+/**************************************************************************
+ 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>
+#include <QApplication>
+#include <QAction>
+#include <QPushButton>
+#include <QLabel>
+#include <QVBoxLayout>
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
+
+//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)));
+
+
+ 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();
+
//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;
}
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()));
+ 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);
+ if (pPausetextItem_)
+ pPausetextItem_->hide();
+ }
+
+ else
+ {
+ 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_)
+ {
+ //Temporary code for settings, likely to be turned into a QML dialog
+
+ QMessageBox::StandardButton buttonpressed = QMessageBox::question(NULL,"Settings","Do you wish to have vibration effects enabled?", QMessageBox::Yes | QMessageBox::No);
+
+ if (buttonpressed == QMessageBox::Yes)
+ pVibrateAction_->setChecked(true);
+ if (buttonpressed == QMessageBox::No)
+ pVibrateAction_->setChecked(false);
+ }
+
+ else if (pItem == pAboutItem_)
+ {
+ about();
+ }
+
+
+ //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()
+{
+
+ pPausetextItem_ = addSimpleText("Game paused. Tap to continue.");
+ pPausetextItem_->setZValue(1000);
+ pPausetextItem_->setPos(250,50);
+ pPausetextItem_->hide();
+
+ menuItemCount_ = 0;
+
+ pRestartGameItem_ = new QGraphicsSimpleTextItem("Restart game");
+ prepareForMenu(pRestartGameItem_);
+
+ pRestartLevelItem_ = new QGraphicsSimpleTextItem("Restart level");
+ prepareForMenu(pRestartLevelItem_);
+
+ pSettingsItem_ = new QGraphicsSimpleTextItem("Settings");
+ prepareForMenu(pSettingsItem_);
+
+ pAboutItem_ = new QGraphicsSimpleTextItem("About");
+ prepareForMenu(pAboutItem_);
+
+}
+
+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_++*150-250);
+ }
+
+
+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()));
+
+
+
+}
+
+
+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());
+}