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//Own#include "graphicsscene.h"#include "states.h"#include "boat.h"#include "submarine.h"#include "torpedo.h"#include "bomb.h"#include "pixmapitem.h"#include "animationmanager.h"#include "qanimationstate.h"#include "progressitem.h"#include "textinformationitem.h"//Qt#include <QtCore/QPropertyAnimation>#include <QtCore/QSequentialAnimationGroup>#include <QtCore/QParallelAnimationGroup>#include <QtCore/QStateMachine>#include <QtCore/QFinalState>#include <QtCore/QPauseAnimation>#include <QtWidgets/QAction>#include <QtCore/QDir>#include <QtWidgets/QApplication>#include <QtWidgets/QMessageBox>#include <QtWidgets/QGraphicsView>#include <QtWidgets/QGraphicsSceneMouseEvent>#include <QtCore/QXmlStreamReader>
GraphicsScene::GraphicsScene(int x,int y,int width,int height, Mode mode)
: QGraphicsScene(x , y, width, height), mode(mode), boat(new Boat)
{
PixmapItem *backgroundItem =new PixmapItem(QString("background"),mode);
backgroundItem->setZValue(1);
backgroundItem->setPos(0,0);
addItem(backgroundItem);
PixmapItem *surfaceItem =new PixmapItem(QString("surface"),mode);
surfaceItem->setZValue(3);
surfaceItem->setPos(0,sealLevel() - surfaceItem->boundingRect().height()/2);
addItem(surfaceItem);
//The item that display score and level
progressItem =new ProgressItem(backgroundItem);
textInformationItem =new TextInformationItem(backgroundItem);
textInformationItem->hide();
//We create the boat
addItem(boat);
boat->setPos(this->width()/2, sealLevel() - boat->size().height());
boat->hide();
//parse the xml that contain all data of the gameQXmlStreamReader reader;
QFile file(":data.xml");
file.open(QIODevice::ReadOnly);
reader.setDevice(&file);
LevelDescription currentLevel;
while (!reader.atEnd()) {
reader.readNext();
if (reader.tokenType() ==QXmlStreamReader::StartElement) {
if (reader.name() =="submarine") {
SubmarineDescription desc;
desc.name = reader.attributes().value("name").toString();
desc.points = reader.attributes().value("points").toInt();
desc.type = reader.attributes().value("type").toInt();
submarinesData.append(desc);
} elseif (reader.name() =="level") {
currentLevel.id = reader.attributes().value("id").toInt();
currentLevel.name = reader.attributes().value("name").toString();
} elseif (reader.name() =="subinstance") {
currentLevel.submarines.append(qMakePair(reader.attributes().value("type").toInt(),
reader.attributes().value("nb").toInt()));
}
} elseif (reader.tokenType() ==QXmlStreamReader::EndElement) {
if (reader.name() =="level") {
levelsData.insert(currentLevel.id, currentLevel);
currentLevel.submarines.clear();
}
}
}
}
qreal GraphicsScene::sealLevel() const
{
return (mode == Big) ?220 : 160;
}
void GraphicsScene::setupScene(QAction*newAction,QAction*quitAction)
{
staticconstint nLetters =10;
staticstruct {
charconst*pix;
qreal initX, initY;
qreal destX, destY;
} logoData[nLetters]= {
{"s",-1000,-1000,300,150 },
{"u",-800,-1000,350,150 },
{"b",-600,-1000,400,120 },
{"dash",-400,-1000,460,150 },
{"a",1000,2000,350,250 },
{"t",800,2000,400,250 },
{"t2",600,2000,430,250 },
{"a2",400,2000,465,250 },
{"q",200,2000,510,250 },
{"excl",0,2000,570,220 } };
QSequentialAnimationGroup* lettersGroupMoving =newQSequentialAnimationGroup(this);
QParallelAnimationGroup* lettersGroupFading =newQParallelAnimationGroup(this);
for (int i =0; i < nLetters; ++i) {
PixmapItem *logo =new PixmapItem(QLatin1String(":/logo-") + logoData[i].pix,this);
logo->setPos(logoData[i].initX, logoData[i].initY);
logo->setZValue(i +3);
