Added source code availability info on the about
[ghostsoverboard] / seascene.cpp
index 161a360..0238cf6 100644 (file)
@@ -35,6 +35,7 @@
 #include <QSettings>
 #include <QPixmap>
 
+
 const QString ghostImageFilename_ = ":/pix/aave.png";
 const QString rockImageFilename_ =":/pix/kari.png";
 const QString octopusImageFilename_= ":/pix/tursas.png";
@@ -59,26 +60,54 @@ SeaScene::SeaScene(QObject *parent) :
 
     qsrand(QTime::currentTime().msec()+2);  //+2 to avoid setting it to 1
 
+
+
 //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;
+    availableLevelsets_.append(set);
 
     currentLevel_ = 0;
 
+    totalScore_ = 0;
+
+   //Create another set of levels and place it in the available levelsets list
+    levelList.clear();
+    Level set2level1(8,15,4,50);
+    levelList.append(set2level1);
+    Level set2level2(8,20,4,50);
+    levelList.append(set2level2);
+    Level set2level3(8,20,5,100);
+    levelList.append(set2level3);
+    Level set2level4(8,20,6,150);
+    levelList.append(set2level4);
+    Level set2level5(8,25,8,200);
+    levelList.append(set2level5);
+
+    Levelset set2("Difficult",levelList);
+    availableLevelsets_.append(set2);
+
+
     //This ensures that nextlevel will not be called until its safe to delete the Ship object.
     //Leaving out Qt::QueuedConnection or calling nextlevel directly instead of emitting the signal will CRASH
     connect(this,SIGNAL(allGhostsPicked()),this,SLOT(nextLevel()),Qt::QueuedConnection);
 
 
+
+
     pVibrateAction_ = new QAction(tr("Vibration effects"),this);
     pVibrateAction_->setCheckable(true);
     connect(pVibrateAction_,SIGNAL(toggled(bool)),this,SLOT(vibrationActivate(bool)));
@@ -93,8 +122,22 @@ SeaScene::SeaScene(QObject *parent) :
 
     autopauseTimer.setSingleShot(true);
     autopauseTimer.setInterval(15*60*1000);
-    connect(&autopauseTimer,SIGNAL(timeout()),this,SLOT(forcePause()));
+    connect(&autopauseTimer,SIGNAL(timeout()),this,SLOT(turnPauseOn()));
+
+    vibrationAllowed_ = false;
+    pResourceSet_ = new ResourcePolicy::ResourceSet("game",this);
+    ResourcePolicy::VibraResource * pVibraResource = new ResourcePolicy::VibraResource();
+    pVibraResource->setOptional(false); //The only resource of the set, so no sense for it to be optional
+    pResourceSet_->addResourceObject(pVibraResource);
+
+    connect(pResourceSet_,SIGNAL(resourcesGranted(const QList< ResourcePolicy::ResourceType >)),this,SLOT(resourcesAvailable()));
+    connect(pResourceSet_,SIGNAL(lostResources()),this,SLOT(resourcesLost()));
 
+    //To test whether resources were succesfully asked but not given
+    connect(pResourceSet_,SIGNAL(resourcesDenied()),this,SLOT(resourcesLost()));
+    pResourceSet_->setAlwaysReply();
+
+    pResourceSet_->acquire();
 
 }
 
@@ -109,8 +152,13 @@ void SeaScene::setupMap(int ghosts, int rocks, int octopuses, int octopusSpeed)
     createMenuItems();
 
     createAboutBoxItems();
+
+    createSelectLevelsetFromListItems();
+
     createVictoryItems();
 
+    createLevelCompletedItems();
+
 
     //empty the list of moving items
 
@@ -219,6 +267,10 @@ void SeaScene::setupMap(int ghosts, int rocks, int octopuses, int octopusSpeed)
     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)));
+    if (vibrationAllowed_)
+        pShip->allowVibration(); //Vibration is disallowed by default so only allowing needs to be done explicitly
+    connect(pResourceSet_,SIGNAL(resourcesGranted(const QList< ResourcePolicy::ResourceType >)),pShip,SLOT(allowVibration()));
+    connect(pResourceSet_,SIGNAL(lostResources()),pShip,SLOT(disallowVibration()));
     pShip->startMoving();
     movingItems_.append(pShip);
     connect(this,SIGNAL(pauseOn()),pShip,SLOT(stopMoving()));
@@ -228,8 +280,6 @@ void SeaScene::setupMap(int ghosts, int rocks, int octopuses, int octopusSpeed)
         connect(pOctopus,SIGNAL(droppingGhosts()),pShip,SLOT(dropAllGhosts()));
     }
     delete pPosition;
-
-
 }
 
 void SeaScene::setupMap(Level level)
@@ -363,21 +413,25 @@ void SeaScene::pause(bool paused)
             if (pPausetextItem_)
                 pPausetextItem_->hide();
 
