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These rights are described in The Qt Company LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ //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 #include #include #include #include #include #include #include #include #include #include #include #include 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(sender()); bombs.remove(bomb); bomb->deleteLater(); if (boat) boat->setBombsLaunched(boat->bombsLaunched() - 1); } void GraphicsScene::onTorpedoExecutionFinished() { Torpedo *torpedo = qobject_cast(sender()); torpedos.remove(torpedo); torpedo->deleteLater(); } void GraphicsScene::onSubMarineExecutionFinished() { SubMarine *submarine = qobject_cast(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); }