[556] | 1 | /****************************************************************************
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| 2 | **
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[846] | 3 | ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
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[556] | 4 | ** All rights reserved.
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| 5 | ** Contact: Nokia Corporation (qt-info@nokia.com)
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| 6 | **
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| 7 | ** This file is part of the QtCore module of the Qt Toolkit.
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| 8 | **
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| 9 | ** $QT_BEGIN_LICENSE:LGPL$
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| 10 | ** Commercial Usage
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| 11 | ** Licensees holding valid Qt Commercial licenses may use this file in
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| 12 | ** accordance with the Qt Commercial License Agreement provided with the
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| 13 | ** Software or, alternatively, in accordance with the terms contained in
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| 14 | ** a written agreement between you and Nokia.
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| 15 | **
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| 16 | ** GNU Lesser General Public License Usage
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| 17 | ** Alternatively, this file may be used under the terms of the GNU Lesser
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| 18 | ** General Public License version 2.1 as published by the Free Software
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| 19 | ** Foundation and appearing in the file LICENSE.LGPL included in the
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| 20 | ** packaging of this file. Please review the following information to
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| 21 | ** ensure the GNU Lesser General Public License version 2.1 requirements
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| 22 | ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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| 23 | **
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| 24 | ** In addition, as a special exception, Nokia gives you certain additional
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| 25 | ** rights. These rights are described in the Nokia Qt LGPL Exception
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| 26 | ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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| 27 | **
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| 28 | ** GNU General Public License Usage
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| 29 | ** Alternatively, this file may be used under the terms of the GNU
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| 30 | ** General Public License version 3.0 as published by the Free Software
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| 31 | ** Foundation and appearing in the file LICENSE.GPL included in the
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| 32 | ** packaging of this file. Please review the following information to
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| 33 | ** ensure the GNU General Public License version 3.0 requirements will be
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| 34 | ** met: http://www.gnu.org/copyleft/gpl.html.
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| 35 | **
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| 36 | ** If you have questions regarding the use of this file, please contact
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| 37 | ** Nokia at qt-info@nokia.com.
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| 38 | ** $QT_END_LICENSE$
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| 39 | **
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| 40 | ****************************************************************************/
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| 41 |
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| 42 | //Own
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| 43 | #include "boat.h"
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| 44 | #include "boat_p.h"
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| 45 | #include "bomb.h"
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| 46 | #include "pixmapitem.h"
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| 47 | #include "graphicsscene.h"
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| 48 | #include "animationmanager.h"
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| 49 | #include "qanimationstate.h"
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| 50 |
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| 51 | //Qt
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| 52 | #include <QtCore/QPropertyAnimation>
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| 53 | #include <QtCore/QStateMachine>
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| 54 | #include <QtCore/QHistoryState>
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| 55 | #include <QtCore/QFinalState>
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| 56 | #include <QtCore/QState>
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| 57 | #include <QtCore/QSequentialAnimationGroup>
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| 58 |
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| 59 | static QAbstractAnimation *setupDestroyAnimation(Boat *boat)
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| 60 | {
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| 61 | QSequentialAnimationGroup *group = new QSequentialAnimationGroup(boat);
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| 62 | for (int i = 1; i <= 4; i++) {
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| 63 | PixmapItem *step = new PixmapItem(QString("explosion/boat/step%1").arg(i),GraphicsScene::Big, boat);
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| 64 | step->setZValue(6);
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| 65 | step->setOpacity(0);
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| 66 |
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| 67 | //fade-in
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| 68 | QPropertyAnimation *anim = new QPropertyAnimation(step, "opacity");
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| 69 | anim->setEndValue(1);
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| 70 | anim->setDuration(100);
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| 71 | group->insertAnimation(i-1, anim);
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| 72 |
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| 73 | //and then fade-out
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| 74 | QPropertyAnimation *anim2 = new QPropertyAnimation(step, "opacity");
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| 75 | anim2->setEndValue(0);
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| 76 | anim2->setDuration(100);
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| 77 | group->addAnimation(anim2);
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| 78 | }
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| 79 |
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| 80 | AnimationManager::self()->registerAnimation(group);
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| 81 | return group;
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| 82 | }
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| 83 |
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| 84 |
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| 85 |
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| 86 | Boat::Boat() : PixmapItem(QString("boat"), GraphicsScene::Big),
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| 87 | speed(0), bombsAlreadyLaunched(0), direction(Boat::None), movementAnimation(0)
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| 88 | {
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| 89 | setZValue(4);
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| 90 | setFlags(QGraphicsItem::ItemIsFocusable);
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| 91 |
