Pause/unpause by tapping the screen now works
[ghostsoverboard] / mainwindow.cpp
index 4191aca..6aae247 100644 (file)
@@ -43,7 +43,8 @@ MainWindow::MainWindow(QWidget *parent)
     pScene_ = new SeaScene ();
     connect(pScene_,SIGNAL(allGhostsPicked()),this,SLOT(nextLevel()));
 
-    pView_  = new QGraphicsView ();
+    pView_  = new SeaView ();
+
 
     pView_->setScene(pScene_);
     setCentralWidget(pView_);
@@ -51,19 +52,25 @@ MainWindow::MainWindow(QWidget *parent)
     pPauseAction_ = new QAction(tr("Pause"),this);
     pPauseAction_->setCheckable(true);
     addAction(pPauseAction_);
-    connect(pPauseAction_,SIGNAL(triggered(bool)),pScene_,SLOT(pause(bool)));
+    connect(pPauseAction_,SIGNAL(toggled(bool)),pScene_,SLOT(pause(bool)));
     menuBar()->addAction(pPauseAction_);
+    connect(pView_,SIGNAL(pauseChanged()),pPauseAction_,SLOT(toggle()));
 
     QAction * pRestartLevelAction = new QAction(tr("Restart level"),this);
     addAction(pRestartLevelAction);
     connect(pRestartLevelAction,SIGNAL(triggered()),this,SLOT(restartLevel()));
     menuBar()->addAction(pRestartLevelAction);
 
-    QAction * pVibrateAction = new QAction(tr("Vibration effects"),this);
-    pVibrateAction->setCheckable(true);
-    addAction(pVibrateAction);
-    connect(pVibrateAction,SIGNAL(triggered(bool)),pScene_,SLOT(vibrationActivate(bool)));
-    menuBar()->addAction(pVibrateAction);
+    QAction * pRestartGameAction = new QAction(tr("Restart game"),this);
+    addAction(pRestartGameAction);
+    connect(pRestartGameAction,SIGNAL(triggered()),this,SLOT(restartGame()));
+    menuBar()->addAction(pRestartGameAction);
+
+    pVibrateAction_ = new QAction(tr("Vibration effects"),this);
+    pVibrateAction_->setCheckable(true);
+    addAction(pVibrateAction_);
+    connect(pVibrateAction_,SIGNAL(toggled(bool)),pScene_,SLOT(vibrationActivate(bool)));
+    menuBar()->addAction(pVibrateAction_);
 
 
     QAction * pAboutAction = new QAction(tr("About"),this);
@@ -73,6 +80,20 @@ MainWindow::MainWindow(QWidget *parent)
 
 
 
+    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;
+
+
     //the boundaries of the scene are set to match the size of the view window, which is not
     //available in the constructor --> timer needed
     QTimer::singleShot(100,this,SLOT(initializeBoundaries()));
@@ -107,7 +128,9 @@ void MainWindow::initializeBoundaries()
 
 void MainWindow::restartLevel()
 {
-    pScene_->setupMap(5,10,5);
+    pScene_->setupMap(levelList_.value(currentLevel_));  //value() returns default constructor Level if index is invalid, so no risk of crash
+    pScene_->vibrationActivate(pVibrateAction_->isChecked());  //Vibration effects are lost without this
+   // qDebug() << pVibrateAction_->isChecked();
 }
 
 void MainWindow::about()
@@ -127,9 +150,19 @@ void MainWindow::about()
 void MainWindow::nextLevel()
 {
 
-    //for now, just the handling of last level is implemented, and there is just one level
+    currentLevel_++;
+
+    if (levelList_.empty())
+        pScene_->setupMap(Level());
 
 
+    if ( currentLevel_ < levelList_.size() )
+    {
+       restartLevel();
+    }
+
+    else //Victory!
+    {
 
        QDialog* pVictoryDialog = new QDialog(this);
        pVictoryDialog->setWindowTitle(tr("You won!"));
@@ -171,8 +204,8 @@ void MainWindow::nextLevel()
 
         //Never mind if the user cancels the dialog: restart the game anyway
 
-       restartLevel();
-
+       restartGame();
+    }
 }
 
 bool MainWindow::event(QEvent *event)
@@ -211,3 +244,8 @@ bool MainWindow::event(QEvent *event)
 
  }
 
+void MainWindow::restartGame()
+{
+    currentLevel_ = 0;
+    restartLevel();
+}