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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
//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;
}
//![4]
machine = new QStateMachine;
//This state is active when the player is playing
LevelState *levelState = new LevelState(scene, this, machine);
//This state is active when the player is actually playing but the game is not paused
QState *playingState = new QState(levelState);
levelState->setInitialState(playingState);
//This state is active when the game is paused
PauseState *pauseState = new PauseState(scene, levelState);
//We have one view, it receives the key press events
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, when the player pauses the game
playingState->addTransition(pressPplay);
//To get back to playing when the game has been paused
pauseState->addTransition(pressPpause);
//This state is active when player has lost
LostState *lostState = new LostState(scene, this, machine);
//This state is active when player has won
WinState *winState = new WinState(scene, this, machine);
//If boat has been destroyed then the game is finished
levelState->addTransition(scene->boat, &Boat::boatExecutionFinished,lostState);
//This transition checks if we have won or not
WinTransition *winTransition = new WinTransition(scene, this, winState);
//If boat has been destroyed then the game is finished
levelState->addTransition(winTransition);
//This state is for an animation when the score changes
UpdateScoreState *scoreState = new UpdateScoreState(levelState);
//This transition updates the score when a submarine is destroyed
UpdateScoreTransition *scoreTransition = new UpdateScoreTransition(scene, this, levelState);
scoreTransition->setTargetState(scoreState);
//If 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 presses 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 so we should reach the final state
lostState->addTransition(lostState, &QState::finished, finalState);
scene->textInformationItem->hide();
machine->start();
//![4]
}
LevelState::LevelState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game)
{
}
void LevelState::onEntry(QEvent *)
{
initializeLevel();
}
//![5]
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);
}
}
}
//![5]
/** 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 lost 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 won 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 finished 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);
}
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