Qt 4.8: gameengine.cpp Example File (demos/mobile/quickhit/gameengine.cpp)

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# gameengine.cpp Example File

demos/mobile/quickhit/gameengine.cpp

     /****************************************************************************
     **
     ** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
     ** Contact: http://www.qt-project.org/legal
     **
     ** This file is part of the QtDeclarative module of the Qt Toolkit.
     **
     ** $QT_BEGIN_LICENSE:BSD$
     ** You may use this file under the terms of the BSD license as follows:
     **
     ** "Redistribution and use in source and binary forms, with or without
     ** modification, are permitted provided that the following conditions are
     ** met:
     **   * Redistributions of source code must retain the above copyright
     **     notice, this list of conditions and the following disclaimer.
     **   * Redistributions in binary form must reproduce the above copyright
     **     notice, this list of conditions and the following disclaimer in
     **     the documentation and/or other materials provided with the
     **     distribution.
     **   * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names
     **     of its contributors may be used to endorse or promote products derived
     **     from this software without specific prior written permission.
     **
     **
     ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
     ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
     ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
     ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
     ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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     ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
     ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
     ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
     ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
     ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
     **
     ** $QT_END_LICENSE$
     **
     ****************************************************************************/

     #include "gameengine.h"
     #include "plugins/levelplugininterface.h"
     #include "InvSounds.h"

     #include <QDebug>
     #include <QTimerEvent>
     #include <QTime>
     #include <QDesktopServices>

     const int TIMER_SPEED = 80;

     GameEngine::GameEngine(QObject* parent)
         :QObject(parent)
     {
         m_timerId = 0;
         m_doEnemyMissile = 1500 / TIMER_SPEED;
         m_GameGml = 0;
         m_gameLevel = 0;

         clearQmlObjects();

         // For random
         QTime time = QTime::currentTime();
         qsrand((uint)time.msec());

         // Sound engine
         m_soundEngine = new CInvSounds(this);

         // Device profile
         m_silent = false;

     #ifdef Q_OS_SYMBIAN
         iVibrate = CHWRMVibra::NewL();
     #endif

         // Get device profile, is it silent?
     #if defined Q_OS_SYMBIAN || defined Q_WS_MAEMO_5
         m_systemDeviceInfo = new QSystemDeviceInfo(this);
         QObject::connect(m_systemDeviceInfo,SIGNAL(currentProfileChanged(QSystemDeviceInfo::Profile)),this,
                          SLOT(currentProfileChanged(QSystemDeviceInfo::Profile)));
         QSystemDeviceInfo::Profile p = m_systemDeviceInfo->currentProfile();
         if (p == QSystemDeviceInfo::SilentProfile) {
             m_silent = true;
         }
     #endif

     }

     GameEngine::~GameEngine()
     {
     #ifdef Q_OS_SYMBIAN
         delete iVibrate;
     #endif

     }

     void GameEngine::gameStartSound()
     {
         if (!m_silent)
             m_soundEngine->gameStartSound();
     }

     #if defined Q_OS_SYMBIAN || defined Q_WS_MAEMO_5
     void GameEngine::currentProfileChanged(QSystemDeviceInfo::Profile p)
     {
         if (p == QSystemDeviceInfo::SilentProfile) {
             enableSounds(QVariant(false));
         } else {
             enableSounds(QVariant(true));
         }
     }
     #endif

     void GameEngine::enableSounds(QVariant enable)
     {
         m_silent = !enable.toBool();

         if (m_silent)
             this->m_soundEngine->enableSounds(false);
         else
             this->m_soundEngine->enableSounds(true);

     }

     QVariant GameEngine::randInt(QVariant low, QVariant high)
     {
         // Random number between low and high
         return qrand() % ((high.toInt() + 1) - low.toInt()) + low.toInt();
     }

     void GameEngine::setGameLevel(LevelPluginInterface* level)
     {
         // Set used game level
         m_gameLevel = level;

         if (m_gameLevel) {
             // Set used sound from the level into sound engine
             m_soundEngine->enableSounds(m_gameLevel->levelSounds());
             // Invoke QML to take new level in use
             QMetaObject::invokeMethod(m_GameGml, "levelReadyForCreation", Qt::AutoConnection);

             m_doEnemyMissile = m_gameLevel->enemyFireSpeed().toInt() / TIMER_SPEED;
         }
     }

     void GameEngine::setPluginList(QList<QPluginLoader*> plugins)
     {
         m_pluginList = plugins;
     }

