2 #include "timercontrolledtursas.h"
4 #include <QGraphicsPixmapItem>
8 const QString ghostImageFilename_ = ":/pix/aave.png";
9 const QString rockImageFilename_ =":/pix/kari.png";
10 const QString octopusImageFilename_= ":/pix/tursas.png";
13 SeaScene::SeaScene(QObject *parent) :
14 QGraphicsScene(parent)
20 void SeaScene::setupMap(int ghosts, int rocks, int octopuses)
26 //empty the list of free slots
29 //fill the list of free slots
31 int numberOfXTiles = width() / 40;
32 int numberOfYTiles = height() /40;
34 qDebug() << numberOfXTiles << " slots in x direction";
35 qDebug() << numberOfYTiles << " slots in y rirection";
37 for (int i = 0; i < numberOfXTiles; i++ )
39 for (int j = 0; j < numberOfYTiles; j++)
41 freeTiles_.append(QPointF(i*40,j*40));
48 for (int i = 0; i < rocks; i++)
50 QPointF * pPosition = findRandomFreeSlot();
52 //If there was no room no point to continue
53 if (pPosition == NULL)
56 QPixmap rockPixmap (":/pix/kari.png");
57 QGraphicsPixmapItem * pRock = addPixmap(rockPixmap);
58 pRock->setData(0,"rock");
59 pRock->setPos(*pPosition);
71 //spread the octopuses
74 for (int i=0; i < octopuses; i++)
76 QPointF * pPosition = findRandomFreeSlot();
78 //If there was no room no point to continue
79 if (pPosition == NULL)
82 QPixmap octopusPixmap (":/pix/tursas.png");
83 TimerControlledTursas * pOctopus = new TimerControlledTursas (octopusPixmap,100);
84 pOctopus->setData(0,"octopus");
85 pOctopus->setPos(*pPosition);
87 pOctopus->startMoving();
88 movingItems_.append(pOctopus);
96 QPointF * pPosition = findRandomFreeSlot();
97 if (pPosition == NULL)
99 // Game cannot begin without a free position for ship, so give an error message and return
101 QMessageBox::critical(NULL,"Error! Too many objects on screen","No free space to place the ship. The game cannot start. Please choose another level.");
105 Ship * pShip = new Ship (QPixmap(":/pix/laiva.png"));
106 pShip->setData(0,"ship");
107 pShip->setPos(*pPosition);
109 connect(pShip,SIGNAL(pickingGhost(QGraphicsItem*)),this, SLOT(removeGhost(QGraphicsItem*)) );
110 connect(pShip,SIGNAL(droppingGhosts(int)),this,SLOT(ghostsDropped(int)));
111 pShip->startMoving();
112 movingItems_.append(pShip);
117 void SeaScene::spreadGhosts(int ghosts)
120 //the octopuses and the ship may have moved from their original positions,
121 //so the list of free slots must be adjusted to exclude their current positions
123 QList<QPointF> temporarilyReservedSlots;
125 foreach (QGraphicsItem* pItem, movingItems_)
128 //round x and y down to fit the slot size
137 QPointF position (x,y);
139 //remove the tiles (potentially) occupied by the item from free slots and place in temp list if was in the list before
141 if (freeTiles_.removeOne(position))
142 temporarilyReservedSlots.append(position);
147 if (freeTiles_.removeOne(position))
148 temporarilyReservedSlots.append(position);
152 if (freeTiles_.removeOne(position))
153 temporarilyReservedSlots.append(position);
157 if (freeTiles_.removeOne(position))
158 temporarilyReservedSlots.append(position);
162 //spread ghosts in random free slots
164 for (int i=0; i < ghosts; i++)
166 QPointF * pPosition = findRandomFreeSlot();
168 //If there was no room no point to continue
169 if (pPosition == NULL)
172 QPixmap ghostPixmap(":/pix/aave.png");
173 QGraphicsPixmapItem * pGhost = addPixmap(ghostPixmap);
174 pGhost->setData(0,"ghost");
175 pGhost->setPos(*pPosition);
179 //return the slots occupied by moving items to free slots
180 freeTiles_.append(temporarilyReservedSlots);
182 //clear temp for the next round
183 temporarilyReservedSlots.clear();
186 QPointF* SeaScene::findRandomFreeSlot()
188 if (freeTiles_.isEmpty())
191 int index = qrand()%freeTiles_.size();
193 qDebug() << index << " index";
194 return new QPointF (freeTiles_.takeAt(index));
198 void SeaScene::removeGhost(QGraphicsItem *pGhost)
200 removeItem(pGhost); //remove the item from scene
201 freeTiles_.append(pGhost->scenePos()); //add the item's position to free slots
204 if (ghostsLeft_ == 0)
206 //here whatever happens when a level is complete / a signal
207 qDebug() << "All ghosts picked!";
211 void SeaScene::ghostsDropped(int ghosts)
213 ghostsLeft_ += ghosts;
215 spreadGhosts(ghosts);