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| 50 | |
| 51 | //Own |
| 52 | #include "graphicsscene.h" |
| 53 | #include "states.h" |
| 54 | #include "boat.h" |
| 55 | #include "submarine.h" |
| 56 | #include "torpedo.h" |
| 57 | #include "bomb.h" |
| 58 | #include "animationmanager.h" |
| 59 | #include "qanimationstate.h" |
| 60 | #include "progressitem.h" |
| 61 | #include "textinformationitem.h" |
| 62 | |
| 63 | //Qt |
| 64 | #include <QAction> |
| 65 | #include <QApplication> |
| 66 | #include <QFile> |
| 67 | #include <QFinalState> |
| 68 | #include <QParallelAnimationGroup> |
| 69 | #include <QPropertyAnimation> |
| 70 | #include <QSequentialAnimationGroup> |
| 71 | #include <QStateMachine> |
| 72 | #include <QXmlStreamReader> |
| 73 | |
| 74 | GraphicsScene::GraphicsScene(int x, int y, int width, int height, Mode mode, QObject *parent) |
| 75 | : QGraphicsScene(x, y, width, height, parent), mode(mode), boat(new Boat) |
| 76 | { |
| 77 | PixmapItem *backgroundItem = new PixmapItem(QStringLiteral("background" ), mode); |
| 78 | backgroundItem->setZValue(1); |
| 79 | backgroundItem->setPos(ax: 0,ay: 0); |
| 80 | addItem(item: backgroundItem); |
| 81 | |
| 82 | PixmapItem *surfaceItem = new PixmapItem(QStringLiteral("surface" ), mode); |
| 83 | surfaceItem->setZValue(3); |
| 84 | surfaceItem->setPos(ax: 0, ay: sealLevel() - surfaceItem->boundingRect().height() / 2); |
| 85 | addItem(item: surfaceItem); |
| 86 | |
| 87 | //The item that display score and level |
| 88 | progressItem = new ProgressItem(backgroundItem); |
| 89 | |
| 90 | textInformationItem = new TextInformationItem(backgroundItem); |
| 91 | textInformationItem->hide(); |
| 92 | //We create the boat |
| 93 | addItem(item: boat); |
| 94 | boat->setPos(ax: this->width()/2, ay: sealLevel() - boat->size().height()); |
| 95 | boat->hide(); |
| 96 | |
| 97 | //parse the xml that contain all data of the game |
| 98 | QXmlStreamReader reader; |
| 99 | QFile file(":data.xml" ); |
| 100 | file.open(flags: QIODevice::ReadOnly); |
| 101 | reader.setDevice(&file); |
| 102 | LevelDescription currentLevel; |
| 103 | while (!reader.atEnd()) { |
| 104 | reader.readNext(); |
| 105 | if (reader.tokenType() == QXmlStreamReader::StartElement) { |
| 106 | if (reader.name() == "submarine" ) { |
| 107 | SubmarineDescription desc; |
| 108 | desc.name = reader.attributes().value(qualifiedName: "name" ).toString(); |
| 109 | desc.points = reader.attributes().value(qualifiedName: "points" ).toInt(); |
| 110 | desc.type = reader.attributes().value(qualifiedName: "type" ).toInt(); |
| 111 | submarinesData.append(t: desc); |
| 112 | } else if (reader.name() == "level" ) { |
| 113 | currentLevel.id = reader.attributes().value(qualifiedName: "id" ).toInt(); |
| 114 | currentLevel.name = reader.attributes().value(qualifiedName: "name" ).toString(); |
| 115 | } else if (reader.name() == "subinstance" ) { |
| 116 | currentLevel.submarines.append(t: qMakePair(x: reader.attributes().value(qualifiedName: "type" ).toInt(), |
| 117 | y: reader.attributes().value(qualifiedName: "nb" ).toInt())); |
| 118 | } |
| 119 | } else if (reader.tokenType() == QXmlStreamReader::EndElement) { |
| 120 | if (reader.name() == "level" ) { |
| 121 | levelsData.insert(akey: currentLevel.id, avalue: currentLevel); |
| 122 | currentLevel.submarines.clear(); |
| 123 | } |
| 124 | } |
| 125 | } |
| 126 | } |
| 127 | |
| 128 | qreal GraphicsScene::sealLevel() const |
| 129 | { |
| 130 | return (mode == Big) ? 220 : 160; |
| 131 | } |
| 132 | |
| 133 | void GraphicsScene::setupScene(QAction *newAction, QAction *quitAction) |
| 134 | { |
