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41 
42 //Own
43 #include "graphicsscene.h"
44 #include "states.h"
45 #include "boat.h"
46 #include "submarine.h"
47 #include "torpedo.h"
48 #include "bomb.h"
49 #include "pixmapitem.h"
50 #include "animationmanager.h"
51 #include "qanimationstate.h"
52 #include "progressitem.h"
53 #include "textinformationitem.h"
54 
55 //Qt
56 #include <QtCore/QPropertyAnimation>
57 #include <QtCore/QSequentialAnimationGroup>
58 #include <QtCore/QParallelAnimationGroup>
59 #include <QtCore/QStateMachine>
60 #include <QtCore/QFinalState>
61 #include <QtCore/QPauseAnimation>
62 #include <QtGui/QAction>
63 #include <QtCore/QDir>
64 #include <QtGui/QApplication>
65 #include <QtGui/QMessageBox>
66 #include <QtGui/QGraphicsView>
67 #include <QtGui/QGraphicsSceneMouseEvent>
68 #include <QtCore/QXmlStreamReader>
69 
GraphicsScene(int x,int y,int width,int height,Mode mode)70 GraphicsScene::GraphicsScene(int x, int y, int width, int height, Mode mode)
71     : QGraphicsScene(x , y, width, height), mode(mode), boat(new Boat)
72 {
73     PixmapItem *backgroundItem = new PixmapItem(QString("background"),mode);
74     backgroundItem->setZValue(1);
75     backgroundItem->setPos(0,0);
76     addItem(backgroundItem);
77 
78     PixmapItem *surfaceItem = new PixmapItem(QString("surface"),mode);
79     surfaceItem->setZValue(3);
80     surfaceItem->setPos(0,sealLevel() - surfaceItem->boundingRect().height()/2);
81     addItem(surfaceItem);
82 
83     //The item that display score and level
84     progressItem = new ProgressItem(backgroundItem);
85 
86     textInformationItem = new TextInformationItem(backgroundItem);
87     textInformationItem->hide();
88     //We create the boat
89     addItem(boat);
90     boat->setPos(this->width()/2, sealLevel() - boat->size().height());
91     boat->hide();
92 
93     //parse the xml that contain all data of the game
94     QXmlStreamReader reader;
95     QFile file(":data.xml");
96     file.open(QIODevice::ReadOnly);
97     reader.setDevice(&file);
98     LevelDescription currentLevel;
99     while (!reader.atEnd()) {
100          reader.readNext();
101          if (reader.tokenType() == QXmlStreamReader::StartElement) {
102              if (reader.name() == "submarine") {
103                  SubmarineDescription desc;
104                  desc.name = reader.attributes().value("name").toString();
105                  desc.points = reader.attributes().value("points").toString().toInt();
106                  desc.type = reader.attributes().value("type").toString().toInt();
107                  submarinesData.append(desc);
108              } else if (reader.name() == "level") {
109                  currentLevel.id = reader.attributes().value("id").toString().toInt();
110                  currentLevel.name = reader.attributes().value("name").toString();
111              } else if (reader.name() == "subinstance") {
112                  currentLevel.submarines.append(qMakePair(reader.attributes().value("type").toString().toInt(), reader.attributes().value("nb").toString().toInt()));
113              }
114          } else if (reader.tokenType() == QXmlStreamReader::EndElement) {
115             if (reader.name() == "level") {
116                 levelsData.insert(currentLevel.id, currentLevel);
117                 currentLevel.submarines.clear();
118             }
119          }
120    }
121 }
122 
sealLevel() const123 qreal GraphicsScene::sealLevel() const
124 {
125     return (mode == Big) ? 220 : 160;
126 }
127 
setupScene(QAction * newAction,QAction * quitAction)128 void GraphicsScene::setupScene(QAction *newAction, QAction *quitAction)
129 {
130     static const int nLetters = 10;
131     static struct {
132         char const *pix;
133         qreal initX, initY;
134         qreal destX, destY;
135     } logoData[nLetters] = {
136         {"s",   -1000, -1000, 300, 150 },
137         {"u",    -800, -1000, 350, 150 },
138         {"b",    -600, -1000, 400, 120 },
139         {"dash", -400, -1000, 460, 150 },
140         {"a",    1000,  2000, 350, 250 },
141         {"t",     800,  2000, 400, 250 },
142         {"t2",    600,  2000, 430, 250 },
143         {"a2",    400,  2000, 465, 250 },
144         {"q",     200,  2000, 510, 250 },
145         {"excl",    0,  2000, 570, 220 } };
146 
147     QSequentialAnimationGroup * lettersGroupMoving = new QSequentialAnimationGroup(this);
148     QParallelAnimationGroup * lettersGroupFading = new QParallelAnimationGroup(this);
149 
150     for (int i = 0; i < nLetters; ++i) {
151         PixmapItem *logo = new PixmapItem(QLatin1String(":/logo-") + logoData[i].pix, this);
152         logo->setPos(logoData[i].initX, logoData[i].initY);
153         logo->setZValue(i + 3);
