1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
|
/*
* Copyright 2007-2008 Thomas Gallinari <tg8187@yahoo.fr>
* 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 "gamescene.h"
#include "cell.h"
#include "bonus.h"
#include "settings.h"
#include <KLocale>
GameScene::GameScene(Game* p_game) : m_game(p_game), m_kapmanItem(0), m_mazeItem(0) {
connect(p_game, SIGNAL(levelStarted(bool)), SLOT(intro(bool)));
connect(p_game, SIGNAL(gameStarted()), this, SLOT(start()));
connect(p_game, SIGNAL(pauseChanged(bool,bool)), this, SLOT(setPaused(bool,bool)));
connect(p_game, SIGNAL(elementEaten(qreal,qreal)), this, SLOT(hideElement(qreal,qreal)));
connect(p_game, SIGNAL(bonusOn()), this, SLOT(displayBonus()));
connect(p_game, SIGNAL(bonusOff()), this, SLOT(hideBonus()));
// Connection between Game and GameScene for the display of won points when a bonus or a ghost is eaten
connect(p_game, SIGNAL(pointsToDisplay(long,qreal,qreal)), this, SLOT(displayPoints(long,qreal,qreal)));
// Create the theme instance
m_theme = new KGameTheme();
// Load the SVG file
m_renderer = new QSvgRenderer();
loadTheme();
// Create the MazeItem
m_mazeItem = new MazeItem();
// Give the maze the shared renderer to avoid loading the whole SVG file again
m_mazeItem->setSharedRenderer(m_renderer);
// Set the element Id to the right value
m_mazeItem->setElementId("maze");
m_mazeItem->setZValue(-2);
// Create the KapmanItem
m_kapmanItem = new KapmanItem(p_game->getKapman());
m_kapmanItem->setSharedRenderer(m_renderer);
m_kapmanItem->setElementId("kapman_0");
// Corrects the position of the KapmanItem
m_kapmanItem->update(p_game->getKapman()->getX(), p_game->getKapman()->getY());
m_kapmanItem->setZValue(2);
// Stops the Kapman animation
m_kapmanItem->stopAnim();
// Create the GhostItems
for (int i = 0; i < p_game->getGhosts().size(); ++i) {
GhostItem* ghost = new GhostItem(p_game->getGhosts()[i]);
ghost->setSharedRenderer(m_renderer);
ghost->setElementId(p_game->getGhosts()[i]->getImageId());
ghost->update(p_game->getGhosts()[i]->getX(), p_game->getGhosts()[i]->getY());
// At the beginning, the ghosts are above the kapman because they eat him
ghost->setZValue(3);
m_ghostItems.append(ghost);
}
// Create the Pill and Energizer items
m_elementItems = new ElementItem**[m_game->getMaze()->getNbRows()];
for (int i = 0; i < m_game->getMaze()->getNbRows(); ++i) {
m_elementItems[i] = new ElementItem*[m_game->getMaze()->getNbColumns()];
for (int j = 0; j < m_game->getMaze()->getNbColumns(); ++j) {
if (m_game->getMaze()->getCell(i, j).getElement() != NULL) {
// Create the element and set the image
ElementItem* element = new ElementItem(m_game->getMaze()->getCell(i, j).getElement());
element->setSharedRenderer(m_renderer);
element->setElementId(m_game->getMaze()->getCell(i,j).getElement()->getImageId());
element->update(m_game->getMaze()->getCell(i, j).getElement()->getX(), m_game->getMaze()->getCell(i, j).getElement()->getY());
m_elementItems[i][j] = element;
} else {
m_elementItems[i][j] = NULL;
}
}
}
// Create the Bonus item
m_bonusItem = new ElementItem(m_game->getBonus());
m_bonusItem->setSharedRenderer(m_renderer);
m_bonusItem->setElementId("bonus1");
// All elements are created, update theme properties
updateSvgIds();
updateThemeProperties();
// Create the introduction labels
m_introLabel = new QGraphicsTextItem(i18n("GET READY!!!"));
m_introLabel->setFont(QFont("Helvetica", 25, QFont::Bold, false));
m_introLabel->setDefaultTextColor(QColor("#FFFF00"));
m_introLabel->setZValue(4);
m_introLabel2 = new QGraphicsTextItem(i18n("Press any arrow key to start"));
m_introLabel2->setFont(QFont("Helvetica", 15, QFont::Bold, false));
m_introLabel2->setDefaultTextColor(QColor("#FFFF00"));
m_introLabel2->setZValue(4);
// Create the new level label
m_newLevelLabel = new QGraphicsTextItem();
m_newLevelLabel->setFont(QFont("Helvetica", 35, QFont::Bold, false));
