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//Own
#include "graphicsscene.h"
#include "states.h"
#include "boat.h"
#include "submarine.h"
#include "torpedo.h"
#include "bomb.h"
#include "animationmanager.h"
#include "qanimationstate.h"
#include "progressitem.h"
#include "textinformationitem.h"
//Qt
#include <QAction>
#include <QApplication>
#include <QFile>
#include <QFinalState>
#include <QParallelAnimationGroup>
#include <QPropertyAnimation>
#include <QSequentialAnimationGroup>
#include <QStateMachine>
#include <QXmlStreamReader>
GraphicsScene::GraphicsScene(int x, int y, int width, int height, Mode mode, QObject *parent)
: QGraphicsScene(x, y, width, height, parent), mode(mode), boat(new Boat)
{
PixmapItem *backgroundItem = new PixmapItem(QStringLiteral("background"), mode);
backgroundItem->setZValue(1);
backgroundItem->setPos(0,0);
addItem(backgroundItem);
PixmapItem *surfaceItem = new PixmapItem(QStringLiteral("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 game
QXmlStreamReader 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);
} else if (reader.name() == "level") {
currentLevel.id = reader.attributes().value("id").toInt();
currentLevel.name = reader.attributes().value("name").toString();
} else if (reader.name() == "subinstance") {
currentLevel.submarines.append(qMakePair(reader.attributes().value("type").toInt(),
reader.attributes().value("nb").toInt()));
}
} else if (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)
{
static constexpr int nLetters = 10;
static constexpr struct {
char const *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 = new QSequentialAnimationGroup(this);
QParallelAnimationGroup *lettersGroupFading = new QParallelAnimationGroup(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 letters
QPropertyAnimation *moveAnim = new QPropertyAnimation(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 letters
QPropertyAnimation *fadeAnim = new QPropertyAnimation(logo, "opacity", lettersGroupFading);
fadeAnim->setDuration(800);
fadeAnim->setEndValue(0);
fadeAnim->setEasingCurve(QEasingCurve::OutQuad);
}
QStateMachine *machine = new QStateMachine(this);
//This state is when the player is playing
PlayState *gameState = new PlayState(this, machine);
//Final state
QFinalState *finalState = new QFinalState(machine);
//Animation when the player enter in the game
QAnimationState *lettersMovingState = new QAnimationState(machine);
lettersMovingState->setAnimation(lettersGroupMoving);
//Animation when the welcome screen disappear
QAnimationState *lettersFadingState = new QAnimationState(machine);
lettersFadingState->setAnimation(lettersGroupFading);
//if new game then we fade out the welcome screen and start playing
lettersMovingState->addTransition(newAction, &QAction::triggered, lettersFadingState);
lettersFadingState->addTransition(lettersFadingState, &QAnimationState::animationFinished, gameState);
//New Game is triggered then player start playing
gameState->addTransition(newAction, &QAction::triggered, gameState);
//Wanna quit, then connect to CTRL+Q
gameState->addTransition(quitAction, &QAction::triggered, finalState);
lettersMovingState->addTransition(quitAction, &QAction::triggered, finalState);
//Welcome screen is the initial state
machine->setInitialState(lettersMovingState);
machine->start();
//We reach the final state, then we quit
connect(machine, &QStateMachine::finished, qApp, &QApplication::quit);
}
void GraphicsScene::addItem(Bomb *bomb)
{
bombs.insert(bomb);
connect(bomb, &Bomb::bombExecutionFinished,
this, &GraphicsScene::onBombExecutionFinished);
QGraphicsScene::addItem(bomb);
}
void GraphicsScene::addItem(Torpedo *torpedo)
{
torpedos.insert(torpedo);
connect(torpedo, &Torpedo::torpedoExecutionFinished,
this, &GraphicsScene::onTorpedoExecutionFinished);
QGraphicsScene::addItem(torpedo);
}
void GraphicsScene::addItem(SubMarine *submarine)
{
submarines.insert(submarine);
connect(submarine, &SubMarine::subMarineExecutionFinished,
this, &GraphicsScene::onSubMarineExecutionFinished);
QGraphicsScene::addItem(submarine);
}
void GraphicsScene::addItem(QGraphicsItem *item)
{
QGraphicsScene::addItem(item);
}
void GraphicsScene::onBombExecutionFinished()
{
Bomb *bomb = qobject_cast<Bomb *>(sender());
if (!bomb)
return;
bombs.remove(bomb);
bomb->deleteLater();
boat->setBombsLaunched(boat->bombsLaunched() - 1);
}
void GraphicsScene::onTorpedoExecutionFinished()
{
Torpedo *torpedo = qobject_cast<Torpedo *>(sender());
if (!torpedo)
return;
torpedos.remove(torpedo);
torpedo->deleteLater();
}
void GraphicsScene::onSubMarineExecutionFinished()
{
SubMarine *submarine = qobject_cast<SubMarine *>(sender());
if (!submarine)
return;
submarines.remove(submarine);
if (submarines.count() == 0)
emit allSubMarineDestroyed(submarine->points());
else
emit subMarineDestroyed(submarine->points());
submarine->deleteLater();
}
void GraphicsScene::clearScene()
{
for (SubMarine *sub : qAsConst(submarines)) {
// make sure to not go into onSubMarineExecutionFinished
sub->disconnect(this);
sub->destroy();
sub->deleteLater();
}
for (Torpedo *torpedo : qAsConst(torpedos)) {
// make sure to not go into onTorpedoExecutionFinished
torpedo->disconnect(this);
torpedo->destroy();
torpedo->deleteLater();
}
for (Bomb *bomb : qAsConst(bombs)) {
// make sure to not go into onBombExecutionFinished
bomb->disconnect(this);
bomb->destroy();
bomb->deleteLater();
}
submarines.clear();
bombs.clear();
torpedos.clear();
AnimationManager::self()->unregisterAllAnimations();
boat->stop();
boat->hide();
boat->setEnabled(true);
}