X-Git-Url: http://git.maemo.org/git/?a=blobdiff_plain;f=seascene.cpp;h=1d9f720168cb87eb877bf7e5165194198b4dc402;hb=615218f5e8b5a4a96f7d9585e4b2d17d1d19a3b0;hp=339624abea1c85c92851963beb2f4efb777dc2eb;hpb=e472f2321c7870da02c3897e42d35aaae115bdec;p=ghostsoverboard diff --git a/seascene.cpp b/seascene.cpp index 339624a..1d9f720 100644 --- a/seascene.cpp +++ b/seascene.cpp @@ -1,10 +1,38 @@ +/************************************************************************** + Ghosts Overboard - a game for Maemo 5 + + Copyright (C) 2011 Heli Hyvättinen + + This file is part of Ghosts Overboard + + Ghosts Overboard is free software: you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation, either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program. If not, see . + +**************************************************************************/ + #include "seascene.h" -#include "timercontrolledtursas.h" +#include "octopus.h" #include "ship.h" #include #include #include #include +#include +#include +#include +#include +#include +#include const QString ghostImageFilename_ = ":/pix/aave.png"; const QString rockImageFilename_ =":/pix/kari.png"; @@ -14,6 +42,9 @@ const QString octopusImageFilename_= ":/pix/tursas.png"; SeaScene::SeaScene(QObject *parent) : QGraphicsScene(parent) { + paused_ = false; + screenLitKeeper_.keepScreenLit(true); + //set background QPixmap waves (":/pix/meri.png"); @@ -24,14 +55,46 @@ SeaScene::SeaScene(QObject *parent) : qsrand(QTime::currentTime().msec()+2); //+2 to avoid setting it to 1 +//Setup the level list + + Level level1(5,10); + levelList_.append(level1); + Level level2(5,10,2,50); + levelList_.append(level2); + Level level3(5,15,2,50); + levelList_.append(level3); + Level level4(5,15,4,50); + levelList_.append(level4); + Level level5(5,15,5,100); + levelList_.append(level5); + + currentLevel_ = 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); + pPauseAction_->setCheckable(true); + connect(pPauseAction_,SIGNAL(toggled(bool)),this,SLOT(pause(bool))); + + } -void SeaScene::setupMap(int ghosts, int rocks, int octopuses) +void SeaScene::setupMap(int ghosts, int rocks, int octopuses, int octopusSpeed) { //empty the map clear(); + createMenuItems(); + //empty the list of moving items movingItems_.clear(); @@ -44,8 +107,8 @@ void SeaScene::setupMap(int ghosts, int rocks, int octopuses) int numberOfXTiles = width() / 40; int numberOfYTiles = height() /40; - qDebug() << numberOfXTiles << " slots in x direction"; - qDebug() << numberOfYTiles << " slots in y rirection"; +// qDebug() << numberOfXTiles << " slots in x direction"; +// qDebug() << numberOfYTiles << " slots in y rirection"; for (int i = 0; i < numberOfXTiles; i++ ) { @@ -62,8 +125,6 @@ void SeaScene::setupMap(int ghosts, int rocks, int octopuses) { QPointF * pPosition = findRandomFreeSlot(); - qDebug() << "Found a place for a rock"; - //If there was no room no point to continue if (pPosition == NULL) break; @@ -85,6 +146,7 @@ void SeaScene::setupMap(int ghosts, int rocks, int octopuses) //spread the octopuses + QList octopusList; for (int i=0; i < octopuses; i++) { @@ -95,12 +157,15 @@ void SeaScene::setupMap(int ghosts, int rocks, int octopuses) break; QPixmap octopusPixmap (":/pix/tursas.png"); - TimerControlledTursas * pOctopus = new TimerControlledTursas (octopusPixmap,100); + Octopus * pOctopus = new Octopus(octopusPixmap,octopusSpeed); pOctopus->setData(0,"octopus"); pOctopus->setPos(*pPosition); addItem(pOctopus); pOctopus->startMoving(); movingItems_.append(pOctopus); + connect(this,SIGNAL(pauseOn()),pOctopus,SLOT(stopMoving())); + connect(this,SIGNAL(pauseOff()),pOctopus,SLOT(startMoving())); + octopusList.append(pOctopus); delete pPosition; } @@ -117,17 +182,41 @@ void SeaScene::setupMap(int ghosts, int rocks, int octopuses) return; } - Ship * pShip = new Ship (QPixmap(":/pix/laiva.png")); + QList 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(pickingGhost(QGraphicsItem*)),this, SLOT(removeGhost(QGraphicsItem*)) ); connect(pShip,SIGNAL(droppingGhosts(int)),this,SLOT(ghostsDropped(int))); + connect(this,SIGNAL(vibrationActivated(bool)),pShip,SLOT(setVibrationActivate(bool))); pShip->startMoving(); movingItems_.append(pShip); + connect(this,SIGNAL(pauseOn()),pShip,SLOT(stopMoving())); + connect(this,SIGNAL(pauseOff()),pShip,SLOT(startMoving())); + foreach (Octopus* pOctopus, octopusList) + { + connect(pOctopus,SIGNAL(droppingGhosts()),pShip,SLOT(dropAllGhosts())); + } delete pPosition; } +void SeaScene::setupMap(Level level) +{ + setupMap(level.getNumberOfGhosts(),level.getNumberOfRocks(),level.getNumberOfOctopuses(),level.getOctopusSpeed()); +} void SeaScene::spreadGhosts(int ghosts) { @@ -213,7 +302,7 @@ QPointF* SeaScene::findRandomFreeSlot() int index = qrand()%freeTiles_.size(); - qDebug() << index << " index"; +// qDebug() << index << " index"; return new QPointF (freeTiles_.takeAt(index)); } @@ -226,8 +315,8 @@ void SeaScene::removeGhost(QGraphicsItem *pGhost) ghostsLeft_--; if (ghostsLeft_ == 0) { - //here whatever happens when a level is complete / a signal - qDebug() << "All ghosts picked!"; + emit allGhostsPicked(); + // qDebug() << "All ghosts picked!"; } } @@ -237,3 +326,295 @@ void SeaScene::ghostsDropped(int ghosts) 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); + if (pPausetextItem_) + pPausetextItem_->hide(); + } + + else + { + qDebug("about to stop movement"); + emit pauseOn(); + screenLitKeeper_.keepScreenLit(false); + if (pPausetextItem_ != NULL) + { + qDebug() << "about to show the pause text"; + pPausetextItem_->show(); + qDebug() << "showing pause text"; + } + else qDebug() << "No pause text available"; + } +} + +void SeaScene::vibrationActivate(bool on) +{ + emit vibrationActivated(on); +} + +void SeaScene::handleScreenTapped() +{ + + //If the game is going just pause it + if (!paused_) + { + pPauseAction_->setChecked(true); + return; + } + + //If the game is paused, chacl if menu item was selected + + QList items = selectedItems(); + + //if nothing selected resume play + + if (items.isEmpty()) + { + pPauseAction_->setChecked(false); + return; + + } + + //If something was selected check if it was one of the menu items and act on it + //(Nothing else should be made selectable anyway) + + //Menu functions + + 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 + + + if (pItem == pRestartGameItem_) + { + qDebug() << "game restart requested"; + restartGame(); + } + + else if (pItem == pRestartLevelItem_) + { + qDebug() << "Level restart requested"; + restartLevel(); + + } + + else if (pItem == pSettingsItem_) + { + pVibrateAction_->toggle(); + QSettings settings; + { + settings.setValue("vibration",true); + } + { + settings.setValue("vibration",false); + } + } + + else if (pItem == pAboutItem_) + { + about(); + } + + else if (pItem == pQuitItem_) + { + qApp->quit(); + } + + + //Selection is just used to get notice of a menu item being clicked, removed after use + + clearSelection(); + + //The user propably went to paused state just to access menu, so unpause + + pPauseAction_->setChecked(false); + +} + + + +void SeaScene::createMenuItems() +{ + + QFont font; + font.setPixelSize(35); + + + + pPausetextItem_ = new QGraphicsTextItem; + pPausetextItem_->setHtml(" Game paused. Tap to continue."); + pPausetextItem_->setZValue(1000); + pPausetextItem_->setPos(200,50); + addItem(pPausetextItem_); + pPausetextItem_->hide(); + + menuItemCount_ = 0; + + QString menufonthtml = ""; + + pRestartGameItem_ = new QGraphicsTextItem; + pRestartGameItem_->setHtml(tr("Restart
game").prepend(menufonthtml)); + prepareForMenu(pRestartGameItem_); + + pRestartLevelItem_ = new QGraphicsTextItem; + pRestartLevelItem_->setHtml(tr("Restart
level").prepend(menufonthtml)); + prepareForMenu(pRestartLevelItem_); + + pSettingsItem_ = new QGraphicsTextItem; + QString vibraText(tr("Vibration
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
game").prepend(menufonthtml)); + prepareForMenu(pAboutItem_); + + pQuitItem_ = new QGraphicsTextItem; + pQuitItem_->setHtml(tr("Quit
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. + + + pItem->setParentItem(pPausetextItem_); + pItem->setZValue(1000); + pItem->setFlag(QGraphicsItem::ItemIsSelectable); + pItem->setY(150); + pItem->setX(menuItemCount_++*160-150); + } + + +void SeaScene::about() +{ + QMessageBox::about(NULL, tr("About %1").arg(QApplication::applicationName()), + tr("Version %1" + "

