Qt Reference Documentation

gameengine.cpp Example File

demos/mobile/quickhit/gameengine.cpp
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 #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()));
 }