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Remembers the last used levelset
author
Heli Hyvättinen
<heli.hyvattinen@kymp.net>
Sat, 15 Oct 2011 18:42:40 +0000
(21:42 +0300)
committer
Heli Hyvättinen
<heli.hyvattinen@kymp.net>
Sat, 15 Oct 2011 18:42:40 +0000
(21:42 +0300)
Conflicts:
seascene.cpp
seascene.cpp
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diff --git
a/seascene.cpp
b/seascene.cpp
index
0b8b277
..
d6cfa78
100644
(file)
--- a/
seascene.cpp
+++ b/
seascene.cpp
@@
-49,6
+49,8
@@
SeaScene::SeaScene(QObject *parent) :
paused_ = false;
screenLitKeeper_.keepScreenLit(true);
paused_ = false;
screenLitKeeper_.keepScreenLit(true);
+ QSettings settings;
+
//set background
QPixmap waves (":/pix/meri.png");
//set background
QPixmap waves (":/pix/meri.png");
@@
-61,7
+63,7
@@
SeaScene::SeaScene(QObject *parent) :
-//Setup the level list
+//Setup level sets
QList<Level> levelList;
Level level1(5,10);
QList<Level> levelList;
Level level1(5,10);
@@
-76,14
+78,10
@@
SeaScene::SeaScene(QObject *parent) :
levelList.append(level5);
Levelset set ("Original",levelList);
levelList.append(level5);
Levelset set ("Original",levelList);
- levelset_ = set;
availableLevelsets_.append(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);
levelList.clear();
Level set2level1(8,15,4,50);
levelList.append(set2level1);
@@
-100,14
+98,37
@@
SeaScene::SeaScene(QObject *parent) :
availableLevelsets_.append(set2);
availableLevelsets_.append(set2);
+ //Setup starting levelset
- connect(this,SIGNAL(allGhostsPicked()),this,SLOT(nextLevel()));
+ 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()));
pVibrateAction_ = new QAction(tr("Vibration effects"),this);
pVibrateAction_->setCheckable(true);
connect(pVibrateAction_,SIGNAL(toggled(bool)),this,SLOT(vibrationActivate(bool)));
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());
pVibrateAction_->setChecked(settings.value("vibration",false).toBool());
@@
-568,6
+589,10
@@
void SeaScene::handleScreenTapped()
if (variant.canConvert<Levelset>())
{
levelset_ = variant.value<Levelset>();
if (variant.canConvert<Levelset>())
{
levelset_ = variant.value<Levelset>();
+
+ QSettings settings;
+ settings.setValue("levelset",levelset_.getName());
+
restartGame();
pPauseAction_->setChecked(false); //unpause game
}
restartGame();
pPauseAction_->setChecked(false); //unpause game
}