qt5base-lts/examples/widgets/animation/sub-attaq/boat.cpp
Christian Ehrlicher 13426aff24 Cleanup QtWidgets animation examples
Cleanup the QtWidgets animation examples:
 - use nullptr
 - use normalized includes, remove unused includes
 - fix style
 - fix crash of sub-attaq when the game ended (error during range-based
   for loop porting)
 - don't use keyword 'final' for a variable name

Change-Id: Id23be8ff8b1b310da005d13c052fe547f6a0d63a
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@qt.io>
2019-08-17 09:51:32 +02:00

282 lines
10 KiB
C++

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//Own
#include "boat.h"
#include "boat_p.h"
#include "bomb.h"
#include "graphicsscene.h"
#include "animationmanager.h"
#include "qanimationstate.h"
//Qt
#include <QFinalState>
#include <QHistoryState>
#include <QPropertyAnimation>
#include <QSequentialAnimationGroup>
#include <QState>
#include <QStateMachine>
static QAbstractAnimation *setupDestroyAnimation(Boat *boat)
{
QSequentialAnimationGroup *group = new QSequentialAnimationGroup(boat);
for (int i = 1; i <= 4; i++) {
PixmapItem *step = new PixmapItem(QString("explosion/boat/step%1").arg(i),GraphicsScene::Big, boat);
step->setZValue(6);
step->setOpacity(0);
//fade-in
QPropertyAnimation *anim = new QPropertyAnimation(step, "opacity");
anim->setEndValue(1);
anim->setDuration(100);
group->insertAnimation(i-1, anim);
//and then fade-out
QPropertyAnimation *anim2 = new QPropertyAnimation(step, "opacity");
anim2->setEndValue(0);
anim2->setDuration(100);
group->addAnimation(anim2);
}
AnimationManager::self()->registerAnimation(group);
return group;
}
Boat::Boat()
: PixmapItem(QString("boat"), GraphicsScene::Big),
speed(0), bombsAlreadyLaunched(0), direction(Boat::None)
{
setZValue(4);
setFlags(QGraphicsItem::ItemIsFocusable);
//The movement animation used to animate the boat
movementAnimation = new QPropertyAnimation(this, "pos");
//The destroy animation used to explode the boat
destroyAnimation = setupDestroyAnimation(this);
//We setup the state machine of the boat
machine = new QStateMachine(this);
QState *moving = new QState(machine);
StopState *stopState = new StopState(this, moving);
machine->setInitialState(moving);
moving->setInitialState(stopState);
MoveStateRight *moveStateRight = new MoveStateRight(this, moving);
MoveStateLeft *moveStateLeft = new MoveStateLeft(this, moving);
LaunchStateRight *launchStateRight = new LaunchStateRight(this, machine);
LaunchStateLeft *launchStateLeft = new LaunchStateLeft(this, machine);
//then setup the transitions for the rightMove state
KeyStopTransition *leftStopRight = new KeyStopTransition(this, QEvent::KeyPress, Qt::Key_Left);
leftStopRight->setTargetState(stopState);
KeyMoveTransition *leftMoveRight = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Left);
leftMoveRight->setTargetState(moveStateRight);
KeyMoveTransition *rightMoveRight = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right);
rightMoveRight->setTargetState(moveStateRight);
KeyMoveTransition *rightMoveStop = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right);
rightMoveStop->setTargetState(moveStateRight);
//then setup the transitions for the leftMove state
KeyStopTransition *rightStopLeft = new KeyStopTransition(this, QEvent::KeyPress, Qt::Key_Right);
rightStopLeft->setTargetState(stopState);
KeyMoveTransition *rightMoveLeft = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right);
rightMoveLeft->setTargetState(moveStateLeft);
KeyMoveTransition *leftMoveLeft = new KeyMoveTransition(this, QEvent::KeyPress,Qt::Key_Left);
leftMoveLeft->setTargetState(moveStateLeft);
KeyMoveTransition *leftMoveStop = new KeyMoveTransition(this, QEvent::KeyPress,Qt::Key_Left);
leftMoveStop->setTargetState(moveStateLeft);
//We set up the right move state
moveStateRight->addTransition(leftStopRight);
moveStateRight->addTransition(leftMoveRight);
moveStateRight->addTransition(rightMoveRight);
stopState->addTransition(rightMoveStop);
//We set up the left move state
moveStateLeft->addTransition(rightStopLeft);