     QVariant GameEngine::pluginList()
     {
         QStringList list;
         QPluginLoader* loader;
         foreach (loader,m_pluginList) {
             QString s = loader->fileName();
             s = s.mid(s.lastIndexOf("/")+1);
             s = s.left(s.lastIndexOf("."));
             s = s.toUpper();
     #ifdef Q_WS_MAEMO_5
             if (s.contains("LIB")) {
                 s = s.right(s.length() - (s.indexOf("LIB")+3));
             }
     #endif
             list.append(s);
         }
         return QVariant(list);
     }

     void GameEngine::pauseLevel(QVariant doPause)
     {
         bool enableTimer = !doPause.toBool();
         enableEngineTimer(QVariant(enableTimer));
         QMetaObject::invokeMethod(m_levelQml, "pause", Qt::AutoConnection,Q_ARG(QVariant, doPause));
     }

     void GameEngine::findQmlObjects()
     {
         if (m_GameGml) {
             qDebug() << "GameEngine::findQmlObjects()";

             // Find Missiles objects
             m_missileList.clear();
             m_enemyMissileList.clear();
             findMissiles(m_GameGml);

             // Set QMLs
             setLevelQml(m_GameGml->findChild<QObject*>("level"));
             setEnemiesGridQml(m_GameGml->findChild<QObject*>("enemiesGrid"));
             setMyShipQml(m_GameGml->findChild<QObject*>("myShip"));

             // Find Enemies objects
             m_enemyList.clear();
             qDebug() << "GameEngine::findQmlObjects() find enemies from: level QML";
             findEnemies(m_levelQml);

         } else {
             qDebug() << "GameEngine::findQmlObjects() rootObject NULL";
         }
     }

     void GameEngine::clearQmlObjects()
     {
         m_missileList.clear();
         m_enemyMissileList.clear();
         m_enemyList.clear();
         m_levelQml = 0;
         m_enemiesGridGml = 0;
         m_myShipGml = 0;
         //m_GameGml = 0; // NOTE: Do not delete this
     }

     void GameEngine::findMissiles(QObject *rootObject)
     {
         if (rootObject) {
             QObjectList list = rootObject->children();
             QObject* item;
             foreach (item,list) {
                 if (item->children().count()>0) {
                     findMissiles(item);
                 } else {
                     if (rootObject->objectName()=="missile") {
                         QDeclarativeItem* missile = static_cast<QDeclarativeItem*>(rootObject);
                         m_missileList.append(missile);
                     } else if (rootObject->objectName()=="enemy_missile") {
                         QDeclarativeItem* enemyMissile = static_cast<QDeclarativeItem*>(rootObject);
                         m_enemyMissileList.append(enemyMissile);
                     }
                 }
             }
         } else {
             qDebug() << "GameEngine::findMissiles() rootObject NULL";
         }
     }

     void GameEngine::findEnemies(QObject *rootObject)
     {
         if (rootObject) {
             QObjectList list = rootObject->children();
             QObject* item;
             foreach (item,list) {
                 if (item->children().count()>0 && item->objectName()!="enemy") {
                     //qDebug() << "Enemy children found from: " << item->objectName();
                     findEnemies(item);
                 } else {
                     if (item->objectName()=="enemy") {
                         //qDebug() << "Enemy child founds: " << item->objectName();
                         QDeclarativeItem* enemy = static_cast<QDeclarativeItem*>(item);
                         m_enemyList.append(enemy);
                     }
                 }
             }
         } else {
             qDebug() << "GameEngine::findEnemies() rootObject NULL";
         }
     }

     void GameEngine::setEnemiesGridQml(QObject* o)
     {
         m_enemiesGridGml = static_cast<QDeclarativeItem*>(o);
     }

     void GameEngine::setMyShipQml(QObject* o)
     {
         m_myShipGml = static_cast<QDeclarativeItem*>(o);
     }

     void GameEngine::setGameQml(QObject* o)
     {
         m_GameGml = static_cast<QDeclarativeItem*>(o);
     }

     void GameEngine::timerEvent(QTimerEvent *e)
     {
         if (e->timerId()==m_timerId) {
             // Do hit test
             doHitTest();

             m_doEnemyMissile--;

             if (m_gameLevel && m_doEnemyMissile<0) {
                 m_doEnemyMissile = m_gameLevel->enemyFireSpeed().toInt() / TIMER_SPEED;
                 // Do emeny missile launch
                 doEnemyMissile();
             }
         }
     }

     void GameEngine::enableEngineTimer(QVariant enable)
     {
         if (m_gameLevel) {
             if (m_timerId==0 && enable.toBool()) {
                 m_timerId = QObject::startTimer(TIMER_SPEED);
             }
             else if (m_timerId != 0 && !enable.toBool()) {
                 QObject::killTimer(m_timerId);
                 m_timerId = 0;
             }
         }
     }

     void GameEngine::selectVisibleEnemy(int& start, int& end)
     {
         QDeclarativeItem* enemy = 0;
         for (int i=0 ; i<m_enemyList.count() ; i++) {
             enemy = m_enemyList[i];
             if (enemy->opacity()==1) {
                 start = i;
                 break;
             }
         }
         enemy = 0;
         for (int e=m_enemyList.count()-1 ; e>0 ; e--) {
             enemy = m_enemyList[e];
             if (enemy->opacity()==1) {
                 end = e;
                 break;
             }
         }
     }

     void GameEngine::doEnemyMissile()
     {
         QMutexLocker locker(&m_enemyListMutex);