//creation of the animations for moving lettersQPropertyAnimation*moveAnim =newQPropertyAnimation(logo,"pos", lettersGroupMoving);
moveAnim->setEndValue(QPointF(logoData[i].destX, logoData[i].destY));
moveAnim->setDuration(200);
moveAnim->setEasingCurve(QEasingCurve::OutElastic);
lettersGroupMoving->addPause(50);
//creation of the animations for fading out the lettersQPropertyAnimation*fadeAnim =newQPropertyAnimation(logo,"opacity", lettersGroupFading);
fadeAnim->setDuration(800);
fadeAnim->setEndValue(0);
fadeAnim->setEasingCurve(QEasingCurve::OutQuad);
}
QStateMachine*machine =newQStateMachine(this);
//This state is when the player is playing
PlayState *gameState =new PlayState(this, machine);
//Final stateQFinalState*final =newQFinalState(machine);
//Animation when the player enter in the gameQAnimationState*lettersMovingState =newQAnimationState(machine);
lettersMovingState->setAnimation(lettersGroupMoving);
//Animation when the welcome screen disappearQAnimationState*lettersFadingState =newQAnimationState(machine);
lettersFadingState->setAnimation(lettersGroupFading);
//if new game then we fade out the welcome screen and start playing
lettersMovingState->addTransition(newAction, SIGNAL(triggered()), lettersFadingState);
lettersFadingState->addTransition(lettersFadingState, SIGNAL(animationFinished()), gameState);
//New Game is triggered then player start playing
gameState->addTransition(newAction, SIGNAL(triggered()), gameState);
//Wanna quit, then connect to CTRL+Q
gameState->addTransition(quitAction, SIGNAL(triggered()), final);
lettersMovingState->addTransition(quitAction, SIGNAL(triggered()), final);
//Welcome screen is the initial state
machine->setInitialState(lettersMovingState);
machine->start();
//We reach the final state, then we quit
connect(machine, SIGNAL(finished()),qApp, SLOT(quit()));
}
void GraphicsScene::addItem(Bomb *bomb)
{
bombs.insert(bomb);
connect(bomb,SIGNAL(bombExecutionFinished()),this, SLOT(onBombExecutionFinished()));
QGraphicsScene::addItem(bomb);
}
void GraphicsScene::addItem(Torpedo *torpedo)
{
torpedos.insert(torpedo);
connect(torpedo,SIGNAL(torpedoExecutionFinished()),this, SLOT(onTorpedoExecutionFinished()));
QGraphicsScene::addItem(torpedo);
}
void GraphicsScene::addItem(SubMarine *submarine)
{
submarines.insert(submarine);
connect(submarine,SIGNAL(subMarineExecutionFinished()),this, SLOT(onSubMarineExecutionFinished()));
QGraphicsScene::addItem(submarine);
}
void GraphicsScene::addItem(QGraphicsItem*item)
{
QGraphicsScene::addItem(item);
}
void GraphicsScene::onBombExecutionFinished()
{
Bomb *bomb = qobject_cast<Bomb *>(sender());
bombs.remove(bomb);
bomb->deleteLater();
if (boat)
boat->setBombsLaunched(boat->bombsLaunched() -1);
}
void GraphicsScene::onTorpedoExecutionFinished()
{
Torpedo *torpedo = qobject_cast<Torpedo *>(sender());
torpedos.remove(torpedo);
torpedo->deleteLater();
}
void GraphicsScene::onSubMarineExecutionFinished()
{
SubMarine *submarine = qobject_cast<SubMarine *>(sender());
submarines.remove(submarine);
if (submarines.count() ==0)
emit allSubMarineDestroyed(submarine->points());
elseemit subMarineDestroyed(submarine->points());
submarine->deleteLater();
}
void GraphicsScene::clearScene()
{
foreach (SubMarine *sub, submarines) {
sub->destroy();
sub->deleteLater();
}
foreach (Torpedo *torpedo, torpedos) {
torpedo->destroy();
torpedo->deleteLater();
}
foreach (Bomb *bomb, bombs) {
bomb->destroy();
bomb->deleteLater();
}
submarines.clear();
bombs.clear();
torpedos.clear();
AnimationManager::self()->unregisterAllAnimations();
boat->stop();
boat->hide();
boat->setEnabled(true);
}