#include <QGraphicsPixmapItem>
#include <QDebug>
#include <QMessageBox>
+#include <QTime>
const QString ghostImageFilename_ = ":/pix/aave.png";
const QString rockImageFilename_ =":/pix/kari.png";
SeaScene::SeaScene(QObject *parent) :
QGraphicsScene(parent)
{
+ paused_ = false;
+ screenLitKeeper_.keepScreenLit(true);
+
+ //set background
+
+ QPixmap waves (":/pix/meri.png");
+ waves.scaled(20,20);
+ setBackgroundBrush(QBrush(waves));
+
+ //set random seed
+
+ qsrand(QTime::currentTime().msec()+2); //+2 to avoid setting it to 1
+
}
addItem(pOctopus);
pOctopus->startMoving();
movingItems_.append(pOctopus);
+ connect(this,SIGNAL(pauseOn()),pOctopus,SLOT(stopMoving()));
+ connect(this,SIGNAL(pauseOff()),pOctopus,SLOT(startMoving()));
delete pPosition;
}
return;
}
- Ship * pShip = new Ship (QPixmap(":/pix/laiva.png"));
+ QList<QPixmap> shipImages;
+ shipImages.append(QPixmap(":/pix/laiva.png"));
+ shipImages.append(QPixmap(":/pix/laiva_1aave.png"));
+ shipImages.append(QPixmap(":/pix/laiva_2aave.png"));
+ shipImages.append(QPixmap(":/pix/laiva_3aave.png"));
+ shipImages.append(QPixmap(":/pix/laiva_4aave.png"));
+ shipImages.append(QPixmap(":/pix/laiva_5aave.png"));
+ shipImages.append(QPixmap(":/pix/laiva_6aave.png"));
+ shipImages.append(QPixmap(":/pix/laiva_7aave.png"));
+ shipImages.append(QPixmap(":/pix/laiva_8aave.png"));
+ shipImages.append(QPixmap(":/pix/laiva_9aave.png"));
+ shipImages.append(QPixmap(":/pix/laiva_10aave.png"));
+
+ Ship * pShip = new Ship (shipImages);
pShip->setData(0,"ship");
pShip->setPos(*pPosition);
addItem(pShip);
connect(pShip,SIGNAL(droppingGhosts(int)),this,SLOT(ghostsDropped(int)));
pShip->startMoving();
movingItems_.append(pShip);
+ connect(this,SIGNAL(pauseOn()),pShip,SLOT(stopMoving()));
+ connect(this,SIGNAL(pauseOff()),pShip,SLOT(startMoving()));
delete pPosition;
}
void SeaScene::spreadGhosts(int ghosts)
{
- qDebug() << "Preparing to spread ghosts";
//the octopuses and the ship may have moved from their original positions,
//so the list of free slots must be adjusted to exclude their current positions
ghostsLeft_--;
if (ghostsLeft_ == 0)
{
- //here whatever happens when a level is complete / a signal
+ emit allGhostsPicked();
qDebug() << "All ghosts picked!";
}
}
spreadGhosts(ghosts);
}
+
+void SeaScene::pause(bool paused)
+{
+ // qDebug() << "pause pressed " << paused;
+ if (paused_ == paused)
+ return;
+
+ paused_ = paused;
+
+ if (paused == false)
+ {
+ // qDebug() << "starting to move again";
+ emit pauseOff();
+ screenLitKeeper_.keepScreenLit(true);
+ }
+
+ else
+ {
+ // qDebug("about to stop movement");
+ emit pauseOn();
+ screenLitKeeper_.keepScreenLit(false);
+ }
+}