5635823e17
As in the past, to avoid rewriting various autotests that contain line-number information, an extra blank line has been inserted at the end of the license text to ensure that this commit does not change the total number of lines in the license header. Change-Id: I311e001373776812699d6efc045b5f742890c689 Reviewed-by: Rohan McGovern <rohan.mcgovern@nokia.com>
273 lines
9.6 KiB
C++
273 lines
9.6 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/
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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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** $QT_BEGIN_LICENSE:LGPL$
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** GNU Lesser General Public License Usage
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** This file may be used under the terms of the GNU Lesser General Public
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** License version 2.1 as published by the Free Software Foundation and
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** appearing in the file LICENSE.LGPL included in the packaging of this
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** file. Please review the following information to ensure the GNU Lesser
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** General Public License version 2.1 requirements will be met:
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** 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, Nokia gives you certain additional
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** rights. These rights are described in the Nokia 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 General
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** Public License version 3.0 as published by the Free Software Foundation
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** and appearing in the file LICENSE.GPL included in the packaging of this
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** file. Please review the following information to ensure the GNU General
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** Public License version 3.0 requirements will be met:
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** http://www.gnu.org/copyleft/gpl.html.
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**
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** Other Usage
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** Alternatively, this file may be used in accordance with the terms and
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** conditions contained in a signed written agreement between you and Nokia.
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**
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**
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**
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**
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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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//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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Boat::Boat() : PixmapItem(QString("boat"), GraphicsScene::Big),
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speed(0), bombsAlreadyLaunched(0), direction(Boat::None), movementAnimation(0)
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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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moveStateLeft->addTransition(movementAnimation, SIGNAL(finished()), stopState);
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moveStateRight->addTransition(movementAnimation, SIGNAL(finished()), stopState);
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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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moving->addTransition(this, SIGNAL(boatDestroyed()), destroyedState);
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//Transition to final state when the destroyed animation is finished
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destroyedState->addTransition(destroyedState, SIGNAL(animationFinished()), final);
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//The machine has finished to be executed, then the boat is dead
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connect(machine,SIGNAL(finished()), this, SIGNAL(boatExecutionFinished()));
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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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