File: game.cpp

package info (click to toggle)
kapman 4%3A20.12.1-1
  • links: PTS, VCS
  • area: main
  • in suites: bullseye
  • size: 3,588 kB
  • sloc: cpp: 2,793; xml: 208; makefile: 8; sh: 2
file content (549 lines) | stat: -rw-r--r-- 16,449 bytes parent folder | download
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
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
/*
 * 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 "kapmanparser.h"
#include "settings.h"

#include <KgDifficulty>
#include <QStandardPaths>

const int Game::FPS = 40;
int Game::s_bonusDuration;
int Game::s_preyStateDuration;
qreal Game::s_durationRatio;

Game::Game() :
    m_isCheater(false),
    m_lives(3),
    m_points(0),
    m_level(1),
    m_nbEatenGhosts(0),
    m_soundGameOver(QStandardPaths::locate(QStandardPaths::GenericDataLocation, QStringLiteral("sounds/kapman/gameover.ogg"))),
    m_soundGhost(QStandardPaths::locate(QStandardPaths::GenericDataLocation, QStringLiteral("sounds/kapman/ghost.ogg"))),
    m_soundGainLife(QStandardPaths::locate(QStandardPaths::GenericDataLocation, QStringLiteral("sounds/kapman/life.ogg"))),
    m_soundEnergizer(QStandardPaths::locate(QStandardPaths::GenericDataLocation, QStringLiteral("sounds/kapman/energizer.ogg"))),
    m_soundBonus(QStandardPaths::locate(QStandardPaths::GenericDataLocation, QStringLiteral("sounds/kapman/bonus.ogg"))),
    m_soundPill(QStandardPaths::locate(QStandardPaths::GenericDataLocation, QStringLiteral("sounds/kapman/pill.ogg"))),
    m_soundLevelUp(QStandardPaths::locate(QStandardPaths::GenericDataLocation, QStringLiteral("sounds/kapman/levelup.ogg")))
{
    // Initialize the sound state
    setSoundsEnabled(Settings::sounds());

    // Timers for medium difficulty
    s_bonusDuration = 7000;
    s_preyStateDuration = 10000;
    // Difference ratio between low/high and medium speed
    s_durationRatio = 1.0;

    // Tells the KgDifficulty singleton that the game is not running
    Kg::difficulty()->setGameRunning(false);

    // Create the Maze instance
    m_maze = new Maze();
    connect(m_maze, &Maze::allElementsEaten, this, &Game::nextLevel);
    // Create the parser that will parse the XML file in order to initialize the Maze instance
    // This also creates all the characters
    KapmanParser kapmanParser(this);
    // Set the XML file as input source for the parser
    QFile mazeXmlFile(QStandardPaths::locate(QStandardPaths::AppDataLocation, QStringLiteral("defaultmaze.xml")));
    mazeXmlFile.open(QIODevice::ReadOnly);
    kapmanParser.parse(&mazeXmlFile);

    connect(m_kapman, &Kapman::sWinPoints, this, &Game::winPoints);

    // Initialize the characters speed timers duration considering the difficulty level
    switch (Kg::difficultyLevel()) {
    case KgDifficultyLevel::Easy:
        // Ratio low/medium speed
        s_durationRatio = Character::MEDIUM_SPEED / Character::LOW_SPEED;
        break;
    case KgDifficultyLevel::Medium:
        s_durationRatio = 1;
        break;
    case KgDifficultyLevel::Hard:
        // Ratio high/medium speed
        s_durationRatio = Character::MEDIUM_SPEED / Character::HIGH_SPEED;
        break;
    default:
        break;
    }

    for (int i = 0; i < m_ghosts.size(); ++i) {
        connect(m_ghosts[i], &Ghost::lifeLost, this, &Game::kapmanDeath);
        connect(m_ghosts[i], &Ghost::ghostEaten, this, &Game::ghostDeath);
        // Initialize the ghosts speed and the ghost speed increase considering the characters speed
        m_ghosts[i]->initSpeedInc();
    }
    m_kapman->initSpeedInc();

