Highscore gets saved.
[ghostsoverboard] / seascene.cpp
index b29c068..9db3306 100644 (file)
@@ -61,19 +61,25 @@ SeaScene::SeaScene(QObject *parent) :
 
 //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;
 
     currentLevel_ = 0;
 
+    totalScore_ = 0;
+
 
     connect(this,SIGNAL(allGhostsPicked()),this,SLOT(nextLevel()));
 
@@ -89,7 +95,10 @@ SeaScene::SeaScene(QObject *parent) :
     pPauseAction_->setCheckable(true);
     connect(pPauseAction_,SIGNAL(toggled(bool)),this,SLOT(pause(bool)));
 
-    connect(&deviceInfo_,SIGNAL(lockStatusChanged(bool)),this,SLOT(handleDeviceLocked(bool)));
+
+    deviceLockPollTimer_.setInterval(20*60);
+    connect(&deviceLockPollTimer_,SIGNAL(timeout()),this,SLOT(pollDeviceLocked()));
+    deviceLockPollTimer_.start();
 
 
     autopauseTimer.setSingleShot(true);
@@ -113,6 +122,8 @@ void SeaScene::setupMap(int ghosts, int rocks, int octopuses, int octopusSpeed)
 
     createVictoryItems();
 
+    createLevelCompletedItem();
+
 
     //empty the list of moving items
 
@@ -231,6 +242,8 @@ void SeaScene::setupMap(int ghosts, int rocks, int octopuses, int octopusSpeed)
     }
     delete pPosition;
 
+    scoreCounter_.start();
+
 
 }
 
@@ -366,6 +379,7 @@ void SeaScene::pause(bool paused)
                 pPausetextItem_->hide();
 
             autopauseTimer.start(); //Start counting towards autopause
+            deviceLockPollTimer_.start(); //Start polling whether device is locked
         }
 
         else
@@ -382,6 +396,7 @@ void SeaScene::pause(bool paused)
 //                else qDebug() << "No pause text available";
 
             autopauseTimer.stop(); //No need to count toward autopause when already paused
+            deviceLockPollTimer_.stop(); //No need to check for unlock as no unpause anyway
         }
 }
 
@@ -408,9 +423,22 @@ 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_)
@@ -424,6 +452,7 @@ void SeaScene::handleScreenTapped()
         }
     }
 
+
     //If the game is paused and no victory, check if menu item was selected
 
     QList<QGraphicsItem *> items = selectedItems();
@@ -591,7 +620,7 @@ void SeaScene::about()
 
 void SeaScene::restartLevel()
 {
-    setupMap(levelList_.value(currentLevel_));  //value() returns default constructor Level if index is invalid, so no risk of crash
+    setupMap(levelset_.getLevel(currentLevel_));  //getLevel() 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();
     autopauseTimer.start();  //reset counting towards autopause
@@ -602,26 +631,45 @@ void SeaScene::restartLevel()
 void SeaScene::nextLevel()
 {
 
-    currentLevel_++;
-
-    if (levelList_.empty())
-        setupMap(Level());
+    //get score for previous level
+    int score = scoreCounter_.elapsed()/1000;
+    totalScore_ += score;
+    int highscore = levelset_.getLevelHighScore(currentLevel_);
+    qDebug() << highscore;
 
+    QString scoretext;
 
-    if ( currentLevel_ < levelList_.size() )
+    if (score >= highscore)
     {
-       restartLevel();
+        scoretext = tr("Your time: %1 min %2 s<br>Best time: %3 min %4 sec").arg(score/60).arg(score%60).arg(highscore/60).arg(highscore%60);
     }
 
-    else //Victory!
+    else //New high score!
+
     {
+        scoretext = tr("Your time %1 min %2 s is the new best time!").arg(score/60).arg(score%60);
+        levelset_.setLevelHighScore(currentLevel_,score);
+    }
 
-        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!
+    {
+        pVictoryCongratulationsItem_->show();
     }
 }
 
@@ -629,6 +677,7 @@ void SeaScene::nextLevel()
 void SeaScene::restartGame()
 {
     currentLevel_ = 0;
+    totalScore_ = 0;
     restartLevel();
 }
 
@@ -707,6 +756,8 @@ void SeaScene::setItemPointersNull()
 
     pAboutBoxItem_ = NULL;
     pVictoryCongratulationsItem_ = NULL;
+    pLevelCompletedItem_ = NULL;
+
 
 }
 
@@ -723,3 +774,34 @@ void SeaScene::handleDeviceLocked(bool isLocked)
         pPauseAction_->setChecked(true);
     }
 }
+
+void SeaScene::pollDeviceLocked()
+{
+
+    bool locked = deviceInfo_.isDeviceLocked();
+
+    if (locked)
+    {
+        if (!alreadyLocked_)
+        {
+            pPauseAction_->setChecked(true);
+            alreadyLocked_ = true;
+        }
+
+    else
+        {
+            alreadyLocked_ = false;
+        }
+    }
+}
+
+void SeaScene::createLevelCompletedItem()
+{
+    pLevelCompletedItem_ = new QGraphicsTextItem;
+    addItem(pLevelCompletedItem_);
+    pLevelCompletedItem_->setPos(20,20);
+    pLevelCompletedItem_->setZValue(1000);
+    pLevelCompletedItem_->hide();
+    //The text is set at usetime
+
+}