m_newLevelLabel->setDefaultTextColor(QColor("#FFFF00"));
m_newLevelLabel->setZValue(4);
// Create the pause label
m_pauseLabel = new QGraphicsTextItem(i18n("PAUSED"));
m_pauseLabel->setFont(QFont("Helvetica", 35, QFont::Bold, false));
m_pauseLabel->setDefaultTextColor(QColor("#FFFF00"));
m_pauseLabel->setZValue(4);
// Display the MazeItem
addItem(m_mazeItem);
// Display the KapmanItem
addItem(m_kapmanItem);
// Display each GhostItem
for (int i = 0; i < m_ghostItems.size(); ++i) {
addItem(m_ghostItems[i]);
}
// Display each Pill and Energizer item and introduction labels
intro(true);
}
GameScene::~GameScene() {
delete m_mazeItem;
delete m_kapmanItem;
for (int i = 0; i < m_ghostItems.size(); ++i) {
delete m_ghostItems[i];
}
for (int i = 0; i < m_game->getMaze()->getNbRows();++i) {
for (int j = 0; j < m_game->getMaze()->getNbColumns(); ++j) {
if (m_elementItems[i][j] != NULL) {
delete m_elementItems[i][j];
}
}
delete[] m_elementItems[i];
}
delete[] m_elementItems;
delete m_bonusItem;
delete m_introLabel;
delete m_introLabel2;
delete m_newLevelLabel;
delete m_pauseLabel;
delete m_renderer;
delete m_theme;
}
Game* GameScene::getGame() const {
return m_game;
}
void GameScene::loadTheme() {
if (!m_theme->load(Settings::self()->theme())) {
return;
}
if (!m_renderer->load(m_theme->graphics())) {
return;
}
//Update elementIDs, theme properties
updateSvgIds();
updateThemeProperties();
update(0, 0, width(), height());
// Update the theme config: if the default theme is selected, no theme entry is written -> the theme selector does not select the theme
Settings::self()->config()->group("General").writeEntry("Theme", Settings::self()->theme());
}
void GameScene::updateSvgIds() {
//Needed so new boundingRects() are read for all SVG elements after a theme change
// Sanity check, see if game elements already exist
if (!m_kapmanItem) return;
// Set the element Id to the right value
m_mazeItem->setElementId("maze");
// Create the KapmanItem
m_kapmanItem->setElementId("kapman_0");
// Corrects the position of the KapmanItem
m_kapmanItem->update(m_game->getKapman()->getX(), m_game->getKapman()->getY());
for (int i = 0; i < m_ghostItems.size(); ++i) {
GhostItem* ghost = m_ghostItems[i];
ghost->setElementId(m_game->getGhosts()[i]->getImageId());
ghost->update(m_game->getGhosts()[i]->getX(), m_game->getGhosts()[i]->getY());
}
for (int i = 0; i < m_game->getMaze()->getNbRows();++i) {
for (int j = 0; j < m_game->getMaze()->getNbColumns(); ++j) {
if (m_elementItems[i][j] != NULL) {
ElementItem* element = m_elementItems[i][j];
element->setElementId(m_game->getMaze()->getCell(i,j).getElement()->getImageId());
element->update(m_game->getMaze()->getCell(i, j).getElement()->getX(), m_game->getMaze()->getCell(i, j).getElement()->getY());
}
}
}
}
void GameScene::updateThemeProperties() {
// Sanity check, see if game elements already exist
if (!m_kapmanItem) return;
// Set the Rotation flag for KapmanItem
if (m_theme->themeProperty("RotateKapman")=="0") {
m_kapmanItem->setRotationFlag(false);
} else {
m_kapmanItem->setRotationFlag(true);
}
}
void GameScene::intro(const bool p_newLevel) {
// If a new level has begun
if (p_newLevel) {
// Set each Pill and Energizer item to its original coordinates
for (int i = 0; i < m_game->getMaze()->getNbRows(); ++i) {
for (int j = 0; j < m_game->getMaze()->getNbColumns(); ++j) {
if (m_elementItems[i][j] != NULL) {
if (!items().contains(m_elementItems[i][j])) {
addItem(m_elementItems[i][j]);
}
}
}
}
// Display the new level label
m_newLevelLabel->setPlainText(i18nc("The number of the game level", "Level %1", m_game->getLevel()));
if (!items().contains(m_newLevelLabel)) {
addItem(m_newLevelLabel);
m_newLevelLabel->setPos((width() - m_newLevelLabel->boundingRect().width()) / 2, (height() - m_newLevelLabel->boundingRect().height()) / 2);
}
// Display the introduction label
if (!items().contains(m_introLabel2)) {
