2011-04-27 10:05:43 +00:00
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/****************************************************************************
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**
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2016-01-18 10:30:20 +00:00
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** Copyright (C) 2016 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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2011-04-27 10:05:43 +00:00
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**
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** This file is part of the QtCore module of the Qt Toolkit.
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**
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2016-01-18 10:30:20 +00:00
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** $QT_BEGIN_LICENSE:BSD$
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2012-09-19 12:28:29 +00:00
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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2015-01-28 08:44:43 +00:00
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** a written agreement between you and The Qt Company. For licensing terms
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2016-01-18 10:30:20 +00:00
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** BSD License Usage
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** Alternatively, you may use this file under the terms of the BSD license
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** as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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2011-04-27 10:05:43 +00:00
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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//Own
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#include "boat.h"
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#include "boat_p.h"
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#include "bomb.h"
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#include "pixmapitem.h"
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#include "graphicsscene.h"
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#include "animationmanager.h"
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#include "qanimationstate.h"
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//Qt
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#include <QtCore/QPropertyAnimation>
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#include <QtCore/QStateMachine>
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#include <QtCore/QHistoryState>
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#include <QtCore/QFinalState>
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#include <QtCore/QState>
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#include <QtCore/QSequentialAnimationGroup>
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static QAbstractAnimation *setupDestroyAnimation(Boat *boat)
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{
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QSequentialAnimationGroup *group = new QSequentialAnimationGroup(boat);
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for (int i = 1; i <= 4; i++) {
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PixmapItem *step = new PixmapItem(QString("explosion/boat/step%1").arg(i),GraphicsScene::Big, boat);
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step->setZValue(6);
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step->setOpacity(0);
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//fade-in
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QPropertyAnimation *anim = new QPropertyAnimation(step, "opacity");
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anim->setEndValue(1);
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anim->setDuration(100);
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group->insertAnimation(i-1, anim);
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//and then fade-out
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QPropertyAnimation *anim2 = new QPropertyAnimation(step, "opacity");
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anim2->setEndValue(0);
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anim2->setDuration(100);
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group->addAnimation(anim2);
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}
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AnimationManager::self()->registerAnimation(group);
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return group;
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}
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2018-12-02 13:11:13 +00:00
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Boat::Boat()
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: PixmapItem(QString("boat"), GraphicsScene::Big),
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speed(0), bombsAlreadyLaunched(0), direction(Boat::None)
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2011-04-27 10:05:43 +00:00
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{
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setZValue(4);
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setFlags(QGraphicsItem::ItemIsFocusable);
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//The movement animation used to animate the boat
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movementAnimation = new QPropertyAnimation(this, "pos");
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//The destroy animation used to explode the boat
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destroyAnimation = setupDestroyAnimation(this);
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//We setup the state machine of the boat
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machine = new QStateMachine(this);
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QState *moving = new QState(machine);
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StopState *stopState = new StopState(this, moving);
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machine->setInitialState(moving);
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moving->setInitialState(stopState);
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MoveStateRight *moveStateRight = new MoveStateRight(this, moving);
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MoveStateLeft *moveStateLeft = new MoveStateLeft(this, moving);
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LaunchStateRight *launchStateRight = new LaunchStateRight(this, machine);
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LaunchStateLeft *launchStateLeft = new LaunchStateLeft(this, machine);
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//then setup the transitions for the rightMove state
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KeyStopTransition *leftStopRight = new KeyStopTransition(this, QEvent::KeyPress, Qt::Key_Left);
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leftStopRight->setTargetState(stopState);
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KeyMoveTransition *leftMoveRight = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Left);
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leftMoveRight->setTargetState(moveStateRight);
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KeyMoveTransition *rightMoveRight = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right);
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rightMoveRight->setTargetState(moveStateRight);
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KeyMoveTransition *rightMoveStop = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right);
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rightMoveStop->setTargetState(moveStateRight);
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//then setup the transitions for the leftMove state
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KeyStopTransition *rightStopLeft = new KeyStopTransition(this, QEvent::KeyPress, Qt::Key_Right);
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rightStopLeft->setTargetState(stopState);
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KeyMoveTransition *rightMoveLeft = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right);
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rightMoveLeft->setTargetState(moveStateLeft);
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KeyMoveTransition *leftMoveLeft = new KeyMoveTransition(this, QEvent::KeyPress,Qt::Key_Left);
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leftMoveLeft->setTargetState(moveStateLeft);
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KeyMoveTransition *leftMoveStop = new KeyMoveTransition(this, QEvent::KeyPress,Qt::Key_Left);
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leftMoveStop->setTargetState(moveStateLeft);
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//We set up the right move state
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moveStateRight->addTransition(leftStopRight);
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moveStateRight->addTransition(leftMoveRight);
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moveStateRight->addTransition(rightMoveRight);
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stopState->addTransition(rightMoveStop);
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//We set up the left move state
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moveStateLeft->addTransition(rightStopLeft);
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moveStateLeft->addTransition(leftMoveLeft);
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moveStateLeft->addTransition(rightMoveLeft);
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stopState->addTransition(leftMoveStop);
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//The animation is finished, it means we reached the border of the screen, the boat is stopped so we move to the stop state