| 135 | static constexpr int nLetters = 10; |
| 136 | static constexpr struct { |
| 137 | char const *pix; |
| 138 | qreal initX, initY; |
| 139 | qreal destX, destY; |
| 140 | } logoData[nLetters] = { |
| 141 | {.pix: "s" , .initX: -1000, .initY: -1000, .destX: 300, .destY: 150 }, |
| 142 | {.pix: "u" , .initX: -800, .initY: -1000, .destX: 350, .destY: 150 }, |
| 143 | {.pix: "b" , .initX: -600, .initY: -1000, .destX: 400, .destY: 120 }, |
| 144 | {.pix: "dash" , .initX: -400, .initY: -1000, .destX: 460, .destY: 150 }, |
| 145 | {.pix: "a" , .initX: 1000, .initY: 2000, .destX: 350, .destY: 250 }, |
| 146 | {.pix: "t" , .initX: 800, .initY: 2000, .destX: 400, .destY: 250 }, |
| 147 | {.pix: "t2" , .initX: 600, .initY: 2000, .destX: 430, .destY: 250 }, |
| 148 | {.pix: "a2" , .initX: 400, .initY: 2000, .destX: 465, .destY: 250 }, |
| 149 | {.pix: "q" , .initX: 200, .initY: 2000, .destX: 510, .destY: 250 }, |
| 150 | {.pix: "excl" , .initX: 0, .initY: 2000, .destX: 570, .destY: 220 } }; |
| 151 | |
| 152 | QSequentialAnimationGroup *lettersGroupMoving = new QSequentialAnimationGroup(this); |
| 153 | QParallelAnimationGroup *lettersGroupFading = new QParallelAnimationGroup(this); |
| 154 | |
| 155 | for (int i = 0; i < nLetters; ++i) { |
| 156 | PixmapItem *logo = new PixmapItem(QLatin1String(":/logo-" ) + logoData[i].pix, this); |
| 157 | logo->setPos(ax: logoData[i].initX, ay: logoData[i].initY); |
| 158 | logo->setZValue(i + 3); |
| 159 | //creation of the animations for moving letters |
| 160 | QPropertyAnimation *moveAnim = new QPropertyAnimation(logo, "pos" , lettersGroupMoving); |
| 161 | moveAnim->setEndValue(QPointF(logoData[i].destX, logoData[i].destY)); |
| 162 | moveAnim->setDuration(200); |
| 163 | moveAnim->setEasingCurve(QEasingCurve::OutElastic); |
| 164 | lettersGroupMoving->addPause(msecs: 50); |
| 165 | //creation of the animations for fading out the letters |
| 166 | QPropertyAnimation *fadeAnim = new QPropertyAnimation(logo, "opacity" , lettersGroupFading); |
| 167 | fadeAnim->setDuration(800); |
| 168 | fadeAnim->setEndValue(0); |
| 169 | fadeAnim->setEasingCurve(QEasingCurve::OutQuad); |
| 170 | } |
| 171 | |
| 172 | QStateMachine *machine = new QStateMachine(this); |
| 173 | |
| 174 | //This state is when the player is playing |
| 175 | PlayState *gameState = new PlayState(this, machine); |
| 176 | |
| 177 | //Final state |
| 178 | QFinalState *finalState = new QFinalState(machine); |
| 179 | |
| 180 | //Animation when the player enter in the game |
| 181 | QAnimationState *lettersMovingState = new QAnimationState(machine); |
| 182 | lettersMovingState->setAnimation(lettersGroupMoving); |
| 183 | |
| 184 | //Animation when the welcome screen disappear |
| 185 | QAnimationState *lettersFadingState = new QAnimationState(machine); |
| 186 | lettersFadingState->setAnimation(lettersGroupFading); |
| 187 | |
| 188 | //if new game then we fade out the welcome screen and start playing |
| 189 | lettersMovingState->addTransition(obj: newAction, signal: &QAction::triggered, target: lettersFadingState); |
| 190 | lettersFadingState->addTransition(obj: lettersFadingState, signal: &QAnimationState::animationFinished, target: gameState); |
| 191 | |
| 192 | //New Game is triggered then player start playing |
| 193 | gameState->addTransition(obj: newAction, signal: &QAction::triggered, target: gameState); |
| 194 | |
| 195 | //Wanna quit, then connect to CTRL+Q |
| 196 | gameState->addTransition(obj: quitAction, signal: &QAction::triggered, target: finalState); |
| 197 | lettersMovingState->addTransition(obj: quitAction, signal: &QAction::triggered, target: finalState); |
