X-Git-Url: http://vcs.maemo.org/git/?a=blobdiff_plain;f=seascene.cpp;h=74e2d1fc79caee7e49b7f9c964fab9d14a7e03c7;hb=fe3bb7dad80a493a822f01e1b8780e21f8b2d20b;hp=963317fdfb27d7e0272d13c79eb54772b19389d5;hpb=6caa3c8220a274cfc6a0d4afa9e3ae212a413a80;p=ghostsoverboard diff --git a/seascene.cpp b/seascene.cpp index 963317f..74e2d1f 100644 --- a/seascene.cpp +++ b/seascene.cpp @@ -1,6 +1,39 @@ +/************************************************************************** + 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 . + +**************************************************************************/ + #include "seascene.h" +#include "octopus.h" +#include "ship.h" #include #include +#include +#include +#include +#include +#include +#include +#include +#include +#include const QString ghostImageFilename_ = ":/pix/aave.png"; const QString rockImageFilename_ =":/pix/kari.png"; @@ -11,11 +44,111 @@ SeaScene::SeaScene(QObject *parent) : QGraphicsScene(parent) { + setItemPointersNull(); + + 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 + + QList levelList; + 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); + + 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(8,15,5,100); + levelList.append(set2level3); + Level set2level4(8,20,6,100); + levelList.append(set2level4); + Level set2level5(8,20,6,150); + levelList.append(set2level5); + + Levelset set2("Difficult",levelList); + availableLevelsets_.append(set2); + + + + 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))); + QSettings settings; + pVibrateAction_->setChecked(settings.value("vibration",false).toBool()); + + + pPauseAction_ = new QAction(tr("Pause"),this); + pPauseAction_->setCheckable(true); + connect(pPauseAction_,SIGNAL(toggled(bool)),this,SLOT(pause(bool))); + + + deviceLockPollTimer_.setInterval(20*60); + connect(&deviceLockPollTimer_,SIGNAL(timeout()),this,SLOT(pollDeviceLocked())); + deviceLockPollTimer_.start(); + + + autopauseTimer.setSingleShot(true); + autopauseTimer.setInterval(15*60*1000); + connect(&autopauseTimer,SIGNAL(timeout()),this,SLOT(turnPauseOn())); + } -void SeaScene::setupMap(int ghosts, int rocks, int octopuses) +void SeaScene::setupMap(int ghosts, int rocks, int octopuses, int octopusSpeed) { + //empty the map + + clear(); + + setItemPointersNull(); + + createMenuItems(); + + createAboutBoxItems(); + + createVictoryItems(); + + createLevelCompletedItems(); + + + //empty the list of moving items + + movingItems_.clear(); + //empty the list of free slots freeTiles_.clear(); @@ -24,8 +157,8 @@ void SeaScene::setupMap(int ghosts, int rocks, int octopuses) 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++ ) { @@ -34,11 +167,162 @@ void SeaScene::setupMap(int ghosts, int rocks, int octopuses) freeTiles_.append(QPointF(i*40,j*40)); } } + + + //spread the rocks + + for (int i = 0; i < rocks; i++) + { + QPointF * pPosition = findRandomFreeSlot(); + + //If there was no room no point to continue + if (pPosition == NULL) + break; + + QPixmap rockPixmap (":/pix/kari.png"); + QGraphicsPixmapItem * pRock = addPixmap(rockPixmap); + pRock->setData(0,"rock"); + pRock->setPos(*pPosition); + delete pPosition; + + } + + //spread the ghosts + + ghostsLeft_ = ghosts; spreadGhosts(ghosts); + + + + //spread the octopuses + + QList octopusList; + + for (int i=0; i < octopuses; i++) + { + QPointF * pPosition = findRandomFreeSlot(); + + //If there was no room no point to continue + if (pPosition == NULL) + break; + + QPixmap octopusPixmap (":/pix/tursas.png"); + 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; + + } + + + //place the ship + + QPointF * pPosition = findRandomFreeSlot(); + if (pPosition == NULL) + { + // Game cannot begin without a free position for ship, so give an error message and return + + QMessageBox::critical(NULL,"Error! Too many objects on screen","No free space to place the ship. The game cannot start. Please choose another level."); + return; + } + + QList 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))); + 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 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(); @@ -47,11 +331,18 @@ void SeaScene::spreadGhosts(int ghosts) if (pPosition == NULL) return; - QGraphicsPixmapItem * pGhost = addPixmap(QPixmap(":/pix/aave.png")); + QPixmap ghostPixmap(":/pix/aave.png"); + QGraphicsPixmapItem * pGhost = addPixmap(ghostPixmap); pGhost->setData(0,"ghost"); 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() @@ -61,7 +352,510 @@ QPointF* SeaScene::findRandomFreeSlot() int index = qrand()%freeTiles_.size(); - qDebug() << index << " index"; +// qDebug() << index << " index"; return new QPointF (freeTiles_.takeAt(index)); } + +void SeaScene::removeGhost(QGraphicsItem *pGhost) +{ + removeItem(pGhost); //remove the item from scene + freeTiles_.append(pGhost->scenePos()); //add the item's position to free slots + delete pGhost; + ghostsLeft_--; + if (ghostsLeft_ == 0) + { + emit allGhostsPicked(); + // qDebug() << "All ghosts picked!"; + } +} + +void SeaScene::ghostsDropped(int ghosts) +{ + ghostsLeft_ += ghosts; + + 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 fullscreenRequested(); + emit pauseOff(); + screenLitKeeper_.keepScreenLit(true); + if (pPausetextItem_) + pPausetextItem_->hide(); + + scoreCounter_.start(); + + autopauseTimer.start(); //Start counting towards autopause + deviceLockPollTimer_.start(); //Start polling whether device is locked + } + + 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"; + + levelScore_ += scoreCounter_.elapsed(); + + autopauseTimer.stop(); //No need to count toward autopause when already paused + deviceLockPollTimer_.stop(); //No need to check for unlock as no unpause anyway + } +} + +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 and about box is shown, close it and show the pause text and menu again + + if(pAboutBoxItem_) + { + if(pAboutBoxItem_->isVisible()) + { + 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_) + { + if (pVictoryCongratulationsItem_->isVisibleTo(NULL)) //returns visibility to scene + { + pVictoryCongratulationsItem_->hide(); + restartGame(); + pPauseAction_->setChecked(false); // unpause + return; + } + } + + + //If the game is paused and no victory, check if menu item was selected + + QList 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 + + //Selection is just used to get notice of a menu item being clicked, removed after use + + clearSelection(); + + + //Act upon the selected item + + + if (pItem == pRestartGameItem_) + { +// qDebug() << "game restart requested"; + restartGame(); + pPauseAction_->setChecked(false); //unpause game + + } + + else if (pItem == pRestartLevelItem_) + { +// qDebug() << "Level restart requested"; + restartLevel(); + pPauseAction_->setChecked(false); //unpause game + + } + + else if (pItem == pSettingsItem_) + { + pVibrateAction_->toggle(); + + QSettings settings; + settings.setValue("vibration",pVibrateAction_->isChecked()); + + QString text = pSettingsItem_->toHtml(); + if (pVibrateAction_->isChecked()) + text.replace(" on"," off"); //don't remove spaces or you get vibratioff... + else + text.replace(" off"," on"); + pSettingsItem_->setHtml(text); + } + + else if (pItem == pAboutItem_) + { + about(); + } + + else if(pItem == pMinimizeItem_) + { + emit minimizeRequested(); + } + + else if (pItem == pQuitItem_) + { + qApp->quit(); + } +} + + + +void SeaScene::createMenuItems() +{ + + QFont font; + font.setPixelSize(35); + + + + pPausetextItem_ = new QGraphicsTextItem; + pPausetextItem_->setHtml(" Game paused. Tap to continue."); + pPausetextItem_->setZValue(1000); + pPausetextItem_->setPos(165,50); + addItem(pPausetextItem_); + pPausetextItem_->hide(); + + menuItemCount_ = 0; + + QString menufonthtml = ""; + + pRestartGameItem_ = new QGraphicsTextItem; + pRestartGameItem_->setHtml(tr("Restart
game").prepend(menufonthtml)); + prepareForMenu(pRestartGameItem_); + + pRestartLevelItem_ = new QGraphicsTextItem; + pRestartLevelItem_->setHtml(tr("Restart
level").prepend(menufonthtml)); + prepareForMenu(pRestartLevelItem_); + + pSettingsItem_ = new QGraphicsTextItem; + QString vibraText(tr("Turn vibration
effects ")); + QString statusText; + if (pVibrateAction_->isChecked()) + { + statusText = "off"; + } + else + { + statusText = "on"; + } + vibraText.append(statusText); + pSettingsItem_->setHtml(vibraText.prepend(menufonthtml)); + prepareForMenu(pSettingsItem_); + + pAboutItem_ = new QGraphicsTextItem; + pAboutItem_->setHtml(tr("About