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2018-12-07 13:15:36 +00:00
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moveStateLeft->addTransition(movementAnimation, &QAbstractAnimation::finished, stopState);
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moveStateRight->addTransition(movementAnimation, &QAbstractAnimation::finished, stopState);
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2011-04-27 10:05:43 +00:00
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//We set up the keys for dropping bombs
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KeyLaunchTransition *upFireLeft = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up);
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upFireLeft->setTargetState(launchStateRight);
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KeyLaunchTransition *upFireRight = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up);
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upFireRight->setTargetState(launchStateRight);
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KeyLaunchTransition *upFireStop = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up);
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upFireStop->setTargetState(launchStateRight);
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KeyLaunchTransition *downFireLeft = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down);
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downFireLeft->setTargetState(launchStateLeft);
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KeyLaunchTransition *downFireRight = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down);
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downFireRight->setTargetState(launchStateLeft);
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KeyLaunchTransition *downFireMove = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down);
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downFireMove->setTargetState(launchStateLeft);
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//We set up transitions for fire up
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moveStateRight->addTransition(upFireRight);
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moveStateLeft->addTransition(upFireLeft);
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stopState->addTransition(upFireStop);
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//We set up transitions for fire down
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moveStateRight->addTransition(downFireRight);
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moveStateLeft->addTransition(downFireLeft);
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stopState->addTransition(downFireMove);
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//Finally the launch state should come back to its original state
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QHistoryState *historyState = new QHistoryState(moving);
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launchStateLeft->addTransition(historyState);
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launchStateRight->addTransition(historyState);
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QFinalState *final = new QFinalState(machine);
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//This state play the destroyed animation
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QAnimationState *destroyedState = new QAnimationState(machine);
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destroyedState->setAnimation(destroyAnimation);
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//Play a nice animation when the boat is destroyed
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2018-12-07 13:15:36 +00:00
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moving->addTransition(this, &Boat::boatDestroyed, destroyedState);
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2011-04-27 10:05:43 +00:00
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//Transition to final state when the destroyed animation is finished
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2018-12-07 13:15:36 +00:00
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destroyedState->addTransition(destroyedState, &QAnimationState::animationFinished, final);
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2011-04-27 10:05:43 +00:00
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//The machine has finished to be executed, then the boat is dead
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2018-12-07 13:15:36 +00:00
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connect(machine,&QState::finished, this, &Boat::boatExecutionFinished);
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2011-04-27 10:05:43 +00:00
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}
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void Boat::run()
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{
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//We register animations
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AnimationManager::self()->registerAnimation(movementAnimation);
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AnimationManager::self()->registerAnimation(destroyAnimation);
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machine->start();
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}
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void Boat::stop()
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{
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movementAnimation->stop();
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machine->stop();
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}
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void Boat::updateBoatMovement()
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{
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if (speed == 0 || direction == Boat::None) {
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movementAnimation->stop();
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return;
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}
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movementAnimation->stop();
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if (direction == Boat::Left) {
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movementAnimation->setEndValue(QPointF(0,y()));
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movementAnimation->setDuration(x()/speed*15);
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}
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else /*if (direction == Boat::Right)*/ {
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movementAnimation->setEndValue(QPointF(scene()->width()-size().width(),y()));
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movementAnimation->setDuration((scene()->width()-size().width()-x())/speed*15);
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}
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movementAnimation->start();
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}
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void Boat::destroy()
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{
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movementAnimation->stop();
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emit boatDestroyed();
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}
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int Boat::bombsLaunched() const
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{
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return bombsAlreadyLaunched;
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}
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void Boat::setBombsLaunched(int number)
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{
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if (number > MAX_BOMB) {
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qWarning("Boat::setBombsLaunched : It impossible to launch that number of bombs");
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return;
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}
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bombsAlreadyLaunched = number;
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}
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int Boat::currentSpeed() const
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{
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return speed;
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}
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void Boat::setCurrentSpeed(int speed)
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{
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if (speed > 3 || speed < 0) {
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qWarning("Boat::setCurrentSpeed: The boat can't run on that speed");
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return;
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}
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this->speed = speed;
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}
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enum Boat::Movement Boat::currentDirection() const
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{
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return direction;
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}
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void Boat::setCurrentDirection(Movement direction)
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{
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this->direction = direction;
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}
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int Boat::type() const
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{
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return Type;
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}
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