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()));
}

© 2016 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners. The documentation provided herein is licensed under the terms of the GNU Free Documentation License version 1.3 as published by the Free Software Foundation. Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners.