be15856f61
Change copyrights and license headers from Nokia to Digia Change-Id: If1cc974286d29fd01ec6c19dd4719a67f4c3f00e Reviewed-by: Lars Knoll <lars.knoll@digia.com> Reviewed-by: Sergio Ahumada <sergio.ahumada@digia.com>
233 lines
6.5 KiB
C++
233 lines
6.5 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/legal
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**
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** This file is part of the examples of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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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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** a written agreement between you and Digia. For licensing terms and
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** conditions see http://qt.digia.com/licensing. For further information
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** use the contact form at http://qt.digia.com/contact-us.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Digia gives you certain additional
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** rights. These rights are described in the Digia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 3.0 as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU General Public License version 3.0 requirements will be
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** met: http://www.gnu.org/copyleft/gpl.html.
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**
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#ifndef BOAT_P_H
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#define BOAT_P_H
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//
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// W A R N I N G
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// -------------
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//
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// This file is not part of the Qt API. It exists purely as an
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// implementation detail. This header file may change from version to
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// version without notice, or even be removed.
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//
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// We mean it.
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//
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//Own
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#include "bomb.h"
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#include "graphicsscene.h"
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// Qt
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#include <QtWidgets/QKeyEventTransition>
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static const int MAX_BOMB = 5;
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//These transtion test if we have to stop the boat (i.e current speed is 1)
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class KeyStopTransition : public QKeyEventTransition
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{
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public:
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KeyStopTransition(Boat *b, QEvent::Type t, int k)
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: QKeyEventTransition(b, t, k), boat(b), key(k)
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{
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}
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protected:
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virtual bool eventTest(QEvent *event)
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{
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if (!QKeyEventTransition::eventTest(event))
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return false;
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return (boat->currentSpeed() == 1);
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}
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private:
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Boat * boat;
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int key;
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};
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//These transtion test if we have to move the boat (i.e current speed was 0 or another value)
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class KeyMoveTransition : public QKeyEventTransition
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{
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public:
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KeyMoveTransition(Boat *b, QEvent::Type t, int k)
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: QKeyEventTransition(b, t, k), boat(b), key(k)
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{
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}
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protected:
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virtual bool eventTest(QEvent *event)
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{
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if (!QKeyEventTransition::eventTest(event))
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return false;
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return (boat->currentSpeed() >= 0);
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}
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void onTransition(QEvent *)
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{
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//We decrease the speed if needed
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if (key == Qt::Key_Left && boat->currentDirection() == Boat::Right)
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boat->setCurrentSpeed(boat->currentSpeed() - 1);
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else if (key == Qt::Key_Right && boat->currentDirection() == Boat::Left)
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boat->setCurrentSpeed(boat->currentSpeed() - 1);
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else if (boat->currentSpeed() < 3)
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boat->setCurrentSpeed(boat->currentSpeed() + 1);
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boat->updateBoatMovement();
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}
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private:
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Boat * boat;
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int key;
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};
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//This transition trigger the bombs launch
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class KeyLaunchTransition : public QKeyEventTransition
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{
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public:
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KeyLaunchTransition(Boat *boat, QEvent::Type type, int key)
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: QKeyEventTransition(boat, type, key), boat(boat), key(key)
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{
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}
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protected:
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virtual bool eventTest(QEvent *event)
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{
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if (!QKeyEventTransition::eventTest(event))
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return false;
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//We have enough bomb?
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return (boat->bombsLaunched() < MAX_BOMB);
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}
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private:
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Boat * boat;
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int key;
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};
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//This state is describing when the boat is moving right
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class MoveStateRight : public QState
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{
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public:
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explicit MoveStateRight(Boat *boat,QState *parent = 0) : QState(parent), boat(boat)
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{
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}
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protected:
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void onEntry(QEvent *)
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{
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boat->setCurrentDirection(Boat::Right);
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boat->updateBoatMovement();
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}
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private:
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Boat * boat;
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};
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//This state is describing when the boat is moving left
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class MoveStateLeft : public QState
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{
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public:
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explicit MoveStateLeft(Boat *boat,QState *parent = 0) : QState(parent), boat(boat)
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{
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}
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protected:
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void onEntry(QEvent *)
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{
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boat->setCurrentDirection(Boat::Left);
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boat->updateBoatMovement();
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}
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private:
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Boat * boat;
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};
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//This state is describing when the boat is in a stand by position
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class StopState : public QState
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{
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public:
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explicit StopState(Boat *boat,QState *parent = 0) : QState(parent), boat(boat)
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{
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}
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protected:
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void onEntry(QEvent *)
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{
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boat->setCurrentSpeed(0);
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boat->setCurrentDirection(Boat::None);
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boat->updateBoatMovement();
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}
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private:
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Boat * boat;
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};
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//This state is describing the launch of the torpedo on the right
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class LaunchStateRight : public QState
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{
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public:
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explicit LaunchStateRight(Boat *boat,QState *parent = 0) : QState(parent), boat(boat)
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{
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}
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protected:
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void onEntry(QEvent *)
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{
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Bomb *b = new Bomb();
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b->setPos(boat->x()+boat->size().width(),boat->y());
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GraphicsScene *scene = static_cast<GraphicsScene *>(boat->scene());
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scene->addItem(b);
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b->launch(Bomb::Right);
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boat->setBombsLaunched(boat->bombsLaunched() + 1);
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}
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private:
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Boat * boat;
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};
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//This state is describing the launch of the torpedo on the left
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class LaunchStateLeft : public QState
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{
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public:
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explicit LaunchStateLeft(Boat *boat,QState *parent = 0) : QState(parent), boat(boat)
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{
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}
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protected:
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void onEntry(QEvent *)
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{
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Bomb *b = new Bomb();
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b->setPos(boat->x() - b->size().width(), boat->y());
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GraphicsScene *scene = static_cast<GraphicsScene *>(boat->scene());
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scene->addItem(b);
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b->launch(Bomb::Left);
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boat->setBombsLaunched(boat->bombsLaunched() + 1);
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}
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private:
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Boat * boat;
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};
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#endif // BOAT_P_H
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