1 /**************************************************************************
2 Ghosts Overboard - a game for Maemo 5
4 Copyright (C) 2011 Heli Hyvättinen
6 This file is part of Ghosts Overboard
8 Ghosts Overboard is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation, either version 2 of the License, or
11 (at your option) any later version.
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
18 You should have received a copy of the GNU General Public License
19 along with this program. If not, see <http://www.gnu.org/licenses/>.
21 **************************************************************************/
26 #include <QGraphicsPixmapItem>
28 #include <QMessageBox>
30 #include <QApplication>
32 #include <QPushButton>
34 #include <QVBoxLayout>
36 const QString ghostImageFilename_ = ":/pix/aave.png";
37 const QString rockImageFilename_ =":/pix/kari.png";
38 const QString octopusImageFilename_= ":/pix/tursas.png";
41 SeaScene::SeaScene(QObject *parent) :
42 QGraphicsScene(parent)
45 screenLitKeeper_.keepScreenLit(true);
49 QPixmap waves (":/pix/meri.png");
51 setBackgroundBrush(QBrush(waves));
55 qsrand(QTime::currentTime().msec()+2); //+2 to avoid setting it to 1
57 //Setup the level list
60 levelList_.append(level1);
61 Level level2(5,10,2,50);
62 levelList_.append(level2);
63 Level level3(5,15,2,50);
64 levelList_.append(level3);
65 Level level4(5,15,4,50);
66 levelList_.append(level4);
67 Level level5(5,15,5,100);
68 levelList_.append(level5);
72 connect(this,SIGNAL(allGhostsPicked()),this,SLOT(nextLevel()));
75 pVibrateAction_ = new QAction(tr("Vibration effects"),this);
76 pVibrateAction_->setCheckable(true);
77 connect(pVibrateAction_,SIGNAL(toggled(bool)),this,SLOT(vibrationActivate(bool)));
80 pPauseAction_ = new QAction(tr("Pause"),this);
81 pPauseAction_->setCheckable(true);
82 connect(pPauseAction_,SIGNAL(toggled(bool)),this,SLOT(pause(bool)));
85 autopauseTimer.setSingleShot(true);
86 autopauseTimer.setInterval(15*60*1000);
87 connect(&autopauseTimer,SIGNAL(timeout()),this,SLOT(forcePause()));
92 void SeaScene::setupMap(int ghosts, int rocks, int octopuses, int octopusSpeed)
100 //empty the list of moving items
102 movingItems_.clear();
104 //empty the list of free slots
107 //fill the list of free slots
109 int numberOfXTiles = width() / 40;
110 int numberOfYTiles = height() /40;
112 // qDebug() << numberOfXTiles << " slots in x direction";
113 // qDebug() << numberOfYTiles << " slots in y rirection";
115 for (int i = 0; i < numberOfXTiles; i++ )
117 for (int j = 0; j < numberOfYTiles; j++)
119 freeTiles_.append(QPointF(i*40,j*40));
126 for (int i = 0; i < rocks; i++)
128 QPointF * pPosition = findRandomFreeSlot();
130 //If there was no room no point to continue
131 if (pPosition == NULL)
134 QPixmap rockPixmap (":/pix/kari.png");
135 QGraphicsPixmapItem * pRock = addPixmap(rockPixmap);
136 pRock->setData(0,"rock");
137 pRock->setPos(*pPosition);
144 ghostsLeft_ = ghosts;
145 spreadGhosts(ghosts);
149 //spread the octopuses
151 QList <Octopus*> octopusList;
153 for (int i=0; i < octopuses; i++)
155 QPointF * pPosition = findRandomFreeSlot();
157 //If there was no room no point to continue
158 if (pPosition == NULL)
161 QPixmap octopusPixmap (":/pix/tursas.png");
162 Octopus * pOctopus = new Octopus(octopusPixmap,octopusSpeed);
163 pOctopus->setData(0,"octopus");
164 pOctopus->setPos(*pPosition);
166 pOctopus->startMoving();
167 movingItems_.append(pOctopus);
168 connect(this,SIGNAL(pauseOn()),pOctopus,SLOT(stopMoving()));
169 connect(this,SIGNAL(pauseOff()),pOctopus,SLOT(startMoving()));
170 octopusList.append(pOctopus);
178 QPointF * pPosition = findRandomFreeSlot();
179 if (pPosition == NULL)