         QDeclarativeItem* missile = 0;
         QDeclarativeItem* enemy = 0;

         // Find free missile
         foreach (missile, m_enemyMissileList) {
             if (missile->opacity()==0){
                 // Random select enemy who fire
                 int start=0; int end=0;
                 selectVisibleEnemy(start,end);
                 int whoWillFire = randInt(QVariant(start),QVariant(end)).toInt();
                 if (m_enemyList.count() < whoWillFire+1)
                     break;

                 enemy = m_enemyList.at(whoWillFire);
                 if (enemy && enemy->opacity()==1) {
                     QPointF enemyP =  enemy->pos();
                     if (m_enemiesGridGml) {
                         enemyP += m_enemiesGridGml->pos();
                     }
                     //qDebug() << "QMetaObject::invokeMethod() - fireEnemyMissile";
                     QMetaObject::invokeMethod(m_GameGml, "fireEnemyMissile", Qt::AutoConnection,
                                               Q_ARG(QVariant, enemyP.x()+enemy->boundingRect().width()/4),
                                               Q_ARG(QVariant, enemyP.y()+enemy->boundingRect().height()),
                                               Q_ARG(QVariant, m_GameGml->boundingRect().height()));
                 }
                 break;
             }
         }
     }

     void GameEngine::doHitTest()
     {
         QMutexLocker locker(&m_enemyListMutex);

         QDeclarativeItem* missile = 0;
         QDeclarativeItem* enemy = 0;

         // No enemies?
         if (m_enemyList.count()==0) {
             enableEngineTimer(QVariant(false));
             qDebug() << "No enemies left";
             gameOver(true);
             return;
         }

         if (!m_myShipGml) {
             return;
         }

         // Check ship collision
         if (m_myShipGml->opacity()==1) {
             for (int e=0; e<m_enemyList.count(); e++) {
                 enemy = m_enemyList[e];
                 if (enemy->opacity()==0) {
                     break;
                 }
                 QPointF enemyP =  enemy->pos();
                 if (m_enemiesGridGml) {
                     enemyP += m_enemiesGridGml->pos();
                 }
                 QRectF enemyR(enemyP,QSize(enemy->boundingRect().width(),enemy->boundingRect().height()));
                 // Collision?
                 if (enemyR.contains(m_myShipGml->pos())) {
                     enableEngineTimer(QVariant(false));

                     // Collision explosion
                     QPointF myP =  m_myShipGml->pos();
                     playSound(1);
                     QMetaObject::invokeMethod(m_levelQml, "explode", Qt::AutoConnection,
                                               Q_ARG(QVariant, myP.x()+m_myShipGml->boundingRect().width()/2),
                                               Q_ARG(QVariant, myP.y()+m_myShipGml->boundingRect().height()));
                     m_myShipGml->setOpacity(0);

                     gameOver(false);
                     qDebug() << "Collision";
                     return;
                 }
                 // Enemy too deep?
                 else if (enemyR.bottomLeft().y() > m_myShipGml->pos().y()+m_myShipGml->pos().y()*0.1) {
                     enableEngineTimer(QVariant(false));

                     // Enemy too deep explosion
                     QPointF myP =  m_myShipGml->pos();
                     playSound(1);
                     QMetaObject::invokeMethod(m_levelQml, "explode", Qt::AutoConnection,
                                               Q_ARG(QVariant, myP.x()+m_myShipGml->boundingRect().width()/2),
                                               Q_ARG(QVariant, myP.y()+m_myShipGml->boundingRect().height()));
                     m_myShipGml->setOpacity(0);

                     gameOver(false);
                     qDebug() << "Enemy too deep";
                     return;
                 }
             }
         }

         // Check your missiles hit to enemies
         foreach (missile, m_missileList) {
             if (missile->opacity()==1){
                 for (int e=0; e<m_enemyList.count(); e++) {
                     enemy = m_enemyList[e];
                     if (enemy->opacity()<1) {
                         break;
                     }
                     QPointF missileP = missile->pos();
                     missileP.setX(missileP.rx() + missile->boundingRect().width()/2);

