#include <QPushButton>
#include <QLabel>
#include <QVBoxLayout>
+#include <QSettings>
+#include <QPixmap>
const QString ghostImageFilename_ = ":/pix/aave.png";
const QString rockImageFilename_ =":/pix/kari.png";
SeaScene::SeaScene(QObject *parent) :
QGraphicsScene(parent)
{
+
+ setItemPointersNull();
+
paused_ = false;
screenLitKeeper_.keepScreenLit(true);
//Setup the level list
+ QList<Level> levelList;
Level level1(5,10);
- levelList_.append(level1);
+ levelList.append(level1);
Level level2(5,10,2,50);
- levelList_.append(level2);
+ levelList.append(level2);
Level level3(5,15,2,50);
- levelList_.append(level3);
+ levelList.append(level3);
Level level4(5,15,4,50);
- levelList_.append(level4);
+ levelList.append(level4);
Level level5(5,15,5,100);
- levelList_.append(level5);
+ levelList.append(level5);
+
+ Levelset set ("Original",levelList);
+ levelset_ = set;
currentLevel_ = 0;
+ totalScore_ = 0;
+
+
+ connect(this,SIGNAL(allGhostsPicked()),this,SLOT(nextLevel()));
+
pVibrateAction_ = new QAction(tr("Vibration effects"),this);
pVibrateAction_->setCheckable(true);
connect(pVibrateAction_,SIGNAL(toggled(bool)),this,SLOT(vibrationActivate(bool)));
+ QSettings settings;
+ pVibrateAction_->setChecked(settings.value("vibration",false).toBool());
pPauseAction_ = new QAction(tr("Pause"),this);
connect(pPauseAction_,SIGNAL(toggled(bool)),this,SLOT(pause(bool)));
+ deviceLockPollTimer_.setInterval(20*60);
+ connect(&deviceLockPollTimer_,SIGNAL(timeout()),this,SLOT(pollDeviceLocked()));
+ deviceLockPollTimer_.start();
+
+
+ autopauseTimer.setSingleShot(true);
+ autopauseTimer.setInterval(15*60*1000);
+ connect(&autopauseTimer,SIGNAL(timeout()),this,SLOT(turnPauseOn()));
+
+
}
void SeaScene::setupMap(int ghosts, int rocks, int octopuses, int octopusSpeed)
clear();
+ setItemPointersNull();
+
createMenuItems();
+ createAboutBoxItems();
+
+ createVictoryItems();
+
+ createLevelCompletedItem();
+
+
//empty the list of moving items
movingItems_.clear();
if (paused == false)
{
// qDebug() << "starting to move again";
+ emit fullscreenRequested();
emit pauseOff();
screenLitKeeper_.keepScreenLit(true);
if (pPausetextItem_)
pPausetextItem_->hide();
+
+ scoreCounter_.start();
+
+ autopauseTimer.start(); //Start counting towards autopause
+ deviceLockPollTimer_.start(); //Start polling whether device is locked
}
else
{
- qDebug("about to stop movement");
+// qDebug("about to stop movement");
emit pauseOn();
screenLitKeeper_.keepScreenLit(false);
if (pPausetextItem_ != NULL)
{
- qDebug() << "about to show the pause text";
+// qDebug() << "about to show the pause text";
pPausetextItem_->show();
- qDebug() << "showing pause text";
+// qDebug() << "showing pause text";
}
- else qDebug() << "No pause text available";
+// else qDebug() << "No pause text available";
+
+ levelScore_ += scoreCounter_.elapsed();
+
+ autopauseTimer.stop(); //No need to count toward autopause when already paused
+ deviceLockPollTimer_.stop(); //No need to check for unlock as no unpause anyway
}
}
return;
}
- //If the game is paused, chacl if menu item was selected
+ //If the game is paused and about box is shown, close it and show the pause text and menu again
+
+ if(pAboutBoxItem_)
+ {
+ if(pAboutBoxItem_->isVisible())
+ {
+ pAboutBoxItem_->hide();
+ pPausetextItem_->show();
+ return;
+ }
+ }
+
+ //If the game is paused, check if the level completed item is shown
+
+ if (pLevelCompletedItem_)
+ {
+ if (pLevelCompletedItem_->isVisible())
+ {
+ pLevelCompletedItem_->hide();
+ restartLevel(); //Current level has already been set to the next one before showing the level completed item
+ pPauseAction_->setChecked(false); //unpause
+ return;
+ }
+ }
+
+ //If the game is paused, check if the victory item is being shown
+ if(pVictoryCongratulationsItem_)
+ {
+ if (pVictoryCongratulationsItem_->isVisibleTo(NULL)) //returns visibility to scene
+ {
+ pVictoryCongratulationsItem_->hide();
+ restartGame();
+ pPauseAction_->setChecked(false); // unpause