| 198 | |
| 199 | //Welcome screen is the initial state |
| 200 | machine->setInitialState(lettersMovingState); |
| 201 | |
| 202 | machine->start(); |
| 203 | |
| 204 | //We reach the final state, then we quit |
| 205 | connect(sender: machine, signal: &QStateMachine::finished, qApp, slot: &QApplication::quit); |
| 206 | } |
| 207 | |
| 208 | void GraphicsScene::addItem(Bomb *bomb) |
| 209 | { |
| 210 | bombs.insert(value: bomb); |
| 211 | connect(sender: bomb, signal: &Bomb::bombExecutionFinished, |
| 212 | receiver: this, slot: &GraphicsScene::onBombExecutionFinished); |
| 213 | QGraphicsScene::addItem(item: bomb); |
| 214 | } |
| 215 | |
| 216 | void GraphicsScene::addItem(Torpedo *torpedo) |
| 217 | { |
| 218 | torpedos.insert(value: torpedo); |
| 219 | connect(sender: torpedo, signal: &Torpedo::torpedoExecutionFinished, |
| 220 | receiver: this, slot: &GraphicsScene::onTorpedoExecutionFinished); |
| 221 | QGraphicsScene::addItem(item: torpedo); |
| 222 | } |
| 223 | |
| 224 | void GraphicsScene::addItem(SubMarine *submarine) |
| 225 | { |
| 226 | submarines.insert(value: submarine); |
| 227 | connect(sender: submarine, signal: &SubMarine::subMarineExecutionFinished, |
| 228 | receiver: this, slot: &GraphicsScene::onSubMarineExecutionFinished); |
| 229 | QGraphicsScene::addItem(item: submarine); |
| 230 | } |
| 231 | |
| 232 | void GraphicsScene::addItem(QGraphicsItem *item) |
| 233 | { |
| 234 | QGraphicsScene::addItem(item); |
| 235 | } |
| 236 | |
| 237 | void GraphicsScene::onBombExecutionFinished() |
| 238 | { |
| 239 | Bomb *bomb = qobject_cast<Bomb *>(object: sender()); |
| 240 | if (!bomb) |
| 241 | return; |
| 242 | bombs.remove(value: bomb); |
| 243 | bomb->deleteLater(); |
| 244 | boat->setBombsLaunched(boat->bombsLaunched() - 1); |
| 245 | } |
| 246 | |
| 247 | void GraphicsScene::onTorpedoExecutionFinished() |
| 248 | { |
| 249 | Torpedo *torpedo = qobject_cast<Torpedo *>(object: sender()); |
| 250 | if (!torpedo) |
| 251 | return; |
| 252 | torpedos.remove(value: torpedo); |
| 253 | torpedo->deleteLater(); |
| 254 | } |
| 255 | |
| 256 | void GraphicsScene::onSubMarineExecutionFinished() |
| 257 | { |
| 258 | SubMarine *submarine = qobject_cast<SubMarine *>(object: sender()); |
| 259 | if (!submarine) |
| 260 | return; |
| 261 | submarines.remove(value: submarine); |
| 262 | if (submarines.count() == 0) |
| 263 | emit allSubMarineDestroyed(submarine->points()); |
| 264 | else |
| 265 | emit subMarineDestroyed(submarine->points()); |
| 266 | submarine->deleteLater(); |
| 267 | } |
| 268 | |
| 269 | void GraphicsScene::clearScene() |
| 270 | { |
| 271 | for (SubMarine *sub : qAsConst(t&: submarines)) { |
| 272 | // make sure to not go into onSubMarineExecutionFinished |
| 273 | sub->disconnect(receiver: this); |
| 274 | sub->destroy(); |
| 275 | sub->deleteLater(); |
| 276 | } |
| 277 | |
| 278 | for (Torpedo *torpedo : qAsConst(t&: torpedos)) { |
| 279 | // make sure to not go into onTorpedoExecutionFinished |
| 280 | torpedo->disconnect(receiver: this); |
| 281 | torpedo->destroy(); |
| 282 | torpedo->deleteLater(); |
| 283 | } |
| 284 | |
| 285 | for (Bomb *bomb : qAsConst(t&: bombs)) { |
| 286 | // make sure to not go into onBombExecutionFinished |
| 287 | bomb->disconnect(receiver: this); |
| 288 | bomb->destroy(); |
| 289 | bomb->deleteLater(); |
| 290 | } |
| 291 | |
| 292 | submarines.clear(); |
| 293 | bombs.clear(); |
| 294 | torpedos.clear(); |
| 295 | |
| 296 | AnimationManager::self()->unregisterAllAnimations(); |
| 297 | |
| 298 | boat->stop(); |
| 299 | boat->hide(); |
| 300 | boat->setEnabled(true); |
| 301 | } |
| 302 | |