moveStateLeft->addTransition(leftMoveLeft);
moveStateLeft->addTransition(rightMoveLeft);
stopState->addTransition(leftMoveStop);
//The animation is finished, it means we reached the border of the screen, the boat is stopped so we move to the stop state
moveStateLeft->addTransition(movementAnimation, &QAbstractAnimation::finished, stopState);
moveStateRight->addTransition(movementAnimation, &QAbstractAnimation::finished, stopState);
//We set up the keys for dropping bombs
KeyLaunchTransition *upFireLeft = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up);
upFireLeft->setTargetState(launchStateRight);
KeyLaunchTransition *upFireRight = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up);
upFireRight->setTargetState(launchStateRight);
KeyLaunchTransition *upFireStop = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up);
upFireStop->setTargetState(launchStateRight);
KeyLaunchTransition *downFireLeft = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down);
downFireLeft->setTargetState(launchStateLeft);
KeyLaunchTransition *downFireRight = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down);
downFireRight->setTargetState(launchStateLeft);
KeyLaunchTransition *downFireMove = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down);
downFireMove->setTargetState(launchStateLeft);
//We set up transitions for fire up
moveStateRight->addTransition(upFireRight);
moveStateLeft->addTransition(upFireLeft);
stopState->addTransition(upFireStop);
//We set up transitions for fire down
moveStateRight->addTransition(downFireRight);
moveStateLeft->addTransition(downFireLeft);
stopState->addTransition(downFireMove);
//Finally the launch state should come back to its original state
QHistoryState *historyState = new QHistoryState(moving);
launchStateLeft->addTransition(historyState);
launchStateRight->addTransition(historyState);
QFinalState *finalState = new QFinalState(machine);
//This state play the destroyed animation
QAnimationState *destroyedState = new QAnimationState(machine);
destroyedState->setAnimation(destroyAnimation);
//Play a nice animation when the boat is destroyed
moving->addTransition(this, &Boat::boatDestroyed, destroyedState);
//Transition to final state when the destroyed animation is finished
destroyedState->addTransition(destroyedState, &QAnimationState::animationFinished, finalState);
//The machine has finished to be executed, then the boat is dead
connect(machine, &QState::finished, this, &Boat::boatExecutionFinished);
}
void Boat::run()
{
//We register animations
AnimationManager::self()->registerAnimation(movementAnimation);
AnimationManager::self()->registerAnimation(destroyAnimation);
machine->start();
}
void Boat::stop()
{
movementAnimation->stop();
machine->stop();
}
void Boat::updateBoatMovement()
{
if (speed == 0 || direction == Boat::None) {
movementAnimation->stop();
return;
}
movementAnimation->stop();
if (direction == Boat::Left) {
movementAnimation->setEndValue(QPointF(0,y()));
movementAnimation->setDuration(x()/speed*15);
}
else /*if (direction == Boat::Right)*/ {
movementAnimation->setEndValue(QPointF(scene()->width()-size().width(),y()));
movementAnimation->setDuration((scene()->width()-size().width()-x())/speed*15);
}
movementAnimation->start();
}
void Boat::destroy()
{
movementAnimation->stop();
emit boatDestroyed();
}
int Boat::bombsLaunched() const
{
return bombsAlreadyLaunched;
}
void Boat::setBombsLaunched(int number)
{
if (number > MAX_BOMB) {
qWarning("Boat::setBombsLaunched : It impossible to launch that number of bombs");
return;
}
bombsAlreadyLaunched = number;
}
int Boat::currentSpeed() const
{
return speed;
}
void Boat::setCurrentSpeed(int speed)
{
if (speed > 3 || speed < 0) {
qWarning("Boat::setCurrentSpeed: The boat can't run on that speed");
return;
}
this->speed = speed;
}
enum Boat::Movement Boat::currentDirection() const
{
return direction;
}
void Boat::setCurrentDirection(Movement direction)
{
this->direction = direction;
}
int Boat::type() const
{
return Type;
}