qt5base-lts/examples/animation/sub-attaq/submarine.cpp
Jason McDonald 5635823e17 Remove "All rights reserved" line from license headers.
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>
2012-01-30 03:54:59 +01:00

183 lines
5.8 KiB
C++

/****************************************************************************
**
** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/
**
** This file is part of the QtCore module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** GNU Lesser General Public License Usage
** This file may be used under the terms of the GNU Lesser General Public
** License version 2.1 as published by the Free Software Foundation and
** appearing in the file LICENSE.LGPL included in the packaging of this
** file. Please review the following information to ensure the GNU Lesser
** General Public License version 2.1 requirements will be met:
** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Nokia gives you certain additional
** rights. These rights are described in the Nokia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU General
** Public License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of this
** file. Please review the following information to ensure the GNU General
** Public License version 3.0 requirements will be met:
** http://www.gnu.org/copyleft/gpl.html.
**
** Other Usage
** Alternatively, this file may be used in accordance with the terms and
** conditions contained in a signed written agreement between you and Nokia.
**
**
**
**
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
//Own
#include "submarine.h"
#include "submarine_p.h"
#include "torpedo.h"
#include "pixmapitem.h"
#include "graphicsscene.h"
#include "animationmanager.h"
#include "qanimationstate.h"
#include <QtCore/QPropertyAnimation>
#include <QtCore/QStateMachine>
#include <QtCore/QFinalState>
#include <QtCore/QSequentialAnimationGroup>
static QAbstractAnimation *setupDestroyAnimation(SubMarine *sub)
{
QSequentialAnimationGroup *group = new QSequentialAnimationGroup(sub);
for (int i = 1; i <= 4; ++i) {
PixmapItem *step = new PixmapItem(QString::fromLatin1("explosion/submarine/step%1").arg(i), GraphicsScene::Big, sub);
step->setZValue(6);
step->setOpacity(0);
QPropertyAnimation *anim = new QPropertyAnimation(step, "opacity", group);
anim->setDuration(100);
anim->setEndValue(1);
}
AnimationManager::self()->registerAnimation(group);
return group;
}
SubMarine::SubMarine(int type, const QString &name, int points) : PixmapItem(QString("submarine"), GraphicsScene::Big),
subType(type), subName(name), subPoints(points), speed(0), direction(SubMarine::None)
{
setZValue(5);
setTransformOriginPoint(boundingRect().center());
graphicsRotation = new QGraphicsRotation(this);
graphicsRotation->setAxis(Qt::YAxis);
graphicsRotation->setOrigin(QVector3D(size().width()/2, size().height()/2, 0));
QList<QGraphicsTransform *> r;
r.append(graphicsRotation);
setTransformations(r);
//We setup the state machine of the submarine
QStateMachine *machine = new QStateMachine(this);
//This state is when the boat is moving/rotating
QState *moving = new QState(machine);
//This state is when the boat is moving from left to right
MovementState *movement = new MovementState(this, moving);
//This state is when the boat is moving from left to right
ReturnState *rotation = new ReturnState(this, moving);
//This is the initial state of the moving root state
moving->setInitialState(movement);
movement->addTransition(this, SIGNAL(subMarineStateChanged()), moving);
//This is the initial state of the machine
machine->setInitialState(moving);
//End
QFinalState *final = new QFinalState(machine);
//If the moving animation is finished we move to the return state
movement->addTransition(movement, SIGNAL(animationFinished()), rotation);
//If the return animation is finished we move to the moving state
rotation->addTransition(rotation, SIGNAL(animationFinished()), movement);
//This state play the destroyed animation
QAnimationState *destroyedState = new QAnimationState(machine);
destroyedState->setAnimation(setupDestroyAnimation(this));
//Play a nice animation when the submarine is destroyed
moving->addTransition(this, SIGNAL(subMarineDestroyed()), destroyedState);
//Transition to final state when the destroyed animation is finished
destroyedState->addTransition(destroyedState, SIGNAL(animationFinished()), final);
//The machine has finished to be executed, then the submarine is dead
connect(machine,SIGNAL(finished()),this, SIGNAL(subMarineExecutionFinished()));
machine->start();
}
int SubMarine::points() const
{
return subPoints;
}
void SubMarine::setCurrentDirection(SubMarine::Movement direction)
{
if (this->direction == direction)
return;
if (direction == SubMarine::Right && this->direction == SubMarine::None) {
graphicsRotation->setAngle(180);
}
this->direction = direction;
}
enum SubMarine::Movement SubMarine::currentDirection() const
{
return direction;
}
void SubMarine::setCurrentSpeed(int speed)
{
if (speed < 0 || speed > 3) {
qWarning("SubMarine::setCurrentSpeed : The speed is invalid");
}
this->speed = speed;
emit subMarineStateChanged();
}
int SubMarine::currentSpeed() const
{
return speed;
}
void SubMarine::launchTorpedo(int speed)
{
Torpedo * torp = new Torpedo();
GraphicsScene *scene = static_cast<GraphicsScene *>(this->scene());
scene->addItem(torp);
torp->setPos(pos());
torp->setCurrentSpeed(speed);
torp->launch();
}
void SubMarine::destroy()
{
emit subMarineDestroyed();
}
int SubMarine::type() const
{
return Type;
}