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50
51 //Own
52 #include "states.h"
53 #include "graphicsscene.h"
54 #include "boat.h"
55 #include "submarine.h"
56 #include "torpedo.h"
57 #include "animationmanager.h"
58 #include "progressitem.h"
59 #include "textinformationitem.h"
60
61 //Qt
62 #include <QFinalState>
63 #include <QGraphicsView>
64 #include <QKeyEventTransition>
65 #include <QMessageBox>
66 #include <QRandomGenerator>
67 #include <QStateMachine>
68
PlayState(GraphicsScene * scene,QState * parent)69 PlayState::PlayState(GraphicsScene *scene, QState *parent)
70 : QState(parent), scene(scene), machine(nullptr),
71 currentLevel(0), score(0)
72 {
73 }
74
~PlayState()75 PlayState::~PlayState()
76 {
77 delete machine;
78 }
79
onEntry(QEvent *)80 void PlayState::onEntry(QEvent *)
81 {
82 //We are now playing?
83 if (machine) {
84 machine->stop();
85 //we hide the information
86 scene->textInformationItem->hide();
87 scene->clearScene();
88 currentLevel = 0;
89 score = 0;
90 delete machine;
91 }
92
93 machine = new QStateMachine;
94
95 //This state is when player is playing
96 LevelState *levelState = new LevelState(scene, this, machine);
97
98 //This state is when the player is actually playing but the game is not paused
99 QState *playingState = new QState(levelState);
100 levelState->setInitialState(playingState);
101
102 //This state is when the game is paused
103 PauseState *pauseState = new PauseState(scene, levelState);
104
105 //We have one view, it receive the key press event
106 QKeyEventTransition *pressPplay = new QKeyEventTransition(scene->views().at(0), QEvent::KeyPress, Qt::Key_P);
107 pressPplay->setTargetState(pauseState);
108 QKeyEventTransition *pressPpause = new QKeyEventTransition(scene->views().at(0), QEvent::KeyPress, Qt::Key_P);
109 pressPpause->setTargetState(playingState);
110
111 //Pause "P" is triggered, the player pause the game
112 playingState->addTransition(pressPplay);
113
114 //To get back playing when the game has been paused
115 pauseState->addTransition(pressPpause);
116
117 //This state is when player have lost
118 LostState *lostState = new LostState(scene, this, machine);
119
120 //This state is when player have won
121 WinState *winState = new WinState(scene, this, machine);
122
123 //The boat has been destroyed then the game is finished
124 levelState->addTransition(scene->boat, &Boat::boatExecutionFinished,lostState);
125
126 //This transition check if we won or not
127 WinTransition *winTransition = new WinTransition(scene, this, winState);
128
129 //The boat has been destroyed then the game is finished
130 levelState->addTransition(winTransition);
131
132 //This state is an animation when the score changed
133 UpdateScoreState *scoreState = new UpdateScoreState(levelState);
134
135 //This transition update the score when a submarine die
136 UpdateScoreTransition *scoreTransition = new UpdateScoreTransition(scene, this, levelState);
137 scoreTransition->setTargetState(scoreState);
138
139 //The boat has been destroyed then the game is finished
140 playingState->addTransition(scoreTransition);
141
142 //We go back to play state
143 scoreState->addTransition(playingState);
144
145 //We start playing!!!
146 machine->setInitialState(levelState);
147
148 //Final state
149 QFinalState *finalState = new QFinalState(machine);
150
151 //This transition is triggered when the player press space after completing a level
152 CustomSpaceTransition *spaceTransition = new CustomSpaceTransition(scene->views().at(0), this, QEvent::KeyPress, Qt::Key_Space);
153 spaceTransition->setTargetState(levelState);
154 winState->addTransition(spaceTransition);
155
156 //We lost we should reach the final state
157 lostState->addTransition(lostState, &QState::finished, finalState);
158
159 machine->start();
160 }
161
LevelState(GraphicsScene * scene,PlayState * game,QState * parent)162 LevelState::LevelState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game)
163 {
164 }
onEntry(QEvent *)165 void LevelState::onEntry(QEvent *)
166 {
167 initializeLevel();
168 }
169
initializeLevel()170 void LevelState::initializeLevel()
171 {
172 //we re-init the boat
173 scene->boat->setPos(scene->width()/2, scene->sealLevel() - scene->boat->size().height());
174 scene->boat->setCurrentSpeed(0);
175 scene->boat->setCurrentDirection(Boat::None);
176 scene->boat->setBombsLaunched(0);
177 scene->boat->show();
178 scene->setFocusItem(scene->boat, Qt::OtherFocusReason);
179 scene->boat->run();
180
181 scene->progressItem->setScore(game->score);
182 scene->progressItem->setLevel(game->currentLevel + 1);
183
184 const GraphicsScene::LevelDescription currentLevelDescription = scene->levelsData.value(game->currentLevel);
185 for (const QPair<int,int> &subContent : currentLevelDescription.submarines) {
186
187 GraphicsScene::SubmarineDescription submarineDesc = scene->submarinesData.at(subContent.first);
188
189 for (int j = 0; j < subContent.second; ++j ) {
190 SubMarine *sub = new SubMarine(submarineDesc.type, submarineDesc.name, submarineDesc.points);