+            scoreCounter_.start();
+
             autopauseTimer.start(); //Start counting towards autopause
         }
 
         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
         }
@@ -406,9 +460,22 @@ void SeaScene::handleScreenTapped()
         {
             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_)
@@ -422,6 +489,7 @@ void SeaScene::handleScreenTapped()
         }
     }
 
+
     //If the game is paused and no victory or about box, check if menu item was selected
 
     QList<QGraphicsItem *> items = selectedItems();
@@ -430,7 +498,9 @@ void SeaScene::handleScreenTapped()
 
     if (items.isEmpty())
     {
+        pSelectLevelsetFromListItem_->hide();
         pPauseAction_->setChecked(false);
+
         return;
 
     }
@@ -453,7 +523,7 @@ void SeaScene::handleScreenTapped()
 
     if (pItem == pRestartGameItem_)
     {
-        qDebug() << "game restart requested";
+//        qDebug() << "game restart requested";
         restartGame();
         pPauseAction_->setChecked(false); //unpause game
 
@@ -461,7 +531,7 @@ void SeaScene::handleScreenTapped()
 
     else if (pItem == pRestartLevelItem_)
     {
-        qDebug() << "Level restart requested";
+//        qDebug() << "Level restart requested";
         restartLevel();
         pPauseAction_->setChecked(false); //unpause game
 
@@ -492,6 +562,30 @@ void SeaScene::handleScreenTapped()
         qApp->quit();
     }
 
+    else if (pItem == pChooseLevelsetItem_)
+    {
+        pPausetextItem_->hide();
+        pSelectLevelsetFromListItem_->show();
+    }
+
+    else
+    {
+        foreach (QGraphicsItem* pLevelItem, levelsetItems_)
+        {
+            if (pItem == pLevelItem)
+            {
+                QVariant variant = pLevelItem->data(0);
+
+                if (variant.canConvert<Levelset>())
+                {
+                    levelset_ = variant.value<Levelset>();
+                    restartGame();
+                    pPauseAction_->setChecked(false); //unpause game
+                }
+            }
+        }
+    }
+
 }
 
 
@@ -536,8 +630,12 @@ void SeaScene::createMenuItems()
     pRestartLevelItem_->setHtml(tr("Restart <br> level").prepend(menufonthtml));
     prepareForMenu(pRestartLevelItem_);
 
+    pChooseLevelsetItem_ = new QGraphicsTextItem;
+    pChooseLevelsetItem_->setHtml(tr("Choose <br> levelset").prepend(menufonthtml));
+    prepareForMenu(pChooseLevelsetItem_);
+
     pSettingsItem_ = new QGraphicsTextItem;
-    QString vibraText(tr("Vibration <br> effects "));
+    QString vibraText(tr("Turn vibration <br> effects "));
     QString statusText;
     if (pVibrateAction_->isChecked())
     {
@@ -568,12 +666,20 @@ 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_++*160-150);
+
+    if (menuItemCount_< itemsPerRow)
+    {
+        pItem->setY(120);
+    }
+    else pItem->setY(240);
+
+
+    pItem->setX((menuItemCount_++%itemsPerRow)*180-10);
  }
 
 
@@ -586,10 +692,19 @@ void SeaScene::about()
 
 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
+
+
 }
 
 
@@ -597,26 +712,59 @@ void SeaScene::restartLevel()
 void SeaScene::nextLevel()
 {
 
-    currentLevel_++;
+    //get score for previous level
+    levelScore_ += scoreCounter_.elapsed();
+    totalScore_ += levelScore_;
+    int highscore = levelset_.getLevelHighScore(currentLevel_);
 
-    if (levelList_.empty())
-        setupMap(Level());
+    qDebug() << highscore;
 
+    QString scoretext;
 
