Sub-Attaq | Qt Widgets 5.13.0

Qt 5.13 | Qt Widgets | Sub-Attaq

Qt 5.13.0 Reference Documentation

# Sub-Attaq

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      //Own
      #include "states.h"
      #include "graphicsscene.h"
      #include "boat.h"
      #include "submarine.h"
      #include "torpedo.h"
      #include "animationmanager.h"
      #include "progressitem.h"
      #include "textinformationitem.h"

      //Qt
      #include <QtWidgets/QMessageBox>
      #include <QtWidgets/QGraphicsView>
      #include <QtCore/QStateMachine>
      #include <QtWidgets/QKeyEventTransition>
      #include <QtCore/QFinalState>
      #include <QtCore/QRandomGenerator>

      PlayState::PlayState(GraphicsScene *scene, QState *parent)
          : QState(parent), scene(scene), machine(nullptr),
            currentLevel(0), score(0)
      {
      }

      PlayState::~PlayState()
      {
          delete machine;
      }

      void PlayState::onEntry(QEvent *)
      {
          //We are now playing?
          if (machine) {
              machine->stop();
              //we hide the information
              scene->textInformationItem->hide();
              scene->clearScene();
              currentLevel = 0;
              score = 0;
              delete machine;
          }

          machine = new QStateMachine;

          //This state is when player is playing
          LevelState *levelState = new LevelState(scene, this, machine);

          //This state is when the player is actually playing but the game is not paused
          QState *playingState = new QState(levelState);
          levelState->setInitialState(playingState);

          //This state is when the game is paused
          PauseState *pauseState = new PauseState(scene, levelState);

          //We have one view, it receive the key press event
          QKeyEventTransition *pressPplay = new QKeyEventTransition(scene->views().at(0), QEvent::KeyPress, Qt::Key_P);
          pressPplay->setTargetState(pauseState);
          QKeyEventTransition *pressPpause = new QKeyEventTransition(scene->views().at(0), QEvent::KeyPress, Qt::Key_P);
          pressPpause->setTargetState(playingState);

          //Pause "P" is triggered, the player pause the game
          playingState->addTransition(pressPplay);

          //To get back playing when the game has been paused
          pauseState->addTransition(pressPpause);

          //This state is when player have lost
          LostState *lostState = new LostState(scene, this, machine);

          //This state is when player have won
          WinState *winState = new WinState(scene, this, machine);

          //The boat has been destroyed then the game is finished
          levelState->addTransition(scene->boat, &Boat::boatExecutionFinished,lostState);

          //This transition check if we won or not
          WinTransition *winTransition = new WinTransition(scene, this, winState);

          //The boat has been destroyed then the game is finished
          levelState->addTransition(winTransition);

          //This state is an animation when the score changed
          UpdateScoreState *scoreState = new UpdateScoreState(levelState);

          //This transition update the score when a submarine die
          UpdateScoreTransition *scoreTransition = new UpdateScoreTransition(scene, this, levelState);
          scoreTransition->setTargetState(scoreState);

          //The boat has been destroyed then the game is finished
          playingState->addTransition(scoreTransition);

          //We go back to play state
          scoreState->addTransition(playingState);

          //We start playing!!!
          machine->setInitialState(levelState);

          //Final state
          QFinalState *final = new QFinalState(machine);

          //This transition is triggered when the player press space after completing a level
          CustomSpaceTransition *spaceTransition = new CustomSpaceTransition(scene->views().at(0), this, QEvent::KeyPress, Qt::Key_Space);
          spaceTransition->setTargetState(levelState);
          winState->addTransition(spaceTransition);

          //We lost we should reach the final state
          lostState->addTransition(lostState, &QState::finished, final);

          machine->start();
      }

      LevelState::LevelState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game)
      {
      }
      void LevelState::onEntry(QEvent *)
      {
          initializeLevel();
      }

      void LevelState::initializeLevel()
      {
          //we re-init the boat
          scene->boat->setPos(scene->width()/2, scene->sealLevel() - scene->boat->size().height());
          scene->boat->setCurrentSpeed(0);
          scene->boat->setCurrentDirection(Boat::None);
          scene->boat->setBombsLaunched(0);
          scene->boat->show();
          scene->setFocusItem(scene->boat, Qt::OtherFocusReason);
          scene->boat->run();

          scene->progressItem->setScore(game->score);
          scene->progressItem->setLevel(game->currentLevel + 1);

          GraphicsScene::LevelDescription currentLevelDescription = scene->levelsData.value(game->currentLevel);

          for (int i = 0; i < currentLevelDescription.submarines.size(); ++i ) {

              QPair<int,int> subContent = currentLevelDescription.submarines.at(i);
              GraphicsScene::SubmarineDescription submarineDesc = scene->submarinesData.at(subContent.first);

              for (int j = 0; j < subContent.second; ++j ) {
                  SubMarine *sub = new SubMarine(submarineDesc.type, submarineDesc.name, submarineDesc.points);
                  scene->addItem(sub);
                  int random = QRandomGenerator::global()->bounded(15) + 1;
                  qreal x = random == 13 || random == 5 ? 0 : scene->width() - sub->size().width();
                  qreal y = scene->height() -(QRandomGenerator::global()->bounded(150) + 1) - sub->size().height();
                  sub->setPos(x,y);
                  sub->setCurrentDirection(x == 0 ? SubMarine::Right : SubMarine::Left);
                  sub->setCurrentSpeed(QRandomGenerator::global()->bounded(3) + 1);
              }
          }
      }

      /** Pause State */
      PauseState::PauseState(GraphicsScene *scene, QState *parent) : QState(parent),scene(scene)
      {
      }
      void PauseState::onEntry(QEvent *)
      {
          AnimationManager::self()->pauseAll();
          scene->boat->setEnabled(false);
      }
      void PauseState::onExit(QEvent *)
      {
          AnimationManager::self()->resumeAll();
          scene->boat->setEnabled(true);
          scene->boat->setFocus();
      }

      /** Lost State */
      LostState::LostState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game)
      {
      }

      void LostState::onEntry(QEvent *)
      {
          //The message to display
          QString message = QString("You lose on level %1. Your score is %2.").arg(game->currentLevel+1).arg(game->score);

          //We set the level back to 0
          game->currentLevel = 0;

          //We set the score back to 0
          game->score = 0;

          //We clear the scene
          scene->clearScene();

          //We inform the player
          scene->textInformationItem->setMessage(message);
          scene->textInformationItem->show();
      }

      void LostState::onExit(QEvent *)
      {
          //we hide the information
          scene->textInformationItem->hide();
      }

      /** Win State */
      WinState::WinState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game)
      {
      }

      void WinState::onEntry(QEvent *)
      {
          //We clear the scene
          scene->clearScene();

          QString message;
          if (scene->levelsData.size() - 1 != game->currentLevel) {
              message = QString("You win the level %1. Your score is %2.\nPress Space to continue.").arg(game->currentLevel+1).arg(game->score);
              //We increment the level number
              game->currentLevel++;
          } else {
              message = QString("You finish the game on level %1. Your score is %2.").arg(game->currentLevel+1).arg(game->score);
              //We set the level back to 0
              game->currentLevel = 0;
              //We set the score back to 0
              game->score = 0;
          }

          //We inform the player
          scene->textInformationItem->setMessage(message);
          scene->textInformationItem->show();
      }

      void WinState::onExit(QEvent *)
      {
          //we hide the information
          scene->textInformationItem->hide();
      }

      /** UpdateScore State */
      UpdateScoreState::UpdateScoreState(QState *parent) : QState(parent)
      {
      }

      /** Win transition */
      UpdateScoreTransition::UpdateScoreTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target)
          : QSignalTransition(scene, &GraphicsScene::subMarineDestroyed),
            game(game), scene(scene)
      {
          setTargetState(target);
      }

      bool UpdateScoreTransition::eventTest(QEvent *event)
      {
          if (!QSignalTransition::eventTest(event))
              return false;
          QStateMachine::SignalEvent *se = static_cast<QStateMachine::SignalEvent*>(event);
          game->score += se->arguments().at(0).toInt();
          scene->progressItem->setScore(game->score);
          return true;
      }

      /** Win transition */
      WinTransition::WinTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target)
          : QSignalTransition(scene, &GraphicsScene::allSubMarineDestroyed),
            game(game), scene(scene)
      {
          setTargetState(target);
      }

      bool WinTransition::eventTest(QEvent *event)
      {
          if (!QSignalTransition::eventTest(event))
              return false;
          QStateMachine::SignalEvent *se = static_cast<QStateMachine::SignalEvent*>(event);
          game->score += se->arguments().at(0).toInt();
          scene->progressItem->setScore(game->score);
          return true;
      }

      /** Space transition */
      CustomSpaceTransition::CustomSpaceTransition(QWidget *widget, PlayState *game, QEvent::Type type, int key)
          :   QKeyEventTransition(widget, type, key),
              game(game)
      {
      }

      bool CustomSpaceTransition::eventTest(QEvent *event)
      {
          if (!QKeyEventTransition::eventTest(event))
              return false;
          return (game->currentLevel != 0);
      }