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/*
* Copyright 2007-2008 Thomas Gallinari <tg8187@yahoo.fr>
* Copyright 2007-2008 Pierre-Benoit Besse <besse@gmail.com>
* Copyright 2007-2008 Alexandre Galinier <alex.galinier@hotmail.com>
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of
* the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "game.h"
#include <KStandardDirs>
const int Game::FPS = 40;
Game::Game(KGameDifficulty::standardLevel p_difficulty) : m_isCheater(false), m_lives(3), m_points(0), m_level(1), m_nbEatenGhosts(0) {
// Tells the KGameDifficulty singleton that the game is not running
KGameDifficulty::setRunning(false);
// Initialize the characters speed considering the difficulty level
switch (p_difficulty) {
case KGameDifficulty::Easy:
Character::setCharactersSpeed(Character::LOW_SPEED);
break;
case KGameDifficulty::Medium:
Character::setCharactersSpeed(Character::MEDIUM_SPEED);
break;
case KGameDifficulty::Hard:
Character::setCharactersSpeed(Character::HIGH_SPEED);
break;
default:
break;
}
// Create the Maze instance
m_maze = new Maze();
connect(m_maze, SIGNAL(allElementsEaten()), this, SLOT(nextLevel()));
// Create the Kapman instance
m_kapman = new Kapman(0.0, 0.0, m_maze);
connect(m_kapman, SIGNAL(sWinPoints(Element*)), this, SLOT(winPoints(Element*)));
// Create the Ghost instances
m_ghosts.append(new Ghost(0.0, 0.0, "ghostred.svg", m_maze));
m_ghosts.append(new Ghost(0.0, 0.0, "ghostgreen.svg", m_maze));
m_ghosts.append(new Ghost(0.0, 0.0, "ghostblue.svg", m_maze));
m_ghosts.append(new Ghost(0.0, 0.0, "ghostpink.svg", m_maze));
for (int i = 0; i < m_ghosts.size(); i++) {
connect(m_ghosts[i], SIGNAL(lifeLost()), this, SLOT(kapmanDeath()));
connect(m_ghosts[i], SIGNAL(ghostEaten(Ghost*)), this, SLOT(ghostDeath(Ghost*)));
}
// Initialize the ghosts speed and the ghost speed increase considering the characters speed
Ghost::initGhostsSpeed();
// Create the Bonus instance
m_bonus = new Bonus(qreal(Cell::SIZE * 14),qreal(Cell::SIZE * 18), m_maze, 100);
m_bonusTimer = new QTimer(this);
m_bonusTimer->setInterval(10000);
m_bonusTimer->setSingleShot(true);
connect(m_bonusTimer, SIGNAL(timeout()), this, SLOT(hideBonus()));
// Start the Game timer
m_timer = new QTimer(this);
m_timer->setInterval(int(1000 / Game::FPS));
connect(m_timer, SIGNAL(timeout()), this, SLOT(update()));
m_timer->start();
m_state = RUNNING;
// Init the characters coordinates on the Maze
initCharactersPosition();
}
Game::~Game() {
delete m_timer;
delete m_bonusTimer;
delete m_maze;
delete m_kapman;
for (int i = 0; i < m_ghosts.size(); i++) {
delete m_ghosts[i];
}
delete m_bonus;
}
void Game::start() {
// Restart the Game timer
m_timer->start();
m_state = RUNNING;
emit(pauseChanged(false, false));
}
void Game::pause(bool p_locked) {
// Stop the Game timer
m_timer->stop();
if (p_locked) {
m_state = PAUSED_LOCKED;
} else {
m_state = PAUSED_UNLOCKED;
}
emit(pauseChanged(true, false));
}
void Game::switchPause(bool p_locked) {
// If the Game is not already paused
if (m_state == RUNNING) {
// Pause the Game
pause(p_locked);
emit(pauseChanged(true, true));
}
// If the Game is already paused
else {
// Resume the Game
start();
emit(pauseChanged(false, true));
}
}
Kapman* Game::getKapman() const {
return m_kapman;
}
QList<Ghost*> Game::getGhosts () const {
return m_ghosts;
}
QTimer* Game::getTimer() const {
return m_timer;
}
Maze* Game::getMaze() const {
return m_maze;
}
bool Game::isPaused() const {
return (m_state != RUNNING);
}
bool Game::isCheater() const {
return m_isCheater;
}
int Game::getScore() const {
return m_points;
}
int Game::getLives() const {
return m_lives;
}
int Game::getLevel() const {
return m_level;
}
Bonus* Game::getBonus() {
return m_bonus;
}
void Game::initCharactersPosition() {
// If the timer is stopped, it means that collisions are already being handled
if (m_timer->isActive()) {
// At the beginning, the timer is stopped but the Game isn't paused (to allow keyPressedEvent detection)
m_timer->stop();
m_state = RUNNING;
// Initialize Ghost coordinates and state
m_ghosts[0]->setX(Cell::SIZE * 14);
m_ghosts[0]->setY(Cell::SIZE * 11.5);
m_ghosts[0]->setState(Ghost::HUNTER);
m_ghosts[1]->setX(Cell::SIZE * 12);
m_ghosts[1]->setY(Cell::SIZE * 14.5);
m_ghosts[1]->setState(Ghost::HUNTER);
m_ghosts[2]->setX(Cell::SIZE * 14);
m_ghosts[2]->setY(Cell::SIZE * 14.5);
m_ghosts[2]->setState(Ghost::HUNTER);
m_ghosts[3]->setX(Cell::SIZE * 16);
m_ghosts[3]->setY(Cell::SIZE * 14.5);
m_ghosts[3]->setState(Ghost::HUNTER);
// Initialize the Kapman coordinates