-    if ( currentLevel_ < levelList_.size() )
+    if (levelScore_ >= highscore)
     {
-       restartLevel();
+        scoretext = tr("<font size=\"7\" color = darkorange>Your time: %1.%2 s<br>Best time: %3.%4 s").arg(levelScore_/1000).arg((levelScore_%1000)/100).arg(highscore/1000).arg((highscore%1000)/100);
     }
 
-    else //Victory!
+    else //New high score!
+
     {
+        scoretext = tr("<font size=\"7\" color = darkorange>Your time %1.%2 s is<br>the new best time!").arg(levelScore_/1000).arg((levelScore_%1000)/100);
+        levelset_.setLevelHighScore(currentLevel_,levelScore_);
+    }
 
-        pPauseAction_->setChecked(true); //Pause the game while showing the victory dialog
+    //pause to show the highscore or victory screen
 
-        pPausetextItem_->hide();
+    turnPauseOn();
+    pPausetextItem_->hide();
 
-        pVictoryCongratulationsItem_->show();
 
+    //Go to the next level if available
+    currentLevel_++;
+
+    if ( currentLevel_ < levelset_.numberOfLevels() )
+    {
+
+       pLevelCompletedItem_->setHtml(scoretext);
+       pLevelCompletedItem_->show();
+//       restartLevel();
+    }
+
+    else //Victory!
+    {
+        int totalHighsore = levelset_.getTotalHighScore();
+        if (totalScore_ >= totalHighsore)
+        {
+            scoretext.append(tr("<br>Your total time: %1.%2 s<br>Best total time: %3.%4 s").arg(totalScore_/1000).arg((totalScore_%1000)/100).arg(totalHighsore/1000).arg((totalHighsore%1000)/100));
+        }
+        else //new total high score
+        {
+            scoretext.append(tr("<br>Your total time %1.%2 s is<br>the new best time").arg(totalScore_/1000).arg((totalScore_%1000)/100));
+            levelset_.setTotalHighScore(totalScore_);
+        }
+
+        pVictoryScoreItem_->setHtml(scoretext);
+        pVictoryCongratulationsItem_->show();
     }
 }
 
@@ -624,6 +772,7 @@ void SeaScene::nextLevel()
 void SeaScene::restartGame()
 {
     currentLevel_ = 0;
+    totalScore_ = 0;
     restartLevel();
 }
 
@@ -648,21 +797,33 @@ void SeaScene::createVictoryItems()
     pVictoryCongratulationsItem_ = new QGraphicsTextItem;
     pVictoryCongratulationsItem_->setHtml("<font size=\"7\" color = darkorange> <b> Victory!");
     pVictoryCongratulationsItem_->hide();
-    pVictoryCongratulationsItem_->setPos(300,50);
+    pVictoryCongratulationsItem_->setPos(315,30);
     pVictoryCongratulationsItem_->setZValue(1000);
     addItem(pVictoryCongratulationsItem_);
 
-//    QGraphicsPixmapItem * pImageItem = new QGraphicsPixmapItem(QPixmap(":/pix/aavesaari.png"),pVictoryCongratulationsItem_);
-//    pImageItem->setPos(-100,150);
-//    pImageItem->setZValue(1000);
-//    pImageItem->setScale(2.0);
 
+    //coordinates are relative to the parent
 
     QGraphicsTextItem * pTextItem = new QGraphicsTextItem(pVictoryCongratulationsItem_);
-    pTextItem->setHtml("<center> <font size=\"7\" color = darkorange> Congratulations! <br> You have saved all the ghosts."
-                       "<br><br> Tap to play again ");
-    pTextItem->setPos(-50,100);
+    pTextItem->setHtml("<font size=\"7\" color = darkorange> Congratulations!");
+    pTextItem->setPos(-50,80);
     pTextItem->setZValue(1000);
+
+    QGraphicsTextItem * pMiddleTextItem = new QGraphicsTextItem(pVictoryCongratulationsItem_);
+    pMiddleTextItem->setHtml("<font size=\"7\" color = darkorange> You have saved all the ghosts.");
+    pMiddleTextItem->setPos(-145,120);
+    pMiddleTextItem->setZValue(1000);
+
+
+    pVictoryScoreItem_ = new QGraphicsTextItem(pVictoryCongratulationsItem_);
+    pVictoryScoreItem_->setPos(-50,180);
+    pMiddleTextItem->setZValue(1000);
+    //Text is set at usetime!
+
+    QGraphicsTextItem * pLowestTextItem = new QGraphicsTextItem(pVictoryCongratulationsItem_);
+    pLowestTextItem->setHtml("<font size=\"7\" color = darkorange> Tap to play again");
+    pLowestTextItem->setPos(-50,360);
+    pLowestTextItem->setZValue(1000);
 }
 