                     QPointF enemyP =  enemy->pos();
                     if (m_enemiesGridGml) {
                         enemyP += m_enemiesGridGml->pos();
                     }

                     QRectF r(enemyP,QSize(enemy->boundingRect().width(),enemy->boundingRect().height()));
                     if (r.contains(missileP)) {
                         // Hit !
                         playSound(0);
                         //qDebug() << "QMetaObject::invokeMethod() - explode";
                         QMetaObject::invokeMethod(m_levelQml, "explode", Qt::AutoConnection,
                                                   Q_ARG(QVariant, enemyP.x()+enemy->boundingRect().width()/2),
                                                   Q_ARG(QVariant, enemyP.y()+enemy->boundingRect().height()));
                         missile->setOpacity(0);
                         //fastVibra();
                         if (m_enemiesGridGml) {
                             // Set transparent placeholder for enemy when using GridView
                             enemy->setProperty("source",QVariant("file:/"+m_gameLevel->pathToTransparentEnemyPic().toString()));
                         } else {
                             // Hide enemy after explode
                             enemy->setOpacity(0);
                         }

                         // Remove enemy from list
                         m_enemyList.removeAt(e);
                         e--;
                     }
                     enemy = 0;
                 }
             }
         }

         // Check enemies missiles hit to you
         if (m_myShipGml->opacity()==1) {
             foreach (missile, m_enemyMissileList) {
                 if (missile->opacity()==1){
                     QPointF missileP = missile->pos();
                     missileP.setX(missileP.rx() + missile->boundingRect().width()/2);

                     QPointF myP =  m_myShipGml->pos();

                     QRectF r(myP,QSize(m_myShipGml->boundingRect().width(),m_myShipGml->boundingRect().height()));
                     if (r.contains(missileP)) {
                         // Hit !
                         playSound(1);
                         //qDebug() << "QMetaObject::invokeMethod() - explode";
                         QMetaObject::invokeMethod(m_levelQml, "explode", Qt::AutoConnection,
                                                   Q_ARG(QVariant, myP.x()+m_myShipGml->boundingRect().width()/2),
                                                   Q_ARG(QVariant, myP.y()+m_myShipGml->boundingRect().height()));
                         missile->setOpacity(0);
                         m_myShipGml->setOpacity(0);
                         break;
                     }
                 }
             }
         } else {
             // You was killed
             enableEngineTimer(QVariant(false));
             gameOver(false);
             qDebug() << "You was killed by enemy missile";
         }

     }

     void GameEngine::playSound(QVariant index)
     {
         if (!m_silent) {
             int i = index.toInt();
             m_soundEngine->playSound(i);
         }
     }

     void GameEngine::playSounds(QVariant index, QVariant count)
     {
         if (!m_silent) {
             m_soundEngine->playSounds(index.toInt(),count.toInt());
         }
     }

     void GameEngine::playInternalSound(QVariant index)
     {
         if (!m_silent) {
             m_soundEngine->playInternalSound(index.toInt());
         }
     }

     void GameEngine::playInternalSounds(QVariant index, QVariant count)
     {
         if (!m_silent) {
             m_soundEngine->playInternalSounds(index.toInt(),count.toInt());
         }
     }

     void GameEngine::gameOver(bool youWin)
     {
         qDebug() << "GameEngine::gameOver() "<< youWin;
         QMetaObject::invokeMethod(m_GameGml, "gameOver", Qt::AutoConnection,Q_ARG(QVariant, youWin));
     }

     void GameEngine::pauseGame() {
         QMetaObject::invokeMethod(m_GameGml, "pauseGame", Qt::AutoConnection);
     }

     QVariant GameEngine::isSymbian()
     {
     #ifdef Q_OS_SYMBIAN
         return QVariant(true);
     #else
         return QVariant(false);
     #endif
     }

     QVariant GameEngine::isMaemo()
     {
     #ifdef Q_WS_MAEMO_5
         return QVariant(true);
     #else
         return QVariant(false);
     #endif
     }

     QVariant GameEngine::isWindows()
     {
     #ifdef Q_OS_WIN
         return QVariant(true);
     #else
         return QVariant(false);
     #endif
     }

     void GameEngine::vibra()
     {
     #ifdef Q_OS_SYMBIAN
         if (iVibrate){
             TRAPD(err, iVibrate->StartVibraL(4000,KHWRMVibraMaxIntensity));
         }
     #endif
     }

     void GameEngine::fastVibra()
     {
     #ifdef Q_OS_SYMBIAN
         if (iVibrate){
             TRAPD(err, iVibrate->StartVibraL(100,KHWRMVibraMaxIntensity));
         }
     #endif
     }

     void GameEngine::openLink(QVariant link)
     {
     QDesktopServices::openUrl(QUrl(link.toString()));
     }