Merge branch 'savingsettings' into base
[ghostsoverboard] / seascene.cpp
index 71304d0..1d9f720 100644 (file)
@@ -1,3 +1,25 @@
+/**************************************************************************
+        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 <http://www.gnu.org/licenses/>.
+
+**************************************************************************/
+
 #include "seascene.h"
 #include "octopus.h"
 #include "ship.h"
@@ -5,6 +27,12 @@
 #include <QDebug>
 #include <QMessageBox>
 #include <QTime>
+#include <QApplication>
+#include <QAction>
+#include <QPushButton>
+#include <QLabel>
+#include <QVBoxLayout>
+#include <QSettings>
 
 const QString ghostImageFilename_ = ":/pix/aave.png";
 const QString rockImageFilename_ =":/pix/kari.png";
@@ -27,16 +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();
@@ -99,7 +157,7 @@ void SeaScene::setupMap(int ghosts, int rocks, int octopuses)
             break;
 
     QPixmap octopusPixmap (":/pix/tursas.png");
-    Octopus * pOctopus = new Octopus(octopusPixmap,100);
+    Octopus * pOctopus = new Octopus(octopusPixmap,octopusSpeed);
     pOctopus->setData(0,"octopus");
     pOctopus->setPos(*pPosition);
     addItem(pOctopus);
@@ -143,6 +201,7 @@ void SeaScene::setupMap(int ghosts, int rocks, int octopuses)
     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()));
@@ -154,6 +213,10 @@ void SeaScene::setupMap(int ghosts, int rocks, int octopuses)
     delete pPosition;
 }
 
+void SeaScene::setupMap(Level level)
+{
+    setupMap(level.getNumberOfGhosts(),level.getNumberOfRocks(),level.getNumberOfOctopuses(),level.getOctopusSpeed());
+}
 
 void SeaScene::spreadGhosts(int ghosts)
 {
@@ -277,12 +340,281 @@ void SeaScene::pause(bool paused)
      //       qDebug() << "starting to move again";
             emit pauseOff();
             screenLitKeeper_.keepScreenLit(true);
+            if (pPausetextItem_)
+                pPausetextItem_->hide();
         }
 
         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";
+                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<QGraphicsItem *> 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("<font size = \"5\" color = darkorange> Game paused. Tap to continue.");
+    pPausetextItem_->setZValue(1000);
+    pPausetextItem_->setPos(200,50);
+    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("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_);
+
+    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.
+
+
+    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"
+                          "<p>Copyright 2011 Heli Hyv&auml;ttinen"
+                          "<p>License: General Public License v2"
+                          "<p>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! <p>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());
+}