191 scene->addItem(sub);
192 int random = QRandomGenerator::global()->bounded(15) + 1;
193 qreal x = random == 13 || random == 5 ? 0 : scene->width() - sub->size().width();
194 qreal y = scene->height() -(QRandomGenerator::global()->bounded(150) + 1) - sub->size().height();
195 sub->setPos(x,y);
196 sub->setCurrentDirection(x == 0 ? SubMarine::Right : SubMarine::Left);
197 sub->setCurrentSpeed(QRandomGenerator::global()->bounded(3) + 1);
198 }
199 }
200 }
201
202 /** Pause State */
PauseState(GraphicsScene * scene,QState * parent)203 PauseState::PauseState(GraphicsScene *scene, QState *parent) : QState(parent), scene(scene)
204 {
205 }
206
onEntry(QEvent *)207 void PauseState::onEntry(QEvent *)
208 {
209 AnimationManager::self()->pauseAll();
210 scene->boat->setEnabled(false);
211 }
onExit(QEvent *)212 void PauseState::onExit(QEvent *)
213 {
214 AnimationManager::self()->resumeAll();
215 scene->boat->setEnabled(true);
216 scene->boat->setFocus();
217 }
218
219 /** Lost State */
LostState(GraphicsScene * scene,PlayState * game,QState * parent)220 LostState::LostState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game)
221 {
222 }
223
onEntry(QEvent *)224 void LostState::onEntry(QEvent *)
225 {
226 //The message to display
227 QString message = QString("You lose on level %1. Your score is %2.").arg(game->currentLevel+1).arg(game->score);
228
229 //We set the level back to 0
230 game->currentLevel = 0;
231
232 //We set the score back to 0
233 game->score = 0;
234
235 //We clear the scene
236 scene->clearScene();
237
238 //We inform the player
239 scene->textInformationItem->setMessage(message);
240 scene->textInformationItem->show();
241 }
242
onExit(QEvent *)243 void LostState::onExit(QEvent *)
244 {
245 //we hide the information
246 scene->textInformationItem->hide();
247 }
248
249 /** Win State */
WinState(GraphicsScene * scene,PlayState * game,QState * parent)250 WinState::WinState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game)
251 {
252 }
253
onEntry(QEvent *)254 void WinState::onEntry(QEvent *)
255 {
256 //We clear the scene
257 scene->clearScene();
258
259 QString message;
260 if (scene->levelsData.size() - 1 != game->currentLevel) {
261 message = QString("You win the level %1. Your score is %2.\nPress Space to continue.").arg(game->currentLevel+1).arg(game->score);
262 //We increment the level number
263 game->currentLevel++;
264 } else {
265 message = QString("You finish the game on level %1. Your score is %2.").arg(game->currentLevel+1).arg(game->score);
266 //We set the level back to 0
267 game->currentLevel = 0;
268 //We set the score back to 0
269 game->score = 0;
270 }
271
272 //We inform the player
273 scene->textInformationItem->setMessage(message);
274 scene->textInformationItem->show();
275 }
276
onExit(QEvent *)277 void WinState::onExit(QEvent *)
278 {
279 //we hide the information
280 scene->textInformationItem->hide();
281 }
282
283 /** UpdateScore State */
UpdateScoreState(QState * parent)284 UpdateScoreState::UpdateScoreState(QState *parent) : QState(parent)
285 {
286 }
287
288 /** Win transition */
UpdateScoreTransition(GraphicsScene * scene,PlayState * game,QAbstractState * target)289 UpdateScoreTransition::UpdateScoreTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target)
290 : QSignalTransition(scene, &GraphicsScene::subMarineDestroyed),
291 game(game), scene(scene)
292 {
293 setTargetState(target);
294 }
295
eventTest(QEvent * event)296 bool UpdateScoreTransition::eventTest(QEvent *event)
297 {
298 if (!QSignalTransition::eventTest(event))
299 return false;
300 QStateMachine::SignalEvent *se = static_cast<QStateMachine::SignalEvent*>(event);
301 game->score += se->arguments().at(0).toInt();
302 scene->progressItem->setScore(game->score);
303 return true;
304 }
305
306 /** Win transition */
WinTransition(GraphicsScene * scene,PlayState * game,QAbstractState * target)307 WinTransition::WinTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target)
308 : QSignalTransition(scene, &GraphicsScene::allSubMarineDestroyed),
309 game(game), scene(scene)
310 {
311 setTargetState(target);
312 }
313
eventTest(QEvent * event)314 bool WinTransition::eventTest(QEvent *event)
315 {
316 if (!QSignalTransition::eventTest(event))
317 return false;
318 QStateMachine::SignalEvent *se = static_cast<QStateMachine::SignalEvent*>(event);
319 game->score += se->arguments().at(0).toInt();
320 scene->progressItem->setScore(game->score);
321 return true;
322 }
323
324 /** Space transition */
CustomSpaceTransition(QWidget * widget,PlayState * game,QEvent::Type type,int key)325 CustomSpaceTransition::CustomSpaceTransition(QWidget *widget, PlayState *game, QEvent::Type type, int key)
326 : QKeyEventTransition(widget, type, key), game(game)
327 {
328 }
329
eventTest(QEvent * event)330 bool CustomSpaceTransition::eventTest(QEvent *event)
331 {
332 if (!QKeyEventTransition::eventTest(event))
333 return false;
334 return (game->currentLevel != 0);
335 }
336