m_kapman->setX(Cell::SIZE * 14);
m_kapman->setY(Cell::SIZE * 23.5);
m_kapman->init();
// Initialize the Pills & Energizers coordinates
for (int i = 0; i < m_maze->getNbRows(); i++) {
for (int j = 0; j < m_maze->getNbColumns(); j++) {
if (m_maze->getCell(i,j).getElement() != NULL){
m_maze->getCell(i,j).getElement()->setX(Cell::SIZE * (j + 0.5));
m_maze->getCell(i,j).getElement()->setY(Cell::SIZE * (i + 0.5));
}
}
}
}
}
void Game::keyPressEvent(QKeyEvent* p_event) {
// At the beginning or when paused, we start the timer when an arrow key is pressed
if ((p_event->key() == Qt::Key_Up || p_event->key() == Qt::Key_Down || p_event->key() == Qt::Key_Left || p_event->key() == Qt::Key_Right) && !m_timer->isActive()) {
// If paused
if (m_state == PAUSED_UNLOCKED) {
switchPause();
} else if (m_state == RUNNING) { // At the game beginning
// Start the game
m_timer->start();
emit(gameStarted());
}
// Tells the KGameDifficulty singleton that the game now runs
KGameDifficulty::setRunning(true);
}
// Behaviour when the game has begun
switch (p_event->key()) {
case Qt::Key_Up:
if (m_state == RUNNING) {
m_kapman->goUp();
}
break;
case Qt::Key_Down:
if (m_state == RUNNING) {
m_kapman->goDown();
}
break;
case Qt::Key_Right:
if (m_state == RUNNING) {
m_kapman->goRight();
}
break;
case Qt::Key_Left:
if (m_state == RUNNING) {
m_kapman->goLeft();
}
break;
case Qt::Key_P:
switchPause();
break;
case Qt::Key_K:
// Cheat code to get one more life
if (p_event->modifiers() == (Qt::AltModifier | Qt::ControlModifier | Qt::ShiftModifier)) {
m_lives++;
m_isCheater = true;
emit(dataChanged(LivesInfo));
}
default:
break;
}
}
void Game::update() {
int curKapmanRow, curKapmanCol;
// Check if the kapman is in the line of sight of a ghost
curKapmanRow = m_maze->getRowFromY(m_kapman->getY());
curKapmanCol = m_maze->getColFromX(m_kapman->getX());
for (int i = 0; i < m_ghosts.size(); i++) {
if (m_ghosts[i]->getState() == Ghost::HUNTER && m_ghosts[i]->isInLineSight(m_kapman)) {
m_ghosts[i]->updateMove(curKapmanRow, curKapmanCol);
}
else {
m_ghosts[i]->updateMove();
}
}
m_kapman->updateMove();
m_kapman->emitGameUpdated();
}
void Game::kapmanDeath() {
m_lives--;
m_kapman->die();
emit(dataChanged(LivesInfo));
// Make a 2 seconds pause while the kapman is blinking
pause(true);
QTimer::singleShot(2500, this, SLOT(resumeAfterKapmanDeath()));
}
void Game::resumeAfterKapmanDeath() {
// Start the timer
start();
// Remove a possible bonus
emit(bonusOff());
// If their is no lives left, we start a new game
if (m_lives <= 0) {
emit(gameOver(true));
} else {
emit(levelStarted(false));
// Move all characters to their initial positions
initCharactersPosition();
}
}
void Game::ghostDeath(Ghost* p_ghost) {
m_nbEatenGhosts++;
p_ghost->setState(Ghost::EATEN);
winPoints(p_ghost);
}
void Game::winPoints(Element* p_element) {
// If the eaten element is a ghost, win 200 * number of eaten ghosts since the energizer was eaten
if (p_element->getType() == Element::GHOST) {
m_points += p_element->getPoints() * m_nbEatenGhosts;
// TODO
}
else {
m_points += p_element->getPoints();
}
// For each 10000 points we get a life more
if (m_points / 10000 > (m_points - p_element->getPoints()) / 10000) {
m_lives++;
emit(dataChanged(LivesInfo));
}
// If the eaten element is an energyzer we change the ghosts state
if (p_element->getType() == Element::ENERGYZER) {
for (int i = 0; i < m_ghosts.size(); i++) {
if(m_ghosts[i]->getState() != Ghost::EATEN) {
m_ghosts[i]->setState(Ghost::PREY);
}
}
// Reset the number of eaten ghosts
m_nbEatenGhosts = 0;
emit(elementEaten(p_element->getX(), p_element->getY()));
}
else if (p_element->getType() == Element::PILL) {
emit(elementEaten(p_element->getX(), p_element->getY()));
}
else if (p_element->getType() == Element::BONUS) {
emit(bonusOff());
}
// If 1/3 or 2/3 of the pills are eaten
if (m_maze->getNbElem() == m_maze->getTotalNbElem() / 3 || m_maze->getNbElem() == (m_maze->getTotalNbElem() * 2 / 3)) {
// Display the Bonus
emit(bonusOn());
m_bonusTimer->start();
}
emit(dataChanged(ScoreInfo));
}
void Game::nextLevel() {
// Increment the level
m_level++;
// Initialize the maze items
m_maze->resetNbElem();
// Update Bonus
m_bonus->setPoints(m_level * 100);
// Increase the ghosts speed
Ghost::increaseGhostsSpeed();
// Move all characters to their initial positions
initCharactersPosition();
// Update the score, level and lives labels
emit(dataChanged(AllInfo));
// Update the view
emit(levelStarted(true));
}
void Game::hideBonus() {
emit(bonusOff());
}
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