    // Initialize Bonus timer from the difficulty level
    m_bonusTimer = new QTimer(this);
    m_bonusTimer->setInterval((int)(s_bonusDuration * s_durationRatio));
    m_bonusTimer->setSingleShot(true);
    connect(m_bonusTimer, &QTimer::timeout, this, &Game::hideBonus);
    // Initialize the Preys timer from the difficulty level
    m_preyTimer = new QTimer(this);
    m_preyTimer->setInterval((int)(s_preyStateDuration * s_durationRatio));
    m_preyTimer->setSingleShot(true);
    connect(m_preyTimer, &QTimer::timeout, this, &Game::endPreyState);

    // Start the Game timer
    m_timer = new QTimer(this);
    m_timer->setInterval(int(1000 / Game::FPS));
    connect(m_timer, &QTimer::timeout, this, &Game::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;
    Q_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;
    }
    Q_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);
        Q_EMIT pauseChanged(true, true);
    }
    // If the Game is already paused
    else {
        // Resume the Game
        start();
        Q_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;
}

void Game::setLevel(int p_level)
{
    m_isCheater = true;
    m_level = p_level;
    m_maze->resetNbElem();
    m_timer->start();   // Needed to reinit character positions
    initCharactersPosition();
    for (int i = 0; i < m_ghosts.size(); ++i) {
        m_ghosts[i]->initSpeed();
    }
    m_kapman->initSpeed();
    for (int i = 0; i < m_level; ++i) {
        for (int j = 0; j < m_ghosts.size(); ++j) {
            m_ghosts[j]->increaseCharactersSpeed();
        }
        m_kapman->increaseCharactersSpeed();
    }
    setTimersDuration();
    m_bonus->setPoints(m_level * 100);
    Q_EMIT scoreChanged(m_points);
    Q_EMIT livesChanged(m_lives);
    Q_EMIT levelChanged(m_level);
    Q_EMIT pauseChanged(false, true);
    Q_EMIT levelStarted(true);
}

Bonus *Game::getBonus() const
{
    return m_bonus;
}

void Game::createBonus(QPointF p_position)
{
    m_bonus = new Bonus(qreal(Cell::SIZE * p_position.x()), qreal(Cell::SIZE * p_position.y()), m_maze, 100);
}

void Game::createKapman(QPointF p_position)
{
    m_kapman = new Kapman(qreal(Cell::SIZE * p_position.x()), qreal(Cell::SIZE * p_position.y()), m_maze);
}

void Game::createGhost(QPointF p_position, const QString &p_imageId)
{
    m_ghosts.append(new Ghost(qreal(Cell::SIZE * p_position.x()), qreal(Cell::SIZE * p_position.y()), p_imageId, m_maze));
}

void Game::initMaze(const int p_nbRows, const int p_nbColumns)
{
    m_maze->init(p_nbRows, p_nbColumns);
}

void Game::setSoundsEnabled(bool p_enabled)
{
    m_soundEnabled = p_enabled;
    Settings::setSounds(p_enabled);
    Settings::self()->save();
}

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]->initCoordinate();
        m_ghosts[1]->initCoordinate();
        m_ghosts[2]->initCoordinate();
        m_ghosts[3]->initCoordinate();
        m_kapman->initCoordinate();
        m_ghosts[0]->setState(Ghost::HUNTER);
        m_ghosts[1]->setState(Ghost::HUNTER);
        m_ghosts[2]->setState(Ghost::HUNTER);
        m_ghosts[3]->setState(Ghost::HUNTER);
        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() != nullptr) {
                    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::setTimersDuration()
{
    // Updates the timers duration ratio with the ghosts speed
    s_durationRatio = Character::MEDIUM_SPEED / m_ghosts[0]->getNormalSpeed();

    // Updates the timers duration
    m_bonusTimer->setInterval((int)(s_bonusDuration * s_durationRatio));
    m_preyTimer->setInterval((int)(s_preyStateDuration * s_durationRatio));
}