 
@@ -674,11 +835,12 @@ void SeaScene::createAboutBoxItems()
     pAboutBoxItem_->setZValue(1000);
     pAboutBoxItem_->hide();
 
-    pAboutBoxItem_->setHtml(tr("<font color = darkorange size = \"7\">"
-                          "%1 <br> <font size = \"7\"> Version %2"
+    pAboutBoxItem_->setHtml(tr("<font color = darkorange size = \"7\"><b>"
+                          "%1 Version %2</b>"
                           "<p><font size = \"6\"> Copyright 2011 Heli Hyv&auml;ttinen"
-                          "<p><font size = \"6\"> License: General Public License v2"
-                          "<p><font size = \"5\"> Web: http://ghostsoverboard.garage.maemo.org/<br>"
+                          "<p><font size = \"6\"> License: GNU General Public License v2"
+                          "<p><font size = \"6\">  The source code of this game is available trough it's web pages."
+                          "<p><font size = \"6\"> 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()));
@@ -694,6 +856,89 @@ void SeaScene::setItemPointersNull()
     pAboutItem_ = NULL;
     pQuitItem_ = NULL ;
 //    pMinimizeItem_ = NULL; //Fremantle spesific
+    pChooseLevelsetItem_ = NULL;
 
     pAboutBoxItem_ = NULL;
+    pLevelCompletedItem_ = NULL;
+    pVictoryCongratulationsItem_ = NULL;
+    pVictoryScoreItem_ = NULL;
+
+}
+
+void SeaScene::turnPauseOn()
+{
+    pPauseAction_->setChecked(true);
+}
+
+
+
+void SeaScene::createLevelCompletedItems()
+{
+    pLevelCompletedItem_ = new QGraphicsTextItem;
+    addItem(pLevelCompletedItem_);
+    pLevelCompletedItem_->setPos(240,100);
+    pLevelCompletedItem_->setZValue(1000);
+    pLevelCompletedItem_->hide();
+    //The text is set at usetime
+
+    QGraphicsTextItem * pTapForNextLevelItem = new QGraphicsTextItem(pLevelCompletedItem_);
+    pTapForNextLevelItem->setPos(-60,100);
+    pTapForNextLevelItem->setZValue(1000);
+    pTapForNextLevelItem->setHtml("<font size=\"7\" color = darkorange>Tap to start the next level");
 }
+
+void SeaScene::createSelectLevelsetFromListItems()
+{
+
+    if (availableLevelsets_.isEmpty()) //Something is badly wrong in code if this is true...
+            return;
+
+
+    pSelectLevelsetFromListItem_ = new QGraphicsTextItem;
+    addItem(pSelectLevelsetFromListItem_);
+    pSelectLevelsetFromListItem_->setPos(295,60);
+    pSelectLevelsetFromListItem_->setZValue(1000);
+    pSelectLevelsetFromListItem_->hide();
+
+
+    QString fontstring ("<font color = darkorange size = \"7\">");
+
+    pSelectLevelsetFromListItem_->setHtml(tr("Choose a levelset").prepend(fontstring));
+
+    int yPos = 100;
+
+    levelsetItems_.clear();
+
+
+    foreach (Levelset set, availableLevelsets_)
+    {
+        QGraphicsTextItem * pItem = new QGraphicsTextItem(pSelectLevelsetFromListItem_);
+        QString text (fontstring);
+        if (levelset_.getName() == set.getName())
+            text.append("<b>");
+        text.append(set.getName());
+        pItem->setHtml(text);
+        pItem->setPos(65,yPos);
+        yPos+=80;
+        pItem->setZValue(1000);
+        pItem->setFlag(QGraphicsItem::ItemIsSelectable);
+        pItem->setData(0,QVariant::fromValue(set));
+        levelsetItems_.append(pItem);
+
+    }
+
+  }
+
+
+    void SeaScene::resourcesAvailable()
+    {
+        qDebug() << "Resources available";
+        vibrationAllowed_ = true;
+    }
+
+
+    void SeaScene::resourcesLost()
+    {
+        qDebug() << "Resources lost";
+        vibrationAllowed_ = false;
+    }