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| 92 | //The movement animation used to animate the boat
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| 93 | movementAnimation = new QPropertyAnimation(this, "pos");
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| 94 |
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| 95 | //The destroy animation used to explode the boat
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| 96 | destroyAnimation = setupDestroyAnimation(this);
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| 97 |
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| 98 | //We setup the state machine of the boat
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| 99 | machine = new QStateMachine(this);
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| 100 | QState *moving = new QState(machine);
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| 101 | StopState *stopState = new StopState(this, moving);
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| 102 | machine->setInitialState(moving);
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| 103 | moving->setInitialState(stopState);
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| 104 | MoveStateRight *moveStateRight = new MoveStateRight(this, moving);
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| 105 | MoveStateLeft *moveStateLeft = new MoveStateLeft(this, moving);
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| 106 | LaunchStateRight *launchStateRight = new LaunchStateRight(this, machine);
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| 107 | LaunchStateLeft *launchStateLeft = new LaunchStateLeft(this, machine);
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| 108 |
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| 109 | //then setup the transitions for the rightMove state
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| 110 | KeyStopTransition *leftStopRight = new KeyStopTransition(this, QEvent::KeyPress, Qt::Key_Left);
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| 111 | leftStopRight->setTargetState(stopState);
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| 112 | KeyMoveTransition *leftMoveRight = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Left);
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| 113 | leftMoveRight->setTargetState(moveStateRight);
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| 114 | KeyMoveTransition *rightMoveRight = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right);
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| 115 | rightMoveRight->setTargetState(moveStateRight);
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| 116 | KeyMoveTransition *rightMoveStop = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right);
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| 117 | rightMoveStop->setTargetState(moveStateRight);
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| 118 |
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| 119 | //then setup the transitions for the leftMove state
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| 120 | KeyStopTransition *rightStopLeft = new KeyStopTransition(this, QEvent::KeyPress, Qt::Key_Right);
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| 121 | rightStopLeft->setTargetState(stopState);
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| 122 | KeyMoveTransition *rightMoveLeft = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right);
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| 123 | rightMoveLeft->setTargetState(moveStateLeft);
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| 124 | KeyMoveTransition *leftMoveLeft = new KeyMoveTransition(this, QEvent::KeyPress,Qt::Key_Left);
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| 125 | leftMoveLeft->setTargetState(moveStateLeft);
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| 126 | KeyMoveTransition *leftMoveStop = new KeyMoveTransition(this, QEvent::KeyPress,Qt::Key_Left);
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| 127 | leftMoveStop->setTargetState(moveStateLeft);
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| 128 |
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| 129 | //We set up the right move state
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| 130 | moveStateRight->addTransition(leftStopRight);
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| 131 | moveStateRight->addTransition(leftMoveRight);
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| 132 | moveStateRight->addTransition(rightMoveRight);
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| 133 | stopState->addTransition(rightMoveStop);
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| 134 |
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| 135 | //We set up the left move state
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| 136 | moveStateLeft->addTransition(rightStopLeft);
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| 137 | moveStateLeft->addTransition(leftMoveLeft);
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| 138 | moveStateLeft->addTransition(rightMoveLeft);
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| 139 | stopState->addTransition(leftMoveStop);
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| 140 |
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| 141 | //The animation is finished, it means we reached the border of the screen, the boat is stopped so we move to the stop state
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| 142 | moveStateLeft->addTransition(movementAnimation, SIGNAL(finished()), stopState);
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| 143 | moveStateRight->addTransition(movementAnimation, SIGNAL(finished()), stopState);
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| 144 |
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| 145 | //We set up the keys for dropping bombs
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| 146 | KeyLaunchTransition *upFireLeft = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up);
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| 147 | upFireLeft->setTargetState(launchStateRight);
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| 148 | KeyLaunchTransition *upFireRight = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up);
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| 149 | upFireRight->setTargetState(launchStateRight);
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| 150 | KeyLaunchTransition *upFireStop = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up);
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| 151 | upFireStop->setTargetState(launchStateRight);
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| 152 | KeyLaunchTransition *downFireLeft = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down);
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| 153 | downFireLeft->setTargetState(launchStateLeft);
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| 154 | KeyLaunchTransition *downFireRight = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down);
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| 155 | downFireRight->setTargetState(launchStateLeft);
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| 156 | KeyLaunchTransition *downFireMove = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down);
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| 157 | downFireMove->setTargetState(launchStateLeft);
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| 158 |
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| 159 | //We set up transitions for fire up
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| 160 | moveStateRight->addTransition(upFireRight);
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| 161 | moveStateLeft->addTransition(upFireLeft);
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| 162 | stopState->addTransition(upFireStop);
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| 163 |
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| 164 | //We set up transitions for fire down
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| 165 | moveStateRight->addTransition(downFireRight);
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| 166 | moveStateLeft->addTransition(downFireLeft);
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| 167 | stopState->addTransition(downFireMove);
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| 168 |
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| 169 | //Finally the launch state should come back to its original state