addItem(m_introLabel2);
m_introLabel2->setPos((width() - m_introLabel2->boundingRect().width()) / 2,
(height() - m_introLabel2->boundingRect().height() + m_newLevelLabel->boundingRect().height()) / 2);
}
} else {
// Display the introduction labels
if (!items().contains(m_introLabel)) {
addItem(m_introLabel);
m_introLabel->setPos((width() - m_introLabel->boundingRect().width()) / 2, (height() - m_introLabel->boundingRect().height()) / 2);
}
if (!items().contains(m_introLabel2)) {
addItem(m_introLabel2);
m_introLabel2->setPos((width() - m_introLabel2->boundingRect().width()) / 2,
(height() - m_introLabel2->boundingRect().height() + m_introLabel->boundingRect().height()) / 2);
}
}
}
void GameScene::start() {
// If the introduction and new level labels were displayed then remove them
if (items().contains(m_introLabel)) {
removeItem(m_introLabel);
}
if (items().contains(m_introLabel2)) {
removeItem(m_introLabel2);
}
if (items().contains(m_newLevelLabel)) {
removeItem(m_newLevelLabel);
}
}
void GameScene::setPaused(const bool p_pause, const bool p_fromUser) {
// If the game has paused
if (p_pause) {
// If the pause is due to an action from the user
if (p_fromUser) {
// If the label was not displayed yet
if (!items().contains(m_pauseLabel)) {
// FIXME: Hack to remove labels when pausing game while init labels are shown (icwiener)
// This should be done cleaner
// FIXME #2: start() is a misleading method name ...
start();
// Display the pause label
addItem(m_pauseLabel);
m_pauseLabel->setPos((width() - m_pauseLabel->boundingRect().width()) / 2, (height() - m_pauseLabel->boundingRect().height()) / 2);
}
}
// Stop kapman animation
m_kapmanItem->pauseAnim();
} else { // If the game has resumed
// If the pause was due to an action from the user
if (p_fromUser) {
// If the label was displayed
if (items().contains(m_pauseLabel)) {
removeItem(m_pauseLabel);
}
}
// Resume kapman animation
m_kapmanItem->resumeAnim();
}
}
void GameScene::hideElement(const qreal p_x, const qreal p_y) {
if (items().contains(m_elementItems[(int)((p_y - (Cell::SIZE * 0.5)) / Cell::SIZE)][(int)((p_x - (Cell::SIZE * 0.5)) / Cell::SIZE)])) {
removeItem(m_elementItems[(int)((p_y - (Cell::SIZE * 0.5)) / Cell::SIZE)][(int)((p_x - (Cell::SIZE * 0.5)) / Cell::SIZE)]);
}
}
void GameScene::displayBonus() {
if (!items().contains(m_bonusItem)) {
switch (m_game->getLevel()) {
case 1:
m_bonusItem->setElementId("bonus1");
break;
case 2:
m_bonusItem->setElementId("bonus2");
break;
case 3:
m_bonusItem->setElementId("bonus3");
break;
case 4:
m_bonusItem->setElementId("bonus4");
break;
case 5:
m_bonusItem->setElementId("bonus5");
break;
case 6:
m_bonusItem->setElementId("bonus6");
break;
default:
m_bonusItem->setElementId("bonus7");
break;
}
m_bonusItem->update(m_game->getBonus()->getX(), m_game->getBonus()->getY());
addItem(m_bonusItem);
}
}
void GameScene::hideBonus() {
if (items().contains(m_bonusItem)) {
removeItem(m_bonusItem);
}
}
void GameScene::displayPoints(long p_wonPoints, qreal p_xPos, qreal p_yPos) {
// Launch a singleShot timer
QTimer::singleShot(1000, this, SLOT(hidePoints()));
// Add a label in the list of won points Labels
m_wonPointsLabels.prepend(new QGraphicsTextItem(QString::number(p_wonPoints)));
addItem(m_wonPointsLabels.first());
// Temporary reference to the first item in the list
QGraphicsTextItem* tempRef = m_wonPointsLabels.first();
// Positioning and customization of the point label
tempRef->setDefaultTextColor(QColor("#FFFF00"));
tempRef->setFont(QFont("Helvetica", 15, QFont::Normal, false));
tempRef->setPos(p_xPos-(tempRef->boundingRect().width() / 2), p_yPos-(tempRef->boundingRect().height() / 2));
tempRef->setZValue(-1);
}
void GameScene::hidePoints() {
// Remove the oldest item of the list from the scene
removeItem(m_wonPointsLabels.last());
// Remove the oldest item from the list
delete m_wonPointsLabels.takeLast();
}
|