paused_ = false;
screenLitKeeper_.keepScreenLit(true);
+ QSettings settings;
+
//set background
QPixmap waves (":/pix/meri.png");
-//Setup the level list
+//Setup level sets
QList<Level> levelList;
Level level1(5,10);
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
+ //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(8,20,5,100);
+ Level set2level3(8,20,5,80);
levelList.append(set2level3);
- Level set2level4(8,20,6,150);
+ Level set2level4(8,20,6,120);
levelList.append(set2level4);
- Level set2level5(8,25,6,200);
+ Level set2level5(8,25,8,150);
levelList.append(set2level5);
Levelset set2("Difficult",levelList);
availableLevelsets_.append(set2);
+ //Setup starting levelset
+
+ QString levelname = settings.value("levelset","Original").toString();
+ bool found = false;
+ foreach (Levelset levelset, availableLevelsets_)
+ {
+ if (levelset.getName() == levelname)
+ {
+ levelset_ = levelset;
+ found = true;
+ break;
+ }
+ }
+
+ if (!found) //The last used level is not available
+ {
+ levelset_ = availableLevelsets_.value(0);
+ }
+
+ currentLevel_ = 0;
+
+ totalScore_ = 0;
- connect(this,SIGNAL(allGhostsPicked()),this,SLOT(nextLevel()));
+ 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());
if (variant.canConvert<Levelset>())
{
levelset_ = variant.value<Levelset>();
+
+ QSettings settings;
+ settings.setValue("levelset",levelset_.getName());
+
restartGame();
pPauseAction_->setChecked(false); //unpause game
}
//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;
-
-
+ int itemsPerRow = 4;
- int itemsPerRow = 3;
pItem->setParentItem(pPausetextItem_);
pItem->setZValue(1000);
int row = menuItemCount_/(itemsPerRow);
pItem->setY(150+row*120);
- pItem->setX(((menuItemCount_%(itemsPerRow))*180+5));
+ pItem->setX(((menuItemCount_%(itemsPerRow))*180-125));
menuItemCount_++;
-
- pItem->setX((menuItemCount_++%itemsPerRow)*180-10);
}
totalScore_ += levelScore_;
int highscore = levelset_.getLevelHighScore(currentLevel_);
- qDebug() << highscore;
+ //qDebug() << highscore;
QString scoretext;
pTapForNextLevelItem->setZValue(1000);
pTapForNextLevelItem->setHtml("<font size=\"5\" color = darkorange>Tap to start the next level");
-
+}
void SeaScene::createSelectLevelsetFromListItems()
{
if (availableLevelsets_.isEmpty()) //Something is badly wrong in code if this is true...
pSelectLevelsetFromListItem_ = new QGraphicsTextItem;
addItem(pSelectLevelsetFromListItem_);
- pSelectLevelsetFromListItem_->setPos(295,60);
+ pSelectLevelsetFromListItem_->setPos(260,60);
pSelectLevelsetFromListItem_->setZValue(1000);
pSelectLevelsetFromListItem_->hide();
- QString fontstring ("<font color = darkorange size = \"7\">");
+ QString fontstring ("<font color = darkorange size = \"5\">");
pSelectLevelsetFromListItem_->setHtml(tr("Choose a levelset").prepend(fontstring));