13426aff24
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>
125 lines
4.7 KiB
C++
125 lines
4.7 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2016 The Qt Company Ltd.
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** This file is part of the QtCore module of the Qt Toolkit.
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****************************************************************************/
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//Own
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#include "torpedo.h"
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#include "boat.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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#include <QPropertyAnimation>
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#include <QStateMachine>
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#include <QFinalState>
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Torpedo::Torpedo() : PixmapItem(QString::fromLatin1("torpedo"),GraphicsScene::Big),
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currentSpeed(0)
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{
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setZValue(2);
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}
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void Torpedo::launch()
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{
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QPropertyAnimation *launchAnimation = new QPropertyAnimation(this, "pos");
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AnimationManager::self()->registerAnimation(launchAnimation);
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launchAnimation->setEndValue(QPointF(x(), qobject_cast<GraphicsScene *>(scene())->sealLevel() - 15));
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launchAnimation->setEasingCurve(QEasingCurve::InQuad);
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launchAnimation->setDuration(y() / currentSpeed * 10);
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connect(launchAnimation, &QVariantAnimation::valueChanged, this, &Torpedo::onAnimationLaunchValueChanged);
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connect(this, &Torpedo::torpedoExploded, launchAnimation, &QAbstractAnimation::stop);
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//We setup the state machine of the torpedo
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QStateMachine *machine = new QStateMachine(this);
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//This state is when the launch animation is playing
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QAnimationState *launched = new QAnimationState(machine);
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launched->setAnimation(launchAnimation);
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//End
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QFinalState *finalState = new QFinalState(machine);
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machine->setInitialState(launched);
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//### Add a nice animation when the torpedo is destroyed
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launched->addTransition(this, &Torpedo::torpedoExploded, finalState);
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//If the animation is finished, then we move to the final state
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launched->addTransition(launched, &QAnimationState::animationFinished, finalState);
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//The machine has finished to be executed, then the boat is dead
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connect(machine, &QState::finished, this, &Torpedo::torpedoExecutionFinished);
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machine->start();
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}
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void Torpedo::setCurrentSpeed(int speed)
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{
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if (speed < 0) {
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qWarning("Torpedo::setCurrentSpeed : The speed is invalid");
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return;
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}
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currentSpeed = speed;
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}
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void Torpedo::onAnimationLaunchValueChanged(const QVariant &)
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{
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const QList<QGraphicsItem *> colItems =
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collidingItems(Qt::IntersectsItemBoundingRect);
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for (QGraphicsItem *item : colItems) {
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if (Boat *b = qgraphicsitem_cast<Boat*>(item))
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b->destroy();
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}
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}
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void Torpedo::destroy()
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{
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emit torpedoExploded();
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}
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