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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 "graphicsscene.h" #include "states.h" #include "boat.h" #include "submarine.h" #include "torpedo.h" #include "bomb.h" #include "animationmanager.h" #include "qanimationstate.h" #include "progressitem.h" #include "textinformationitem.h" //Qt #include #include #include #include #include #include #include #include #include GraphicsScene::GraphicsScene(int x, int y, int width, int height, Mode mode, QObject *parent) : QGraphicsScene(x, y, width, height, parent), mode(mode), boat(new Boat) { PixmapItem *backgroundItem = new PixmapItem(QStringLiteral("background"), mode); backgroundItem->setZValue(1); backgroundItem->setPos(0,0); addItem(backgroundItem); PixmapItem *surfaceItem = new PixmapItem(QStringLiteral("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").toInt(); desc.type = reader.attributes().value("type").toInt(); submarinesData.append(desc); } else if (reader.name() == "level") { currentLevel.id = reader.attributes().value("id").toInt(); currentLevel.name = reader.attributes().value("name").toString(); } else if (reader.name() == "subinstance") { currentLevel.submarines.append(qMakePair(reader.attributes().value("type").toInt(), reader.attributes().value("nb").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 constexpr int nLetters = 10; static constexpr 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 *finalState = 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, &QAction::triggered, lettersFadingState); lettersFadingState->addTransition(lettersFadingState, &QAnimationState::animationFinished, gameState); //New Game is triggered then player start playing gameState->addTransition(newAction, &QAction::triggered, gameState); //Wanna quit, then connect to CTRL+Q gameState->addTransition(quitAction, &QAction::triggered, finalState); lettersMovingState->addTransition(quitAction, &QAction::triggered, finalState); //Welcome screen is the initial state machine->setInitialState(lettersMovingState); machine->start(); //We reach the final state, then we quit connect(machine, &QStateMachine::finished, qApp, &QApplication::quit); } void GraphicsScene::addItem(Bomb *bomb) { bombs.insert(bomb); connect(bomb, &Bomb::bombExecutionFinished, this, &GraphicsScene::onBombExecutionFinished); QGraphicsScene::addItem(bomb); } void GraphicsScene::addItem(Torpedo *torpedo) { torpedos.insert(torpedo); connect(torpedo, &Torpedo::torpedoExecutionFinished, this, &GraphicsScene::onTorpedoExecutionFinished); QGraphicsScene::addItem(torpedo); } void GraphicsScene::addItem(SubMarine *submarine) { submarines.insert(submarine); connect(submarine, &SubMarine::subMarineExecutionFinished, this, &GraphicsScene::onSubMarineExecutionFinished); QGraphicsScene::addItem(submarine); } void GraphicsScene::addItem(QGraphicsItem *item) { QGraphicsScene::addItem(item); } void GraphicsScene::onBombExecutionFinished() { Bomb *bomb = qobject_cast(sender()); if (!bomb) return; bombs.remove(bomb); bomb->deleteLater(); boat->setBombsLaunched(boat->bombsLaunched() - 1); } void GraphicsScene::onTorpedoExecutionFinished() { Torpedo *torpedo = qobject_cast(sender()); if (!torpedo) return; torpedos.remove(torpedo); torpedo->deleteLater(); } void GraphicsScene::onSubMarineExecutionFinished() { SubMarine *submarine = qobject_cast(sender()); if (!submarine) return; submarines.remove(submarine); if (submarines.count() == 0) emit allSubMarineDestroyed(submarine->points()); else emit subMarineDestroyed(submarine->points()); submarine->deleteLater(); } void GraphicsScene::clearScene() { for (SubMarine *sub : qAsConst(submarines)) { // make sure to not go into onSubMarineExecutionFinished sub->disconnect(this); sub->destroy(); sub->deleteLater(); } for (Torpedo *torpedo : qAsConst(torpedos)) { // make sure to not go into onTorpedoExecutionFinished torpedo->disconnect(this); torpedo->destroy(); torpedo->deleteLater(); } for (Bomb *bomb : qAsConst(bombs)) { // make sure to not go into onBombExecutionFinished bomb->disconnect(this); bomb->destroy(); bomb->deleteLater(); } submarines.clear(); bombs.clear(); torpedos.clear(); AnimationManager::self()->unregisterAllAnimations(); boat->stop(); boat->hide(); boat->setEnabled(true); }