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+/****************************************************************************
+**
+** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/
+**
+** 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 "graphicsscene.h"
+#include "states.h"
+#include "boat.h"
+#include "submarine.h"
+#include "torpedo.h"
+#include "bomb.h"
+#include "pixmapitem.h"
+#include "animationmanager.h"
+#include "qanimationstate.h"
+#include "progressitem.h"
+#include "textinformationitem.h"
+
+//Qt
+#include <QtCore/QPropertyAnimation>
+#include <QtCore/QSequentialAnimationGroup>
+#include <QtCore/QParallelAnimationGroup>
+#include <QtCore/QStateMachine>
+#include <QtCore/QFinalState>
+#include <QtCore/QPauseAnimation>
+#include <QtWidgets/QAction>
+#include <QtCore/QDir>
+#include <QtWidgets/QApplication>
+#include <QtWidgets/QMessageBox>
+#include <QtWidgets/QGraphicsView>
+#include <QtWidgets/QGraphicsSceneMouseEvent>
+#include <QtCore/QXmlStreamReader>
+
+GraphicsScene::GraphicsScene(int x, int y, int width, int height, Mode mode)
+ : QGraphicsScene(x , y, width, height), mode(mode), boat(new Boat)
+{
+ PixmapItem *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);
+
+ textInformationItem = new TextInformationItem(backgroundItem);
+ textInformationItem->hide();
+ //We create the 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);
+ } else if (reader.name() == "level") {
+ currentLevel.id = reader.attributes().value("id").toString().toInt();
+ currentLevel.name = reader.attributes().value("name").toString();
+ } else if (reader.name() == "subinstance") {
+ currentLevel.submarines.append(qMakePair(reader.attributes().value("type").toString().toInt(), reader.attributes().value("nb").toString().toInt()));
+ }
+ } else if (reader.tokenType() == QXmlStreamReader::EndElement) {
+ if (reader.name() == "level") {
+ levelsData.insert(currentLevel.id, currentLevel);
+ currentLevel.submarines.clear();
+ }
+ }
+ }
+}
+
+qreal GraphicsScene::sealLevel() const
+{
+ return (mode == Big) ? 220 : 160;
+}
+
+void GraphicsScene::setupScene(QAction *newAction, QAction *quitAction)
+{
+ static const int nLetters = 10;
+ static struct {
+ char const *pix;
+ qreal initX, initY;
+ qreal destX, destY;
+ } logoData[nLetters] = {
+ {"s", -1000, -1000, 300, 150 },
+ {"u", -800, -1000, 350, 150 },
+ {"b", -600, -1000, 400, 120 },
+ {"dash", -400, -1000, 460, 150 },
+ {"a", 1000, 2000, 350, 250 },
+ {"t", 800, 2000, 400, 250 },
+ {"t2", 600, 2000, 430, 250 },
+ {"a2", 400, 2000, 465, 250 },
+ {"q", 200, 2000, 510, 250 },
+ {"excl", 0, 2000, 570, 220 } };
+
+ QSequentialAnimationGroup * lettersGroupMoving = new QSequentialAnimationGroup(this);
+ QParallelAnimationGroup * lettersGroupFading = new QParallelAnimationGroup(this);
+
+ for (int i = 0; i < nLetters; ++i) {
+ PixmapItem *logo = new PixmapItem(QLatin1String(":/logo-") + logoData[i].pix, this);
+ logo->setPos(logoData[i].initX, logoData[i].initY);
+ logo->setZValue(i + 3);
+ //creation of the animations for moving letters
+ QPropertyAnimation *moveAnim = new QPropertyAnimation(logo, "pos", lettersGroupMoving);
+ moveAnim->setEndValue(QPointF(logoData[i].destX, logoData[i].destY));
+ moveAnim->setDuration(200);
+ moveAnim->setEasingCurve(QEasingCurve::OutElastic);
+ lettersGroupMoving->addPause(50);
+ //creation of the animations for fading out the letters
+ QPropertyAnimation *fadeAnim = new QPropertyAnimation(logo, "opacity", lettersGroupFading);
+ fadeAnim->setDuration(800);
+ fadeAnim->setEndValue(0);
+ fadeAnim->setEasingCurve(QEasingCurve::OutQuad);
+ }
+
+ QStateMachine *machine = new QStateMachine(this);
+
+ //This state is when the player is playing
+ PlayState *gameState = new PlayState(this, machine);
+
+ //Final state
+ QFinalState *final = new QFinalState(machine);
+
+ //Animation when the player enter in the game
+ QAnimationState *lettersMovingState = new QAnimationState(machine);
+ lettersMovingState->setAnimation(lettersGroupMoving);
+
+ //Animation when the welcome screen disappear
+ QAnimationState *lettersFadingState = new QAnimationState(machine);
+ 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()), qApp, SLOT(quit()));
+}
+
+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::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();
+}
+
+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();
+ boat->setEnabled(true);
+}