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| 170 | QHistoryState *historyState = new QHistoryState(moving);
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| 171 | launchStateLeft->addTransition(historyState);
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| 172 | launchStateRight->addTransition(historyState);
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| 173 |
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| 174 | QFinalState *final = new QFinalState(machine);
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| 175 |
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| 176 | //This state play the destroyed animation
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| 177 | QAnimationState *destroyedState = new QAnimationState(machine);
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| 178 | destroyedState->setAnimation(destroyAnimation);
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| 179 |
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| 180 | //Play a nice animation when the boat is destroyed
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| 181 | moving->addTransition(this, SIGNAL(boatDestroyed()), destroyedState);
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| 182 |
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| 183 | //Transition to final state when the destroyed animation is finished
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| 184 | destroyedState->addTransition(destroyedState, SIGNAL(animationFinished()), final);
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| 185 |
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| 186 | //The machine has finished to be executed, then the boat is dead
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| 187 | connect(machine,SIGNAL(finished()), this, SIGNAL(boatExecutionFinished()));
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| 188 |
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| 189 | }
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| 190 |
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| 191 | void Boat::run()
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| 192 | {
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| 193 | //We register animations
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| 194 | AnimationManager::self()->registerAnimation(movementAnimation);
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| 195 | AnimationManager::self()->registerAnimation(destroyAnimation);
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| 196 | machine->start();
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| 197 | }
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| 198 |
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| 199 | void Boat::stop()
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| 200 | {
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| 201 | movementAnimation->stop();
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| 202 | machine->stop();
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| 203 | }
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| 204 |
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| 205 | void Boat::updateBoatMovement()
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| 206 | {
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| 207 | if (speed == 0 || direction == Boat::None) {
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| 208 | movementAnimation->stop();
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| 209 | return;
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| 210 | }
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| 211 |
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| 212 | movementAnimation->stop();
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| 213 |
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| 214 | if (direction == Boat::Left) {
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| 215 | movementAnimation->setEndValue(QPointF(0,y()));
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| 216 | movementAnimation->setDuration(x()/speed*15);
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| 217 | }
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| 218 | else /*if (direction == Boat::Right)*/ {
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| 219 | movementAnimation->setEndValue(QPointF(scene()->width()-size().width(),y()));
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| 220 | movementAnimation->setDuration((scene()->width()-size().width()-x())/speed*15);
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| 221 | }
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| 222 | movementAnimation->start();
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| 223 | }
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| 224 |
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| 225 | void Boat::destroy()
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| 226 | {
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| 227 | movementAnimation->stop();
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| 228 | emit boatDestroyed();
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| 229 | }
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| 230 |
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| 231 | int Boat::bombsLaunched() const
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| 232 | {
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| 233 | return bombsAlreadyLaunched;
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| 234 | }
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| 235 |
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| 236 | void Boat::setBombsLaunched(int number)
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| 237 | {
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| 238 | if (number > MAX_BOMB) {
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| 239 | qWarning("Boat::setBombsLaunched : It impossible to launch that number of bombs");
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| 240 | return;
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| 241 | }
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| 242 | bombsAlreadyLaunched = number;
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| 243 | }
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| 244 |
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| 245 | int Boat::currentSpeed() const
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| 246 | {
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| 247 | return speed;
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| 248 | }
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| 249 |
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| 250 | void Boat::setCurrentSpeed(int speed)
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| 251 | {
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| 252 | if (speed > 3 || speed < 0) {
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| 253 | qWarning("Boat::setCurrentSpeed: The boat can't run on that speed");
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| 254 | return;
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| 255 | }
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| 256 | this->speed = speed;
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| 257 | }
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| 258 |
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| 259 | enum Boat::Movement Boat::currentDirection() const
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| 260 | {
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| 261 | return direction;
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| 262 | }
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| 263 |
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| 264 | void Boat::setCurrentDirection(Movement direction)
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| 265 | {
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| 266 | this->direction = direction;
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| 267 | }
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| 268 |
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| 269 | int Boat::type() const
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| 270 | {
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| 271 | return Type;
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| 272 | }
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