181 // Game cannot begin without a free position for ship, so give an error message and return
183 QMessageBox::critical(NULL,"Error! Too many objects on screen","No free space to place the ship. The game cannot start. Please choose another level.");
187 QList<QPixmap> shipImages;
188 shipImages.append(QPixmap(":/pix/laiva.png"));
189 shipImages.append(QPixmap(":/pix/laiva_1aave.png"));
190 shipImages.append(QPixmap(":/pix/laiva_2aave.png"));
191 shipImages.append(QPixmap(":/pix/laiva_3aave.png"));
192 shipImages.append(QPixmap(":/pix/laiva_4aave.png"));
193 shipImages.append(QPixmap(":/pix/laiva_5aave.png"));
194 shipImages.append(QPixmap(":/pix/laiva_6aave.png"));
195 shipImages.append(QPixmap(":/pix/laiva_7aave.png"));
196 shipImages.append(QPixmap(":/pix/laiva_8aave.png"));
197 shipImages.append(QPixmap(":/pix/laiva_9aave.png"));
198 shipImages.append(QPixmap(":/pix/laiva_10aave.png"));
200 Ship * pShip = new Ship (shipImages);
201 pShip->setData(0,"ship");
202 pShip->setPos(*pPosition);
204 connect(pShip,SIGNAL(pickingGhost(QGraphicsItem*)),this, SLOT(removeGhost(QGraphicsItem*)) );
205 connect(pShip,SIGNAL(droppingGhosts(int)),this,SLOT(ghostsDropped(int)));
206 connect(this,SIGNAL(vibrationActivated(bool)),pShip,SLOT(setVibrationActivate(bool)));
207 pShip->startMoving();
208 movingItems_.append(pShip);
209 connect(this,SIGNAL(pauseOn()),pShip,SLOT(stopMoving()));
210 connect(this,SIGNAL(pauseOff()),pShip,SLOT(startMoving()));
211 foreach (Octopus* pOctopus, octopusList)
213 connect(pOctopus,SIGNAL(droppingGhosts()),pShip,SLOT(dropAllGhosts()));
220 void SeaScene::setupMap(Level level)
222 setupMap(level.getNumberOfGhosts(),level.getNumberOfRocks(),level.getNumberOfOctopuses(),level.getOctopusSpeed());
225 void SeaScene::spreadGhosts(int ghosts)
229 //the octopuses and the ship may have moved from their original positions,
230 //so the list of free slots must be adjusted to exclude their current positions
232 QList<QPointF> temporarilyReservedSlots;
234 foreach (QGraphicsItem* pItem, movingItems_)
238 // qDebug() << "NULL item in movingItems_";
242 //round x and y down to fit the slot size
252 QPointF position (x,y);
254 //remove the tiles (potentially) occupied by the item from free slots and place in temp list if was in the list before
256 if (freeTiles_.removeOne(position))
257 temporarilyReservedSlots.append(position);
262 if (freeTiles_.removeOne(position))
263 temporarilyReservedSlots.append(position);
267 if (freeTiles_.removeOne(position))
268 temporarilyReservedSlots.append(position);
272 if (freeTiles_.removeOne(position))
273 temporarilyReservedSlots.append(position);
278 //spread ghosts in random free slots
280 for (int i=0; i < ghosts; i++)
282 QPointF * pPosition = findRandomFreeSlot();
284 //If there was no room no point to continue
285 if (pPosition == NULL)
288 QPixmap ghostPixmap(":/pix/aave.png");
289 QGraphicsPixmapItem * pGhost = addPixmap(ghostPixmap);
290 pGhost->setData(0,"ghost");
291 pGhost->setPos(*pPosition);
295 //return the slots occupied by moving items to free slots
296 freeTiles_.append(temporarilyReservedSlots);
298 //clear temp for the next round
299 temporarilyReservedSlots.clear();
302 QPointF* SeaScene::findRandomFreeSlot()
304 if (freeTiles_.isEmpty())
307 int index = qrand()%freeTiles_.size();
309 // qDebug() << index << " index";
310 return new QPointF (freeTiles_.takeAt(index));
314 void SeaScene::removeGhost(QGraphicsItem *pGhost)
316 removeItem(pGhost); //remove the item from scene
317 freeTiles_.append(pGhost->scenePos()); //add the item's position to free slots
320 if (ghostsLeft_ == 0)
322 emit allGhostsPicked();
323 // qDebug() << "All ghosts picked!";
327 void SeaScene::ghostsDropped(int ghosts)
329 ghostsLeft_ += ghosts;
331 spreadGhosts(ghosts);