Copyright 2011 Heli Hyvättinen" + "

License: General Public License v2" + "

Bug Reports: https://bugs.maemo.org/ " + "enter_bug.cgi?product=Ghosts%20Overboard" + ).arg(QApplication::applicationVersion())); + + + +} + + +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(); +} + + + +void SeaScene::nextLevel() +{ + + currentLevel_++; + + if (levelList_.empty()) + setupMap(Level()); + + + if ( currentLevel_ < levelList_.size() ) + { + restartLevel(); + } + + else //Victory! + { + + QDialog* pVictoryDialog = new QDialog(); + pVictoryDialog->setWindowTitle(tr("You won!")); + + + 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); + + QLabel* pTextLabel = new QLabel(tr("Congratulations!

You have saved all the ghosts.")); + + + QVBoxLayout* pMainLayout = new QVBoxLayout; + + QHBoxLayout* pTopLayout = new QHBoxLayout; + pMainLayout->addLayout(pTopLayout); + + pTopLayout->addWidget(pVictoryLabel); + pTopLayout->addWidget(pTextLabel); + + + + QHBoxLayout* pButtonLayout = new QHBoxLayout(); + pMainLayout->addLayout(pButtonLayout); + + // pButtonLayout->addWidget(pQuitButton); + pButtonLayout->addWidget(pPlayAgainButton); + + + + pVictoryDialog->setLayout(pMainLayout); + + connect(pPlayAgainButton, SIGNAL(clicked()),pVictoryDialog,SLOT(accept())); + + pVictoryDialog->exec(); + + //Never mind if the user cancels the dialog: restart the game anyway + + restartGame(); + } +} + + +void SeaScene::restartGame() +{ + currentLevel_ = 0; + restartLevel(); +} + + +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() + + pause(pPauseAction_->isChecked()); +}