+void SeaScene::createMenuItems()
+{
+
+ QFont font;
+ font.setPixelSize(35);
+
+
+
+ pPausetextItem_ = new QGraphicsTextItem;
+ pPausetextItem_->setHtml("<font size = \"5\" color = darkorange> Game paused. Tap to continue.");
+ pPausetextItem_->setZValue(1000);
+ pPausetextItem_->setPos(165,50);
+ addItem(pPausetextItem_);
+ pPausetextItem_->hide();
+
+ menuItemCount_ = 0;
+
+ QString menufonthtml = "<font size = \"4\" color = darkorange>";
+
+ pRestartGameItem_ = new QGraphicsTextItem;
+ pRestartGameItem_->setHtml(tr("Restart <br> game").prepend(menufonthtml));
+ prepareForMenu(pRestartGameItem_);
+
+ pRestartLevelItem_ = new QGraphicsTextItem;
+ pRestartLevelItem_->setHtml(tr("Restart <br> level").prepend(menufonthtml));
+ prepareForMenu(pRestartLevelItem_);
+
+ pSettingsItem_ = new QGraphicsTextItem;
+ QString vibraText(tr("Turn vibration <br> effects "));
+ QString statusText;
+ if (pVibrateAction_->isChecked())
+ {
+ statusText = "off";
+ }
+ else
+ {
+ statusText = "on";
+ }
+ vibraText.append(statusText);
+ pSettingsItem_->setHtml(vibraText.prepend(menufonthtml));
+ prepareForMenu(pSettingsItem_);
+
+ pAboutItem_ = new QGraphicsTextItem;
+ pAboutItem_->setHtml(tr("About <br> game").prepend(menufonthtml));
+ prepareForMenu(pAboutItem_);
+
+ pMinimizeItem_ = new QGraphicsTextItem;
+ pMinimizeItem_->setHtml(tr("Show <br> status bar").prepend(menufonthtml));
+ prepareForMenu(pMinimizeItem_);
+
+ pQuitItem_ = new QGraphicsTextItem;
+ pQuitItem_->setHtml(tr("Quit <br> game").prepend(menufonthtml));
+ prepareForMenu(pQuitItem_);
+
+}
+
+void SeaScene::prepareForMenu(QGraphicsItem * pItem)
+{
+
+ //Menu items have pause text item as their parent and are thus added to scene automatically
+ //They are also shown and hidden with it, resulting in the menu being visble when the game is paused
+ //Their coordinates are given relative to the parent.
+
+
+
+
+ int itemsPerRow = 3;
+
+ pItem->setParentItem(pPausetextItem_);
+ pItem->setZValue(1000);
+ pItem->setFlag(QGraphicsItem::ItemIsSelectable);
+
+ int row = menuItemCount_/(itemsPerRow);
+ pItem->setY(150+row*120);
+ pItem->setX(((menuItemCount_%(itemsPerRow))*180+5));
+
+ menuItemCount_++;
+ }
+
+
+void SeaScene::about()
+{
+ pPausetextItem_->hide();
+ pAboutBoxItem_->show();
+}
+
+
+void SeaScene::restartLevel()
+{
+ setupMap(levelList_.value(currentLevel_)); //value() returns default constructor Level if index is invalid, so no risk of crash
+ vibrationActivate(pVibrateAction_->isChecked()); //Vibration effects are lost without this
+ // qDebug() << pVibrateAction_->isChecked();
+ autopauseTimer.start(); //reset counting towards autopause
+}
+
+
+
+void SeaScene::nextLevel()
+{
+
+ currentLevel_++;
+
+ if (levelList_.empty())
+ setupMap(Level());
+
+
+ if ( currentLevel_ < levelList_.size() )
+ {
+ restartLevel();
+ }
+
+ else //Victory!
+ {
+
+ pPauseAction_->setChecked(true); //Pause the game while showing the victory dialog
+
+ pPausetextItem_->hide();
+
+ pVictoryCongratulationsItem_->show();
+
+ }
+}
+
+
+void SeaScene::restartGame()
+{
+ currentLevel_ = 0;
+ restartLevel();
+}
+
+
+void SeaScene::forcePause()
+{
+ //Pause without setting the pause action state
+ pause(true);
+}