInitialState(levelState);
140
141 //Final state
142 QFinalState *final = new QFinalState(machine);
143
144 //This transition is triggered when the player press space after completing a level
145 CustomSpaceTransition *spaceTransition = new CustomSpaceTransition(scene->views().at(0), this, QEvent::KeyPress, Qt::Key_Space);
146 spaceTransition->setTargetState(levelState);
147 winState->addTransition(spaceTransition);
148
149 //We lost we should reach the final state
150 lostState->addTransition(lostState, SIGNAL(finished()), final);
151
152 machine->start();
153}
154
155LevelState::LevelState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game)
156{
157}
158void LevelState::onEntry(QEvent *)
159{
160 initializeLevel();
161}
162
163void LevelState::initializeLevel()
164{
165 //we re-init the boat
166 scene->boat->setPos(scene->width()/2, scene->sealLevel() - scene->boat->size().height());
167 scene->boat->setCurrentSpeed(0);
168 scene->boat->setCurrentDirection(Boat::None);
169 scene->boat->setBombsLaunched(0);
170 scene->boat->show();
171 scene->setFocusItem(scene->boat, Qt::OtherFocusReason);
172 scene->boat->run();
173
174 scene->progressItem->setScore(game->score);
175 scene->progressItem->setLevel(game->currentLevel + 1);
176
177 GraphicsScene::LevelDescription currentLevelDescription = scene->levelsData.value(game->currentLevel);
178
179 for (int i = 0; i < currentLevelDescription.submarines.size(); ++i ) {
180
181 QPair<int,int> subContent = currentLevelDescription.submarines.at(i);
182 GraphicsScene::SubmarineDescription submarineDesc = scene->submarinesData.at(subContent.first);
183
184 for (int j = 0; j < subContent.second; ++j ) {
185 SubMarine *sub = new SubMarine(submarineDesc.type, submarineDesc.name, submarineDesc.points);
186 scene->addItem(sub);
187 int random = (qrand() % 15 + 1);
188 qreal x = random == 13 || random == 5 ? 0 : scene->width() - sub->size().width();
189 qreal y = scene->height() -(qrand() % 150 + 1) - sub->size().height();
190 sub->setPos(x,y);
191 sub->setCurrentDirection(x == 0 ? SubMarine::Right : SubMarine::Left);
192 sub->setCurrentSpeed(qrand() % 3 + 1);
193 }
194 }
195}
196
197/** Pause State */
198PauseState::PauseState(GraphicsScene *scene, QState *parent) : QState(parent),scene(scene)
199{
200}
201void PauseState::onEntry(QEvent *)
202{
203 AnimationManager::self()->pauseAll();
204 scene->boat->setEnabled(false);
205}
206void PauseState::onExit(QEvent *)
207{
208 AnimationManager::self()->resumeAll();
209 scene->boat->setEnabled(true);
210 scene->boat->setFocus();
211}
212
213/** Lost State */
214LostState::LostState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game)
215{
216}
217
218void LostState::onEntry(QEvent *)
219{
220 //The message to display
221 QString message = QString("You lose on level %1. Your score is %2.").arg(game->currentLevel+1).arg(game->score);
222
223 //We set the level back to 0
224 game->currentLevel = 0;
225
226 //We set the score back to 0
227 game->score = 0;
228
229 //We clear the scene
230 scene->clearScene();
231
232 //We inform the player
233 scene->textInformationItem->setMessage(message);
234 scene->textInformationItem->show();
235}
236
237void LostState::onExit(QEvent *)
238{
239 //we hide the information
240 scene->textInformationItem->hide();
241}
242
243/** Win State */
244WinState::WinState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game)
245{
246}
247
248void WinState::onEntry(QEvent *)
249{
250 //We clear the scene
251 scene->clearScene();
252
253 QString message;
254 if (scene->levelsData.size() - 1 != game->currentLevel) {
255 message = QString("You win the level %1. Your score is %2.\nPress Space to continue.").arg(game->currentLevel+1).arg(game->score);
256 //We increment the level number
257 game->currentLevel++;
258 } else {
259 message = QString("You finish the game on level %1. Your score is %2.").arg(game->currentLevel+1).arg(game->score);
260 //We set the level back to 0
261 game->currentLevel = 0;
262 //We set the score back to 0
263 game->score = 0;
264 }
265
266 //We inform the player
267 scene->textInformationItem->setMessage(message);
268 scene->textInformationItem->show();
269}
270
271void WinState::onExit(QEvent *)
272{
273 //we hide the information
274 scene->textInformationItem->hide();
275}
276
277/** UpdateScore State */
278UpdateScoreState::UpdateScoreState(PlayState *g, QState *parent) : QState(parent), game(g)
279{
280}
281
282/** Win transition */
283UpdateScoreTransition::UpdateScoreTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target)
284 : QSignalTransition(scene,SIGNAL(subMarineDestroyed(int))),
285 game(game), scene(scene)
286{
287 setTargetState(target);
288}
289
290bool UpdateScoreTransition::eventTest(QEvent *event)
291{
292 if (!QSignalTransition::eventTest(event))
293 return false;
294 QStateMachine::SignalEvent *se = static_cast<QStateMachine::SignalEvent*>(event);
295 game->score += se->arguments().at(0).toInt();
296 scene->progressItem->setScore(game->score);
297 return true;
298}
299
300/** Win transition */
301WinTransition::WinTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target)
302 : QSignalTransition(scene,SIGNAL(allSubMarineDestroyed(int))),
303 game(game), scene(scene)
304{
305 setTargetState(target);
306}
307
308bool WinTransition::eventTest(QEvent *event)
309{
310 if (!QSignalTransition::eventTest(event))
311 return false;
312 QStateMachine::SignalEvent *se = static_cast<QStateMachine::SignalEvent*>(event);
313 game->score += se->arguments().at(0).toInt();
314 scene->progressItem->setScore(game->score);
315 return true;
316}
317
318/** Space transition */
319CustomSpaceTransition::CustomSpaceTransition(QWidget *widget, PlayState *game, QEvent::Type type, int key)
320 : QKeyEventTransition(widget, type, key),
321 game(game)
322{
323}
324
325bool CustomSpaceTransition::eventTest(QEvent *event)
326{
327 if (!QKeyEventTransition::eventTest(event))
328 return false;
329 return (game->currentLevel != 0);
330}
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