| 1 | /**************************************************************************** | 
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| 49 | ****************************************************************************/ | 
| 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 |  |