334 void SeaScene::pause(bool paused)
336 // qDebug() << "pause pressed " << paused;
337 if (paused_ == paused)
344 // qDebug() << "starting to move again";
346 screenLitKeeper_.keepScreenLit(true);
348 pPausetextItem_->hide();
350 autopauseTimer.start(); //Start counting towards autopause
355 qDebug("about to stop movement");
357 screenLitKeeper_.keepScreenLit(false);
358 if (pPausetextItem_ != NULL)
360 qDebug() << "about to show the pause text";
361 pPausetextItem_->show();
362 qDebug() << "showing pause text";
364 else qDebug() << "No pause text available";
366 autopauseTimer.stop(); //No need to count toward autopause when already paused
370 void SeaScene::vibrationActivate(bool on)
372 emit vibrationActivated(on);
375 void SeaScene::handleScreenTapped()
378 //If the game is going just pause it
381 pPauseAction_->setChecked(true);
385 //If the game is paused, chacl if menu item was selected
387 QList<QGraphicsItem *> items = selectedItems();
389 //if nothing selected resume play
393 pPauseAction_->setChecked(false);
398 //If something was selected check if it was one of the menu items and act on it
399 //(Nothing else should be made selectable anyway)
403 QGraphicsItem* pItem = items.at(0); //Selecting an item brings here, thus only selecting one item should be possible
404 //... so we can just take the first one
407 if (pItem == pRestartGameItem_)
409 qDebug() << "game restart requested";
413 else if (pItem == pRestartLevelItem_)
415 qDebug() << "Level restart requested";
420 else if (pItem == pSettingsItem_)
422 //Temporary code for settings, likely to be turned into a QML dialog
424 QMessageBox::StandardButton buttonpressed = QMessageBox::question(NULL,"Settings","Do you wish to have vibration effects enabled?", QMessageBox::Yes | QMessageBox::No);
426 if (buttonpressed == QMessageBox::Yes)
427 pVibrateAction_->setChecked(true);
428 if (buttonpressed == QMessageBox::No)
429 pVibrateAction_->setChecked(false);
432 else if (pItem == pAboutItem_)
437 else if (pItem == pQuitItem_)
443 //Selection is just used to get notice of a menu item being clicked, removed after use
447 //The user propably went to paused state just to access menu, so unpause
449 pPauseAction_->setChecked(false);
455 void SeaScene::createMenuItems()
459 font.setPixelSize(35);
463 pPausetextItem_ = new QGraphicsTextItem;
464 pPausetextItem_->setHtml("<font size = \"5\" color = darkorange> Game paused. Tap to continue.");
465 pPausetextItem_->setZValue(1000);
466 pPausetextItem_->setPos(200,50);
467 addItem(pPausetextItem_);
468 pPausetextItem_->hide();
472 QString menufonthtml = "<font size = \"4\" color = darkorange>";
474 pRestartGameItem_ = new QGraphicsTextItem;
475 pRestartGameItem_->setHtml(tr("Restart <br> game").prepend(menufonthtml));
476 prepareForMenu(pRestartGameItem_);
478 pRestartLevelItem_ = new QGraphicsTextItem;
479 pRestartLevelItem_->setHtml(tr("Restart <br> level").prepend(menufonthtml));
480 prepareForMenu(pRestartLevelItem_);
482 pSettingsItem_ = new QGraphicsTextItem;
483 pSettingsItem_->setHtml(tr("Vibration <br> effects").prepend(menufonthtml));
484 prepareForMenu(pSettingsItem_);
486 pAboutItem_ = new QGraphicsTextItem;
487 pAboutItem_->setHtml(tr("About <br> game").prepend(menufonthtml));
488 prepareForMenu(pAboutItem_);
490 pQuitItem_ = new QGraphicsTextItem;
491 pQuitItem_->setHtml(tr("Quit <br> game").prepend(menufonthtml));
492 prepareForMenu(pQuitItem_);
496 void SeaScene::prepareForMenu(QGraphicsItem * pItem)
499 //Menu items have pause text item as their parent and are thus added to scene automatically
500 //They are also shown and hidden with it, resulting in the menu being visble when the game is paused
501 //Their coordinates are given relative to the parent.
