X-Git-Url: http://vcs.maemo.org/git/?a=blobdiff_plain;f=seascene.cpp;h=b483311d37d5c9ae397c977660728c1d19ced00b;hb=3e78e5d189f92bc254bf1e980f17e0e5f2051c87;hp=2adbb8c4c9945843e2b5a084f4de6d202f051ffc;hpb=5256583a62f6d7a752334f5987e7ee9f570b6c81;p=ghostsoverboard diff --git a/seascene.cpp b/seascene.cpp index 2adbb8c..b483311 100644 --- a/seascene.cpp +++ b/seascene.cpp @@ -27,6 +27,11 @@ #include #include #include +#include +#include +#include +#include +#include const QString ghostImageFilename_ = ":/pix/aave.png"; const QString rockImageFilename_ =":/pix/kari.png"; @@ -49,6 +54,36 @@ SeaScene::SeaScene(QObject *parent) : 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))); + + + autopauseTimer.setInterval(15*60*1000); + connect(&autopauseTimer,SIGNAL(timeout()),this,SLOT(forcePause())); } @@ -59,6 +94,8 @@ void SeaScene::setupMap(int ghosts, int rocks, int octopuses, int octopusSpeed) clear(); + createMenuItems(); + //empty the list of moving items movingItems_.clear(); @@ -165,6 +202,7 @@ void SeaScene::setupMap(int ghosts, int rocks, int octopuses, int octopusSpeed) 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())); @@ -174,6 +212,8 @@ 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) @@ -303,12 +343,275 @@ void SeaScene::pause(bool paused) // qDebug() << "starting to move again"; emit pauseOff(); screenLitKeeper_.keepScreenLit(true); + if (pPausetextItem_) + pPausetextItem_->hide(); + + 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"; + pPausetextItem_->show(); + qDebug() << "showing pause text"; + } + else qDebug() << "No pause text available"; + + autopauseTimer.stop(); //No need to count toward autopause when already paused } } + +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 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(); + } + + else if (pItem == pQuitItem_) + { + qApp->quit(); + } + + + //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() +{ + + QFont font; + font.setPixelSize(35); + + + + pPausetextItem_ = new QGraphicsTextItem; + pPausetextItem_->setHtml(" Game paused. Tap to continue."); + pPausetextItem_->setZValue(1000); + pPausetextItem_->setPos(200,50); + 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; + pSettingsItem_->setHtml(tr("Vibration
effects").prepend(menufonthtml)); + prepareForMenu(pSettingsItem_); + + pAboutItem_ = new QGraphicsTextItem; + pAboutItem_->setHtml(tr("About
game").prepend(menufonthtml)); + prepareForMenu(pAboutItem_); + + 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. + + + pItem->setParentItem(pPausetextItem_); + pItem->setZValue(1000); + pItem->setFlag(QGraphicsItem::ItemIsSelectable); + pItem->setY(150); + pItem->setX(menuItemCount_++*160-150); + } + + +void SeaScene::about() +{ + QMessageBox::about(NULL, tr("About %1").arg(QApplication::applicationName()), + tr("Version %1" + "

Copyright 2011 Heli Hyvättinen" + "

License: General Public License v2" + "

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(); + autopauseTimer.start(); //reset counting towards autopause +} + + + +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!

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()); +}