+ return;
+ }
+ }
+
+
+ //If the game is paused and no victory, check if menu item was selected
QList<QGraphicsItem *> items = selectedItems();
QGraphicsItem* pItem = items.at(0); //Selecting an item brings here, thus only selecting one item should be possible
//... so we can just take the first one
+ //Selection is just used to get notice of a menu item being clicked, removed after use
+
+ clearSelection();
+
+
+ //Act upon the selected item
+
if (pItem == pRestartGameItem_)
{
- qDebug() << "game restart requested";
+// qDebug() << "game restart requested";
+ restartGame();
+ pPauseAction_->setChecked(false); //unpause game
+
}
else if (pItem == pRestartLevelItem_)
{
- qDebug() << "Level restart requested";
+// qDebug() << "Level restart requested";
+ restartLevel();
+ pPauseAction_->setChecked(false); //unpause game
}
else if (pItem == pSettingsItem_)
{
+ pVibrateAction_->toggle();
+
+ QSettings settings;
+ settings.setValue("vibration",pVibrateAction_->isChecked());
+ QString text = pSettingsItem_->toHtml();
+ if (pVibrateAction_->isChecked())
+ text.replace(" on"," off"); //don't remove spaces or you get vibratioff...
+ else
+ text.replace(" off"," on");
+ pSettingsItem_->setHtml(text);
}
else if (pItem == pAboutItem_)
about();
}
+ else if(pItem == pMinimizeItem_)
+ {
+ emit minimizeRequested();
+ }
- //Selection is just used to get notice of a menu item being clicked, removed after use
-
- clearSelection();
-
+ else if (pItem == pQuitItem_)
+ {
+ qApp->quit();
+ }
}
void SeaScene::createMenuItems()
{
- pPausetextItem_ = addSimpleText("Game paused. Tap to continue.");
+ 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(250,50);
+ pPausetextItem_->setPos(165,50);
+ addItem(pPausetextItem_);
pPausetextItem_->hide();
menuItemCount_ = 0;
- pRestartGameItem_ = new QGraphicsSimpleTextItem("Restart game");
+ QString menufonthtml = "<font size = \"4\" color = darkorange>";
+
+ pRestartGameItem_ = new QGraphicsTextItem;
+ pRestartGameItem_->setHtml(tr("Restart <br> game").prepend(menufonthtml));
prepareForMenu(pRestartGameItem_);
- pRestartLevelItem_ = new QGraphicsSimpleTextItem("Restart level");
+ pRestartLevelItem_ = new QGraphicsTextItem;
+ pRestartLevelItem_->setHtml(tr("Restart <br> level").prepend(menufonthtml));
prepareForMenu(pRestartLevelItem_);
- pSettingsItem_ = new QGraphicsSimpleTextItem("Settings");
+ 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 QGraphicsSimpleTextItem("About");
+ 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)
//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);
- pItem->setY(150);
- pItem->setX(menuItemCount_++*150-250);
+
+ int row = menuItemCount_/(itemsPerRow);
+ pItem->setY(150+row*120);
+ pItem->setX(((menuItemCount_%(itemsPerRow))*180+5));
+
+ menuItemCount_++;
}
void SeaScene::about()
{
- QMessageBox::about(NULL, tr("About %1").arg(QApplication::applicationName()),
- tr("Version %1"
- "<p>Copyright 2011 Heli Hyvättinen"
- "<p>License: General Public License v2"
- "<p>Bug Reports: https://bugs.maemo.org/ "
- "enter_bug.cgi?product=Ghosts%20Overboard"
- ).arg(QApplication::applicationVersion()));
-
-
-
+ 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
+
+ levelScore_ = 0;
+
+ setupMap(levelset_.getLevel(currentLevel_)); //getLevel() returns default constructor Level if index is invalid, so no risk of crash
+
+ scoreCounter_.start();
+
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());
+ //get score for previous level
+ levelScore_ += scoreCounter_.elapsed();
+ totalScore_ += levelScore_;
+ int highscore = levelset_.getLevelHighScore(currentLevel_);
+ qDebug() << highscore;
+ QString scoretext;
- if ( currentLevel_ < levelList_.size() )
+ if (levelScore_ >= highscore)
{
- restartLevel();
+ scoretext = tr("<font size=\"5\" color = darkorange>Your time: %1.%2 s<br>Best time: %3.%4 s<br><br>Tap to start the next level").arg(levelScore_/1000).arg((levelScore_%1000)/100).arg(highscore/1000).arg((highscore%1000)/100);
}
- else //Victory!