504 pItem->setParentItem(pPausetextItem_);
505 pItem->setZValue(1000);
506 pItem->setFlag(QGraphicsItem::ItemIsSelectable);
508 pItem->setX(menuItemCount_++*160-150);
512 void SeaScene::about()
514 QMessageBox::about(NULL, tr("About %1").arg(QApplication::applicationName()),
516 "<p>Copyright 2011 Heli Hyvättinen"
517 "<p>License: General Public License v2"
518 "<p>Bug Reports: https://bugs.maemo.org/ "
519 "enter_bug.cgi?product=Ghosts%20Overboard"
520 ).arg(QApplication::applicationVersion()));
527 void SeaScene::restartLevel()
529 setupMap(levelList_.value(currentLevel_)); //value() returns default constructor Level if index is invalid, so no risk of crash
530 vibrationActivate(pVibrateAction_->isChecked()); //Vibration effects are lost without this
531 // qDebug() << pVibrateAction_->isChecked();
532 autopauseTimer.start(); //reset counting towards autopause
537 void SeaScene::nextLevel()
542 if (levelList_.empty())
546 if ( currentLevel_ < levelList_.size() )
554 QDialog* pVictoryDialog = new QDialog();
555 pVictoryDialog->setWindowTitle(tr("You won!"));
558 QPushButton* pPlayAgainButton = new QPushButton(tr("Play again"));
559 // QPushButton* pQuitButton = new QPushButton(tr("Quit game"));
561 QPixmap victoryIcon (":/pix/aavesaari.png");
562 QLabel* pVictoryLabel = new QLabel();
563 pVictoryLabel->setPixmap(victoryIcon);
565 QLabel* pTextLabel = new QLabel(tr("Congratulations! <p>You have saved all the ghosts."));
568 QVBoxLayout* pMainLayout = new QVBoxLayout;
570 QHBoxLayout* pTopLayout = new QHBoxLayout;
571 pMainLayout->addLayout(pTopLayout);
573 pTopLayout->addWidget(pVictoryLabel);
574 pTopLayout->addWidget(pTextLabel);
578 QHBoxLayout* pButtonLayout = new QHBoxLayout();
579 pMainLayout->addLayout(pButtonLayout);
581 // pButtonLayout->addWidget(pQuitButton);
582 pButtonLayout->addWidget(pPlayAgainButton);
586 pVictoryDialog->setLayout(pMainLayout);
588 connect(pPlayAgainButton, SIGNAL(clicked()),pVictoryDialog,SLOT(accept()));
590 pVictoryDialog->exec();
592 //Never mind if the user cancels the dialog: restart the game anyway
599 void SeaScene::restartGame()
606 void SeaScene::forcePause()
608 //Pause without setting the pause action state
612 void::SeaScene::softContinue()
614 //Continue if not being paused by the user
615 // Reverts forcePause()
617 pause(pPauseAction_->isChecked());