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-/****************************************************************************
-**
-** Copyright (C) 2011 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.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** GNU Lesser General Public License Usage
-** 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.
-**
-** 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.
-**
-** Other Usage
-** Alternatively, this file may be used in accordance with the terms and
-** conditions contained in a signed written agreement between you and Nokia.
-**
-**
-**
-**
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-//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 <QtGui/QMessageBox>
-#include <QtGui/QGraphicsView>
-#include <QtCore/QStateMachine>
-#include <QtGui/QKeyEventTransition>
-#include <QtCore/QFinalState>
-
-PlayState::PlayState(GraphicsScene *scene, QState *parent)
- : QState(parent),
- scene(scene),
- machine(0),
- currentLevel(0),
- score(0)
-{
-}
-
-PlayState::~PlayState()
-{
- delete machine;
-}
-
-void PlayState::onEntry(QEvent *)
-{
- //We are now playing?
- if (machine) {
- machine->stop();
- //we hide the information
- scene->textInformationItem->hide();
- scene->clearScene();
- currentLevel = 0;
- score = 0;
- delete machine;
- }
-
- machine = new QStateMachine;
-
- //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<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 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 *g, QState *parent) : QState(parent), game(g)
-{
-}
-
-/** 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;
- QStateMachine::SignalEvent *se = static_cast<QStateMachine::SignalEvent*>(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;
- QStateMachine::SignalEvent *se = static_cast<QStateMachine::SignalEvent*>(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)
-{
- if (!QKeyEventTransition::eventTest(event))
- return false;
- return (game->currentLevel != 0);
-}