38be0d1383
This is the beginning of revision history for this module. If you want to look at revision history older than this, please refer to the Qt Git wiki for how to use Git history grafting. At the time of writing, this wiki is located here: http://qt.gitorious.org/qt/pages/GitIntroductionWithQt If you have already performed the grafting and you don't see any history beyond this commit, try running "git log" with the "--follow" argument. Branched from the monolithic repo, Qt master branch, at commit 896db169ea224deb96c59ce8af800d019de63f12
273 lines
9.5 KiB
C++
273 lines
9.5 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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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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** No Commercial Usage
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** This file contains pre-release code and may not be distributed.
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** You may use this file in accordance with the terms and conditions
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** contained in the Technology Preview License Agreement accompanying
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** this package.
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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, 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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** If you have questions regarding the use of this file, please contact
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** Nokia at qt-info@nokia.com.
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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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**
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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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