game").prepend(menufonthtml)); + prepareForMenu(pAboutItem_); + + pMinimizeItem_ = new QGraphicsTextItem; + pMinimizeItem_->setHtml(tr("Show
status bar").prepend(menufonthtml)); + prepareForMenu(pMinimizeItem_); + + pQuitItem_ = new QGraphicsTextItem; + pQuitItem_->setHtml(tr("Quit
game").prepend(menufonthtml)); + prepareForMenu(pQuitItem_); + +} + +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. + + + + + int itemsPerRow = 3; + + pItem->setParentItem(pPausetextItem_); + pItem->setZValue(1000); + pItem->setFlag(QGraphicsItem::ItemIsSelectable); + + int row = menuItemCount_/(itemsPerRow); + pItem->setY(150+row*120); + pItem->setX(((menuItemCount_%(itemsPerRow))*180+5)); + + menuItemCount_++; + } + + +void SeaScene::about() +{ + pPausetextItem_->hide(); + pAboutBoxItem_->show(); +} + + +void SeaScene::restartLevel() +{ + + 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 + + +} + + + +void SeaScene::nextLevel() +{ + + //get score for previous level + levelScore_ += scoreCounter_.elapsed(); + totalScore_ += levelScore_; + int highscore = levelset_.getLevelHighScore(currentLevel_); + + qDebug() << highscore; + + QString scoretext; + + if (levelScore_ >= highscore) + { + scoretext = tr("Your time: %1.%2 s
Best time: %3.%4 s").arg(levelScore_/1000).arg((levelScore_%1000)/100).arg(highscore/1000).arg((highscore%1000)/100); + } + + else //New high score! + + { + scoretext = tr("Your time %1.%2 s is
the new best time!").arg(levelScore_/1000).arg((levelScore_%1000)/100); + levelset_.setLevelHighScore(currentLevel_,levelScore_); + } + + //pause to show the highscore or victory screen + + turnPauseOn(); + pPausetextItem_->hide(); + + + //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("
Your total time: %1.%2 s
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("
Your total time %1.%2 s is
the new best time").arg(totalScore_/1000).arg((totalScore_%1000)/100)); + levelset_.setTotalHighScore(totalScore_); + } + + pVictoryScoreItem_->setHtml(scoretext); + pVictoryCongratulationsItem_->show(); + } +} + + +void SeaScene::restartGame() +{ + currentLevel_ = 0; + totalScore_ = 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()); +} + + +void SeaScene::createVictoryItems() +{ + pVictoryCongratulationsItem_ = new QGraphicsTextItem; + pVictoryCongratulationsItem_->setHtml(" Victory!"); + pVictoryCongratulationsItem_->hide(); + pVictoryCongratulationsItem_->setPos(315,30); + pVictoryCongratulationsItem_->setZValue(1000); + addItem(pVictoryCongratulationsItem_); + + + //coordinates are relative to the parent + + QGraphicsTextItem * pTextItem = new QGraphicsTextItem(pVictoryCongratulationsItem_); + pTextItem->setHtml(" Congratulations!"); + pTextItem->setPos(-50,80); + pTextItem->setZValue(1000); + + QGraphicsTextItem * pMiddleTextItem = new QGraphicsTextItem(pVictoryCongratulationsItem_); + pMiddleTextItem->setHtml(" 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(" Tap to play again"); + pLowestTextItem->setPos(-50,360); + pLowestTextItem->setZValue(1000); +} + +void SeaScene::createAboutBoxItems() +{ + pAboutBoxItem_ = new QGraphicsTextItem; + addItem(pAboutBoxItem_); + pAboutBoxItem_->setPos(25,50); + pAboutBoxItem_->setZValue(1000); + pAboutBoxItem_->hide(); + + pAboutBoxItem_->setHtml(tr("" + "%1
Version %2" + "

Copyright 2011 Heli Hyvättinen" + "

License: General Public License v2" + "

Web: http://ghostsoverboard.garage.maemo.org/
" + "Bug Reports:
https://bugs.maemo.org/" + "enter_bug.cgi?product=Ghosts%20Overboard" + ).arg(QApplication::applicationName(),QApplication::applicationVersion())); + +} + +void SeaScene::setItemPointersNull() +{ + pPausetextItem_ = NULL; + pRestartLevelItem_ = NULL; + pRestartGameItem_ = NULL; + pSettingsItem_ = NULL; + pAboutItem_ = NULL; + pQuitItem_ = NULL ; + pMinimizeItem_ = NULL; + + pAboutBoxItem_ = NULL; + pVictoryCongratulationsItem_ = NULL; + pLevelCompletedItem_ = NULL; + pVictoryScoreItem_ = NULL; + + +} + +void SeaScene::turnPauseOn() +{ + pPauseAction_->setChecked(true); +} + +void SeaScene::handleDeviceLocked(bool isLocked) +{ + //pauses if locked but does not unpause if unlocked + if(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::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("Tap to start the next level"); + +}