+/**************************************************************************
+ 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 "timercontrolledtursas.h"
+#include "octopus.h"
#include "ship.h"
#include <QGraphicsPixmapItem>
#include <QDebug>
#include <QMessageBox>
+#include <QTime>
const QString ghostImageFilename_ = ":/pix/aave.png";
const QString rockImageFilename_ =":/pix/kari.png";
SeaScene::SeaScene(QObject *parent) :
QGraphicsScene(parent)
{
+ paused_ = false;
+ screenLitKeeper_.keepScreenLit(true);
+
+ //set background
+
+ QPixmap waves (":/pix/meri.png");
+ waves.scaled(20,20);
+ setBackgroundBrush(QBrush(waves));
+
+ //set random seed
+
+ qsrand(QTime::currentTime().msec()+2); //+2 to avoid setting it to 1
+
}
-void SeaScene::setupMap(int ghosts, int rocks, int octopuses)
+void SeaScene::setupMap(int ghosts, int rocks, int octopuses, int octopusSpeed)
{
+ //empty the map
+
+ clear();
+
+ //empty the list of moving items
+
+ movingItems_.clear();
+
//empty the list of free slots
freeTiles_.clear();
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++ )
{
//spread the octopuses
+ QList <Octopus*> octopusList;
for (int i=0; i < octopuses; i++)
{
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;
}
return;
}
- Ship * pShip = new Ship (QPixmap(":/pix/laiva.png"));
+ QList<QPixmap> 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)));
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)
{
+
+
+ //the octopuses and the ship may have moved from their original positions,
+ //so the list of free slots must be adjusted to exclude their current positions
+
+ QList<QPointF> temporarilyReservedSlots;
+
+ foreach (QGraphicsItem* pItem, movingItems_)
+ {
+ if (pItem == NULL)
+ {
+ // qDebug() << "NULL item in movingItems_";
+ continue;
+ }
+
+ //round x and y down to fit the slot size
+ int x = pItem->x();
+ x = x/40;
+ x = x*40;
+
+ int y = pItem->y();
+ y = y/40;
+ y=y*40;
+
+
+ QPointF position (x,y);
+
+ //remove the tiles (potentially) occupied by the item from free slots and place in temp list if was in the list before
+
+ if (freeTiles_.removeOne(position))
+ temporarilyReservedSlots.append(position);
+
+
+ position.setX(x+40);
+
+ if (freeTiles_.removeOne(position))
+ temporarilyReservedSlots.append(position);
+
+ position.setY(y+40);
+
+ if (freeTiles_.removeOne(position))
+ temporarilyReservedSlots.append(position);
+
+ position.setX(x);
+
+ if (freeTiles_.removeOne(position))
+ temporarilyReservedSlots.append(position);
+
+ }
+
+
+ //spread ghosts in random free slots
+
for (int i=0; i < ghosts; i++)
{
QPointF * pPosition = findRandomFreeSlot();
pGhost->setPos(*pPosition);
delete pPosition;
}
+
+ //return the slots occupied by moving items to free slots
+ freeTiles_.append(temporarilyReservedSlots);
+
+ //clear temp for the next round
+ temporarilyReservedSlots.clear();
}
QPointF* SeaScene::findRandomFreeSlot()
int index = qrand()%freeTiles_.size();
- qDebug() << index << " index";
+// qDebug() << index << " index";
return new QPointF (freeTiles_.takeAt(index));
}
ghostsLeft_--;
if (ghostsLeft_ == 0)
{
- //here whatever happens when a level is complete / a signal
- qDebug() << "All ghosts picked!";
+ emit allGhostsPicked();
+ // qDebug() << "All ghosts picked!";
}
}
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);
+ }
+
+ else
+ {
+ // qDebug("about to stop movement");
+ emit pauseOn();
+ screenLitKeeper_.keepScreenLit(false);
+ }
+}