be15856f61
Change copyrights and license headers from Nokia to Digia Change-Id: If1cc974286d29fd01ec6c19dd4719a67f4c3f00e Reviewed-by: Lars Knoll <lars.knoll@digia.com> Reviewed-by: Sergio Ahumada <sergio.ahumada@digia.com>
183 lines
6.1 KiB
C++
183 lines
6.1 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/legal
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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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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and Digia. For licensing terms and
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** conditions see http://qt.digia.com/licensing. For further information
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** use the contact form at http://qt.digia.com/contact-us.
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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, Digia gives you certain additional
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** rights. These rights are described in the Digia 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
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** General Public License version 3.0 as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU General Public License version 3.0 requirements will be
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** met: http://www.gnu.org/copyleft/gpl.html.
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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 "submarine.h"
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#include "submarine_p.h"
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#include "torpedo.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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#include <QtCore/QPropertyAnimation>
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#include <QtCore/QStateMachine>
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#include <QtCore/QFinalState>
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#include <QtCore/QSequentialAnimationGroup>
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static QAbstractAnimation *setupDestroyAnimation(SubMarine *sub)
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{
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QSequentialAnimationGroup *group = new QSequentialAnimationGroup(sub);
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for (int i = 1; i <= 4; ++i) {
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PixmapItem *step = new PixmapItem(QString::fromLatin1("explosion/submarine/step%1").arg(i), GraphicsScene::Big, sub);
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step->setZValue(6);
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step->setOpacity(0);
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QPropertyAnimation *anim = new QPropertyAnimation(step, "opacity", group);
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anim->setDuration(100);
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anim->setEndValue(1);
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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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SubMarine::SubMarine(int type, const QString &name, int points) : PixmapItem(QString("submarine"), GraphicsScene::Big),
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subType(type), subName(name), subPoints(points), speed(0), direction(SubMarine::None)
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{
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setZValue(5);
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setTransformOriginPoint(boundingRect().center());
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graphicsRotation = new QGraphicsRotation(this);
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graphicsRotation->setAxis(Qt::YAxis);
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graphicsRotation->setOrigin(QVector3D(size().width()/2, size().height()/2, 0));
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QList<QGraphicsTransform *> r;
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r.append(graphicsRotation);
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setTransformations(r);
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//We setup the state machine of the submarine
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QStateMachine *machine = new QStateMachine(this);
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//This state is when the boat is moving/rotating
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QState *moving = new QState(machine);
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//This state is when the boat is moving from left to right
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MovementState *movement = new MovementState(this, moving);
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//This state is when the boat is moving from left to right
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ReturnState *rotation = new ReturnState(this, moving);
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//This is the initial state of the moving root state
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moving->setInitialState(movement);
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movement->addTransition(this, SIGNAL(subMarineStateChanged()), moving);
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//This is the initial state of the machine
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machine->setInitialState(moving);
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//End
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QFinalState *final = new QFinalState(machine);
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//If the moving animation is finished we move to the return state
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movement->addTransition(movement, SIGNAL(animationFinished()), rotation);
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//If the return animation is finished we move to the moving state
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rotation->addTransition(rotation, SIGNAL(animationFinished()), movement);
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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(setupDestroyAnimation(this));
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//Play a nice animation when the submarine is destroyed
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moving->addTransition(this, SIGNAL(subMarineDestroyed()), 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 submarine is dead
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connect(machine,SIGNAL(finished()),this, SIGNAL(subMarineExecutionFinished()));
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machine->start();
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}
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int SubMarine::points() const
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{
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return subPoints;
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}
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void SubMarine::setCurrentDirection(SubMarine::Movement direction)
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{
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if (this->direction == direction)
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return;
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if (direction == SubMarine::Right && this->direction == SubMarine::None) {
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graphicsRotation->setAngle(180);
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}
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this->direction = direction;
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}
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enum SubMarine::Movement SubMarine::currentDirection() const
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{
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return direction;
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}
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void SubMarine::setCurrentSpeed(int speed)
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{
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if (speed < 0 || speed > 3) {
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qWarning("SubMarine::setCurrentSpeed : The speed is invalid");
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}
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this->speed = speed;
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emit subMarineStateChanged();
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}
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int SubMarine::currentSpeed() const
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{
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return speed;
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}
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void SubMarine::launchTorpedo(int speed)
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{
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Torpedo * torp = new Torpedo();
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GraphicsScene *scene = static_cast<GraphicsScene *>(this->scene());
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scene->addItem(torp);
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torp->setPos(pos());
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torp->setCurrentSpeed(speed);
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torp->launch();
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}
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void SubMarine::destroy()
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{
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emit subMarineDestroyed();
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}
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int SubMarine::type() const
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{
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return Type;
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}
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