+ else //New high score!
+
{
+ scoretext = tr("<font size=\"5\" color = darkorange>Your time %1.%2 s is the new best time!<br>br> Tap to start the next level").arg(levelScore_/1000).arg((levelScore_%1000)/100);
+ levelset_.setLevelHighScore(currentLevel_,levelScore_);
+ }
- QDialog* pVictoryDialog = new QDialog();
- pVictoryDialog->setWindowTitle(tr("You won!"));
+ //pause to show the highscore or victory screen
+ turnPauseOn();
+ pPausetextItem_->hide();
- QPushButton* pPlayAgainButton = new QPushButton(tr("Play again"));
-// QPushButton* pQuitButton = new QPushButton(tr("Quit game"));
- QPixmap victoryIcon (":/pix/aavesaari.png");
- QLabel* pVictoryLabel = new QLabel();
- pVictoryLabel->setPixmap(victoryIcon);
+ //Go to the next level if available
+ currentLevel_++;
- QLabel* pTextLabel = new QLabel(tr("Congratulations! <p>You have saved all the ghosts."));
+ if ( currentLevel_ < levelset_.numberOfLevels() )
+ {
+ pLevelCompletedItem_->setHtml(scoretext);
+ pLevelCompletedItem_->show();
+// restartLevel();
+ }
+ else //Victory!
+ {
+ pVictoryCongratulationsItem_->show();
+ }
+}
- QVBoxLayout* pMainLayout = new QVBoxLayout;
- QHBoxLayout* pTopLayout = new QHBoxLayout;
- pMainLayout->addLayout(pTopLayout);
+void SeaScene::restartGame()
+{
+ currentLevel_ = 0;
+ totalScore_ = 0;
+ restartLevel();
+}
- pTopLayout->addWidget(pVictoryLabel);
- pTopLayout->addWidget(pTextLabel);
+void SeaScene::forcePause()
+{
+ //Pause without setting the pause action state
+ pause(true);
+}
+void SeaScene::softContinue()
+{
+ //Continue if not being paused by the user
+ // Reverts forcePause()
- QHBoxLayout* pButtonLayout = new QHBoxLayout();
- pMainLayout->addLayout(pButtonLayout);
+ pause(pPauseAction_->isChecked());
+}
- // pButtonLayout->addWidget(pQuitButton);
- pButtonLayout->addWidget(pPlayAgainButton);
+void SeaScene::createVictoryItems()
+{
+ pVictoryCongratulationsItem_ = new QGraphicsTextItem;
+ pVictoryCongratulationsItem_->setHtml("<font size=\"6\" color = darkorange> Victory!");
+ pVictoryCongratulationsItem_->hide();
+ pVictoryCongratulationsItem_->setPos(355,50);
+ pVictoryCongratulationsItem_->setZValue(1000);
+ addItem(pVictoryCongratulationsItem_);
+
+
+ //coordinates are relative to the parent
+
+ QGraphicsTextItem * pTextItem = new QGraphicsTextItem(pVictoryCongratulationsItem_);
+ pTextItem->setHtml("<font size=\"5\" color = darkorange> Congratulations!");
+ pTextItem->setPos(-50,100);
+ pTextItem->setZValue(1000);
+
+ QGraphicsTextItem * pMiddleTextItem = new QGraphicsTextItem(pVictoryCongratulationsItem_);
+ pMiddleTextItem->setHtml("<font size=\"5\" color = darkorange> You have saved all the ghosts.");
