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diff --git a/examples/widgets/animation/sub-attaq/states.cpp b/examples/widgets/animation/sub-attaq/states.cpp
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-/****************************************************************************
-**
-** Copyright (C) 2016 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of the QtCore module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:BSD$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/contact-us.
-**
-** BSD License Usage
-** Alternatively, you may use this file under the terms of the BSD license
-** as follows:
-**
-** "Redistribution and use in source and binary forms, with or without
-** modification, are permitted provided that the following conditions are
-** met:
-** * Redistributions of source code must retain the above copyright
-** notice, this list of conditions and the following disclaimer.
-** * Redistributions in binary form must reproduce the above copyright
-** notice, this list of conditions and the following disclaimer in
-** the documentation and/or other materials provided with the
-** distribution.
-** * Neither the name of The Qt Company Ltd nor the names of its
-** contributors may be used to endorse or promote products derived
-** from this software without specific prior written permission.
-**
-**
-** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-//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 <QFinalState>
-#include <QGraphicsView>
-#include <QKeyEventTransition>
-#include <QMessageBox>
-#include <QRandomGenerator>
-#include <QStateMachine>
-
-PlayState::PlayState(GraphicsScene *scene, QState *parent)
- : QState(parent), scene(scene), machine(nullptr),
- 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, &Boat::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(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 *finalState = 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, &QState::finished, finalState);
-
- 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);
-
- const GraphicsScene::LevelDescription currentLevelDescription = scene->levelsData.value(game->currentLevel);
- for (const QPair<int,int> &subContent : currentLevelDescription.submarines) {
-
- 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 = QRandomGenerator::global()->bounded(15) + 1;
- qreal x = random == 13 || random == 5 ? 0 : scene->width() - sub->size().width();
- qreal y = scene->height() -(QRandomGenerator::global()->bounded(150) + 1) - sub->size().height();
- sub->setPos(x,y);
- sub->setCurrentDirection(x == 0 ? SubMarine::Right : SubMarine::Left);
- sub->setCurrentSpeed(QRandomGenerator::global()->bounded(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(QState *parent) : QState(parent)
-{
-}
-
-/** Win transition */
-UpdateScoreTransition::UpdateScoreTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target)
- : QSignalTransition(scene, &GraphicsScene::subMarineDestroyed),
- 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, &GraphicsScene::allSubMarineDestroyed),
- 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);
-}