Added a "Quit" item to the menu.
[ghostsoverboard] / seascene.cpp
index 764fea9..97291ff 100644 (file)
 #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";
@@ -49,6 +54,32 @@ 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)));
 
 
 }
@@ -59,6 +90,8 @@ void SeaScene::setupMap(int ghosts, int rocks, int octopuses, int octopusSpeed)
 
     clear();
 
+    createMenuItems();
+
     //empty the list of moving items
 
     movingItems_.clear();
@@ -304,13 +337,22 @@ void SeaScene::pause(bool paused)
      //       qDebug() << "starting to move again";
             emit pauseOff();
             screenLitKeeper_.keepScreenLit(true);
+            if (pPausetextItem_)
+                pPausetextItem_->hide();
         }
 
         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";
         }
 }
 
@@ -318,3 +360,232 @@ 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();
+    }
+
+    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()
+{
+
+    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_);
+
+    pQuitItem_ = new QGraphicsSimpleTextItem("Quit");
+    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_++*150-250);
+ }
+
+
+void SeaScene::about()
+{
+    QMessageBox::about(NULL, tr("About %1").arg(QApplication::applicationName()),
+                       tr("Version %1"
+                          "<p>Copyright 2011 Heli Hyv&auml;ttinen"
+                          "<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());
+}