#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";
qsrand(QTime::currentTime().msec()+2); //+2 to avoid setting it to 1
- //connect selecting to menu handling (only menu items selectable)
-
- connect(this,SIGNAL(selectionChanged()),this,SLOT(menuClicked()));
+//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)));
}
emit vibrationActivated(on);
}
-void SeaScene::menuClicked()
+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 (selection was removed) do nothing
+ //if nothing selected resume play
if (items.isEmpty())
+ {
+ pPauseAction_->setChecked(false);
return;
- //Tapping the screen unpaused the game, pause it again!
-
+ }
+ //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);
+ 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 == pVibrateItem_)
+ 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 being clicked, removed after use
+ //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
-void SeaScene::showMenu()
-{
- menuItems_.show();
-}
+ pPauseAction_->setChecked(false);
-void::SeaScene::hideMenu()
-{
- menuItems_.hide();
}
+
+
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(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 Hyvättinen"
+ "<p>License: General Public License v2"
+ "<p>Bug Reports: https://bugs.maemo.org/ "
+ "enter_bug.cgi?product=Ghosts%20Overboard"
+ ).arg(QApplication::applicationVersion()));
+
- pRestartGameItem_ = new QGraphicsSimpleTextItem("Restart game",pPausetextItem_);
- pRestartGameItem_->setPos(0,200);
- pRestartGameItem_->setZValue(1000);
- pRestartGameItem_->setFlag(QGraphicsItem::ItemIsSelectable);
- pRestartLevelItem_ = new QGraphicsSimpleTextItem("Restart level",pPausetextItem_);
- pRestartLevelItem_->setPos(150,200);
- pRestartLevelItem_->setZValue(1000);
- pRestartLevelItem_->setFlag(QGraphicsItem::ItemIsSelectable);
+}
+
+
+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."));
- QGraphicsRectItem * item = new QGraphicsRectItem(100,100,50,50,pPausetextItem_);
- item->setFlag(QGraphicsItem::ItemIsSelectable);
- QBrush brush;
- brush.setStyle(Qt::SolidPattern);
- item->setBrush(brush);
+ 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());
}