/demos/sub-attaq/graphicsscene.cpp
https://bitbucket.org/ultra_iter/qt-vtl · C++ · 282 lines · 191 code · 35 blank · 56 comment · 21 complexity · c0414beb6b172a2e2569d012b86ee26b MD5 · raw file
- /****************************************************************************
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- ** All rights reserved.
- ** Contact: Nokia Corporation (qt-info@nokia.com)
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- ** This file is part of the QtCore module of the Qt Toolkit.
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- ** $QT_BEGIN_LICENSE:LGPL$
- ** GNU Lesser General Public License Usage
- ** This file may be used under the terms of the GNU Lesser General Public
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- ** file. Please review the following information to ensure the GNU Lesser
- ** General Public License version 2.1 requirements will be met:
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- ** rights. These rights are described in the Nokia Qt LGPL Exception
- ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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- ** GNU General Public License Usage
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- ** file. Please review the following information to ensure the GNU General
- ** Public License version 3.0 requirements will be met:
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- ****************************************************************************/
- //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 <QtGui/QAction>
- #include <QtCore/QDir>
- #include <QtGui/QApplication>
- #include <QtGui/QMessageBox>
- #include <QtGui/QGraphicsView>
- #include <QtGui/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);
- }