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();
            Q_EMIT gameStarted();
        }
        // Tells the KgDifficulty singleton that the game now runs
        Kg::difficulty()->setGameRunning(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:
    case Qt::Key_Escape:
        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;
            Q_EMIT livesChanged(m_lives);
        }
        break;
    case Qt::Key_L:
        // Cheat code to go to the next level
        if (p_event->modifiers() == (Qt::AltModifier | Qt::ControlModifier | Qt::ShiftModifier)) {
            m_isCheater = true;
            nextLevel();
        }
        break;
    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()
{
    if (m_soundEnabled) {
        m_soundGameOver.start();
    }

    m_lives--;
    m_kapman->die();
    // Make a 2 seconds pause while the kapman is blinking
    pause(true);
    QTimer::singleShot(2500, this, &Game::resumeAfterKapmanDeath);
}

void Game::resumeAfterKapmanDeath()
{
    Q_EMIT livesChanged(m_lives);
    // Start the timer
    start();
    // Remove a possible bonus
    Q_EMIT bonusOff();
    // If their is no lives left, we start a new game
    if (m_lives <= 0) {
        Q_EMIT gameOver(true);
    } else {
        Q_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)
{

    // The value of won Points
    long wonPoints;

    // If the eaten element is a ghost, win 200 * number of eaten ghosts since the energizer was eaten
    if (p_element->getType() == Element::GHOST) {
        if (m_soundEnabled) {
            m_soundGhost.start();
        }

        // Get the position of the ghost
        qreal xPos = p_element->getX();
        qreal yPos = p_element->getY();
        // Add points to the score
        wonPoints = p_element->getPoints() * m_nbEatenGhosts;
        // Send to the scene the number of points to display and its position
        Q_EMIT pointsToDisplay(wonPoints, xPos, yPos);
    }
    // Else you just win the value of the element
    else {
        wonPoints = p_element->getPoints();
    }

    // Update of the points value
    m_points += wonPoints;

    // For each 10000 points we get a life more
    if (m_points / 10000 > (m_points - wonPoints) / 10000) {
        if (m_soundEnabled) {
            m_soundGainLife.start();
        }

        m_lives++;
        Q_EMIT livesChanged(m_lives);
    }
    // If the eaten element is an energyzer we change the ghosts state
    if (p_element->getType() == Element::ENERGYZER) {
        // We start the prey timer
        m_preyTimer->start();

        if (m_soundEnabled) {
            m_soundEnergizer.start();
        }

        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;
        Q_EMIT elementEaten(p_element->getX(), p_element->getY());
    } else if (p_element->getType() == Element::PILL) {
        if (m_soundEnabled) {
            m_soundPill.start();
        }

        Q_EMIT elementEaten(p_element->getX(), p_element->getY());
    } else if (p_element->getType() == Element::BONUS) {
        if (m_soundEnabled) {
            m_soundBonus.start();
        }

        // Get the position of the Bonus
        qreal xPos = p_element->getX();
        qreal yPos = p_element->getY();

        // Sends to the scene the number of points to display and its position
        Q_EMIT pointsToDisplay(wonPoints, xPos, yPos);

        Q_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
        Q_EMIT bonusOn();
        m_bonusTimer->start();
    }
    Q_EMIT scoreChanged(m_points);
}

void Game::nextLevel()
{
    if (m_soundEnabled) {
        m_soundLevelUp.start();
    }

    // Increment the level
    m_level++;
    // Initialize the maze items
    m_maze->resetNbElem();
    // Update Bonus
    m_bonus->setPoints(m_level * 100);
    // Move all characters to their initial positions
    initCharactersPosition();
    // Increase the ghosts speed
    for (int i = 0; i < m_ghosts.size(); ++i) {
        // Increase the ghosts speed increase
        m_ghosts[i]->increaseCharactersSpeed();
    }
    m_kapman->increaseCharactersSpeed();
    // Update the timers duration with the new speed
    setTimersDuration();
    // Update the score, level and lives labels
    Q_EMIT scoreChanged(m_points);
    Q_EMIT livesChanged(m_lives);
    Q_EMIT levelChanged(m_level);
    // Update the view
    Q_EMIT levelStarted(true);
}

void Game::hideBonus()
{
    Q_EMIT bonusOff();
}

void Game::endPreyState()
{
    for (int i = 0; i < m_ghosts.size(); ++i) {
        if (m_ghosts[i]->getState() != Ghost::EATEN) {
            m_ghosts[i]->setState(Ghost::HUNTER);
        }
    }
}