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1 /**************************************************************************** |
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2 ** |
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3 ** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies). |
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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 ** No Commercial Usage |
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11 ** This file contains pre-release code and may not be distributed. |
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12 ** You may use this file in accordance with the terms and conditions |
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13 ** contained in the Technology Preview License Agreement accompanying |
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14 ** this package. |
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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 ** If you have questions regarding the use of this file, please contact |
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29 ** Nokia at qt-info@nokia.com. |
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30 ** |
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31 ** |
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32 ** |
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33 ** |
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34 ** |
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35 ** |
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36 ** |
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37 ** |
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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 } |