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
183 lines
5.6 KiB
C++
183 lines
5.6 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 "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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