154         //creation of the animations for moving letters
155         QPropertyAnimation *moveAnim = new QPropertyAnimation(logo, "pos", lettersGroupMoving);
156         moveAnim->setEndValue(QPointF(logoData[i].destX, logoData[i].destY));
157         moveAnim->setDuration(200);
158         moveAnim->setEasingCurve(QEasingCurve::OutElastic);
159         lettersGroupMoving->addPause(50);
160         //creation of the animations for fading out the letters
161         QPropertyAnimation *fadeAnim = new QPropertyAnimation(logo, "opacity", lettersGroupFading);
162         fadeAnim->setDuration(800);
163         fadeAnim->setEndValue(0);
164         fadeAnim->setEasingCurve(QEasingCurve::OutQuad);
165     }
166 
167     QStateMachine *machine = new QStateMachine(this);
168 
169     //This state is when the player is playing
170     PlayState *gameState = new PlayState(this, machine);
171 
172     //Final state
173     QFinalState *final = new QFinalState(machine);
174 
175     //Animation when the player enter in the game
176     QAnimationState *lettersMovingState = new QAnimationState(machine);
177     lettersMovingState->setAnimation(lettersGroupMoving);
178 
179     //Animation when the welcome screen disappear
180     QAnimationState *lettersFadingState = new QAnimationState(machine);
181     lettersFadingState->setAnimation(lettersGroupFading);
182 
183     //if new game then we fade out the welcome screen and start playing
184     lettersMovingState->addTransition(newAction, SIGNAL(triggered()), lettersFadingState);
185     lettersFadingState->addTransition(lettersFadingState, SIGNAL(animationFinished()), gameState);
186 
187     //New Game is triggered then player start playing
188     gameState->addTransition(newAction, SIGNAL(triggered()), gameState);
189 
190     //Wanna quit, then connect to CTRL+Q
191     gameState->addTransition(quitAction, SIGNAL(triggered()), final);
192     lettersMovingState->addTransition(quitAction, SIGNAL(triggered()), final);
193 
194     //Welcome screen is the initial state
195     machine->setInitialState(lettersMovingState);
196 
197     machine->start();
198 
199     //We reach the final state, then we quit
200     connect(machine, SIGNAL(finished()), qApp, SLOT(quit()));
201 }
202 
addItem(Bomb * bomb)203 void GraphicsScene::addItem(Bomb *bomb)
204 {
205     bombs.insert(bomb);
206     connect(bomb,SIGNAL(bombExecutionFinished()),this, SLOT(onBombExecutionFinished()));
207     QGraphicsScene::addItem(bomb);
208 }
209 
addItem(Torpedo * torpedo)210 void GraphicsScene::addItem(Torpedo *torpedo)
211 {
212     torpedos.insert(torpedo);
213     connect(torpedo,SIGNAL(torpedoExecutionFinished()),this, SLOT(onTorpedoExecutionFinished()));
214     QGraphicsScene::addItem(torpedo);
215 }
216 
addItem(SubMarine * submarine)217 void GraphicsScene::addItem(SubMarine *submarine)
218 {
219     submarines.insert(submarine);
220     connect(submarine,SIGNAL(subMarineExecutionFinished()),this, SLOT(onSubMarineExecutionFinished()));
221     QGraphicsScene::addItem(submarine);
222 }
223 
addItem(QGraphicsItem * item)224 void GraphicsScene::addItem(QGraphicsItem *item)
225 {
226     QGraphicsScene::addItem(item);
227 }
228 
onBombExecutionFinished()229 void GraphicsScene::onBombExecutionFinished()
230 {
231     Bomb *bomb = qobject_cast<Bomb *>(sender());
232     bombs.remove(bomb);
233     bomb->deleteLater();
234     if (boat)
235         boat->setBombsLaunched(boat->bombsLaunched() - 1);
236 }
237 
onTorpedoExecutionFinished()238 void GraphicsScene::onTorpedoExecutionFinished()
239 {
240     Torpedo *torpedo = qobject_cast<Torpedo *>(sender());
241     torpedos.remove(torpedo);
242     torpedo->deleteLater();
243 }
244 
onSubMarineExecutionFinished()245 void GraphicsScene::onSubMarineExecutionFinished()
246 {
247     SubMarine *submarine = qobject_cast<SubMarine *>(sender());
248     submarines.remove(submarine);
249     if (submarines.count() == 0)
250         emit allSubMarineDestroyed(submarine->points());
251     else
252         emit subMarineDestroyed(submarine->points());
253     submarine->deleteLater();
254 }
255 
clearScene()256 void GraphicsScene::clearScene()
257 {
258     foreach (SubMarine *sub, submarines) {
259         sub->destroy();
260         sub->deleteLater();
261     }
262 
263     foreach (Torpedo *torpedo, torpedos) {
264         torpedo->destroy();
265         torpedo->deleteLater();
266     }
267 
268     foreach (Bomb *bomb, bombs) {
269         bomb->destroy();
270         bomb->deleteLater();
271     }
272 
273     submarines.clear();
274     bombs.clear();
275     torpedos.clear();
276 
277     AnimationManager::self()->unregisterAllAnimations();
278 
279     boat->stop();
280     boat->hide();
281     boat->setEnabled(true);
282 }
283