+ pMiddleTextItem->setPos(-145,140);
+ pMiddleTextItem->setZValue(1000);
+
+ QGraphicsTextItem * pLowestTextItem = new QGraphicsTextItem(pVictoryCongratulationsItem_);
+ pLowestTextItem->setHtml("<font size=\"5\" color = darkorange> Tap to play again");
+ pLowestTextItem->setPos(-50,220);
+ pLowestTextItem->setZValue(1000);
+}
+void SeaScene::createAboutBoxItems()
+{
+ pAboutBoxItem_ = new QGraphicsTextItem;
+ addItem(pAboutBoxItem_);
+ pAboutBoxItem_->setPos(25,50);
+ pAboutBoxItem_->setZValue(1000);
+ pAboutBoxItem_->hide();
+
+ pAboutBoxItem_->setHtml(tr("<font color = darkorange size = \"7\">"
+ "%1 <br> <font size = \"5\"> Version %2"
+ "<p><font size = \"4\"> Copyright 2011 Heli Hyvättinen"
+ "<p><font size = \"4\"> License: General Public License v2"
+ "<p><font size = \"3\"> Web: http://ghostsoverboard.garage.maemo.org/<br>"
+ "Bug Reports: <br> https://bugs.maemo.org/"
+ "enter_bug.cgi?product=Ghosts%20Overboard"
+ ).arg(QApplication::applicationName(),QApplication::applicationVersion()));
- pVictoryDialog->setLayout(pMainLayout);
+}
- connect(pPlayAgainButton, SIGNAL(clicked()),pVictoryDialog,SLOT(accept()));
+void SeaScene::setItemPointersNull()
+{
+ pPausetextItem_ = NULL;
+ pRestartLevelItem_ = NULL;
+ pRestartGameItem_ = NULL;
+ pSettingsItem_ = NULL;
+ pAboutItem_ = NULL;
+ pQuitItem_ = NULL ;
+ pMinimizeItem_ = NULL;
- pVictoryDialog->exec();
+ pAboutBoxItem_ = NULL;
+ pVictoryCongratulationsItem_ = NULL;
+ pLevelCompletedItem_ = NULL;
- //Never mind if the user cancels the dialog: restart the game anyway
- restartGame();
- }
}
-
-void SeaScene::restartGame()
+void SeaScene::turnPauseOn()
{
- currentLevel_ = 0;
- restartLevel();
+ pPauseAction_->setChecked(true);
}
+void SeaScene::handleDeviceLocked(bool isLocked)
+{
+ //pauses if locked but does not unpause if unlocked
+ if(isLocked)
+ {
+ pPauseAction_->setChecked(true);
+ }
+}
-void SeaScene::forcePause()
+void SeaScene::pollDeviceLocked()
{
- //Pause without setting the pause action state
- pause(true);
+
+ bool locked = deviceInfo_.isDeviceLocked();
+
+ if (locked)
+ {
+ if (!alreadyLocked_)
+ {
+ pPauseAction_->setChecked(true);
+ alreadyLocked_ = true;
+ }
+
+ else
+ {
+ alreadyLocked_ = false;
+ }
+ }
}
-void::SeaScene::softContinue()
+void SeaScene::createLevelCompletedItem()
{
- //Continue if not being paused by the user
- // Reverts forcePause()
+ pLevelCompletedItem_ = new QGraphicsTextItem;
+ addItem(pLevelCompletedItem_);
+ pLevelCompletedItem_->setPos(20,20);
+ pLevelCompletedItem_->setZValue(1000);
+ pLevelCompletedItem_->hide();
+ //The text is set at usetime
- pause(pPauseAction_->isChecked());
}