/****************************************************************************+ −
**+ −
** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).+ −
** All rights reserved.+ −
** Contact: Nokia Corporation (qt-info@nokia.com)+ −
**+ −
** This file is part of the QtCore module of the Qt Toolkit.+ −
**+ −
** $QT_BEGIN_LICENSE:LGPL$+ −
** No Commercial Usage+ −
** This file contains pre-release code and may not be distributed.+ −
** You may use this file in accordance with the terms and conditions+ −
** contained in the Technology Preview License Agreement accompanying+ −
** this package.+ −
**+ −
** GNU Lesser General Public License Usage+ −
** Alternatively, this file may be used under the terms of the GNU Lesser+ −
** General Public License version 2.1 as published by the Free Software+ −
** Foundation and appearing in the file LICENSE.LGPL included in the+ −
** packaging of this file. Please review the following information to+ −
** ensure the GNU Lesser General Public License version 2.1 requirements+ −
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.+ −
**+ −
** In addition, as a special exception, Nokia gives you certain additional+ −
** rights. These rights are described in the Nokia Qt LGPL Exception+ −
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.+ −
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** If you have questions regarding the use of this file, please contact+ −
** Nokia at qt-info@nokia.com.+ −
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** $QT_END_LICENSE$+ −
**+ −
****************************************************************************/+ −
+ −
//Own+ −
#include "boat.h"+ −
#include "boat_p.h"+ −
#include "bomb.h"+ −
#include "pixmapitem.h"+ −
#include "graphicsscene.h"+ −
#include "animationmanager.h"+ −
#include "qanimationstate.h"+ −
+ −
//Qt+ −
#include <QtCore/QPropertyAnimation>+ −
#include <QtCore/QStateMachine>+ −
#include <QtCore/QHistoryState>+ −
#include <QtCore/QFinalState>+ −
#include <QtCore/QState>+ −
#include <QtCore/QSequentialAnimationGroup>+ −
+ −
static QAbstractAnimation *setupDestroyAnimation(Boat *boat)+ −
{+ −
QSequentialAnimationGroup *group = new QSequentialAnimationGroup(boat);+ −
for (int i = 1; i <= 4; i++) {+ −
PixmapItem *step = new PixmapItem(QString("explosion/boat/step%1").arg(i),GraphicsScene::Big, boat);+ −
step->setZValue(6);+ −
step->setOpacity(0);+ −
+ −
//fade-in+ −
QPropertyAnimation *anim = new QPropertyAnimation(step, "opacity");+ −
anim->setEndValue(1);+ −
anim->setDuration(100);+ −
group->insertAnimation(i-1, anim);+ −
+ −
//and then fade-out+ −
QPropertyAnimation *anim2 = new QPropertyAnimation(step, "opacity");+ −
anim2->setEndValue(0);+ −
anim2->setDuration(100);+ −
group->addAnimation(anim2);+ −
}+ −
+ −
AnimationManager::self()->registerAnimation(group);+ −
return group;+ −
}+ −
+ −
+ −
+ −
Boat::Boat() : PixmapItem(QString("boat"), GraphicsScene::Big),+ −
speed(0), bombsAlreadyLaunched(0), direction(Boat::None), movementAnimation(0)+ −
{+ −
setZValue(4);+ −
setFlags(QGraphicsItem::ItemIsFocusable);+ −
+ −
//The movement animation used to animate the boat+ −
movementAnimation = new QPropertyAnimation(this, "pos");+ −
+ −
//The destroy animation used to explode the boat+ −
destroyAnimation = setupDestroyAnimation(this);+ −
+ −
//We setup the state machine of the boat+ −
machine = new QStateMachine(this);+ −
QState *moving = new QState(machine);+ −
StopState *stopState = new StopState(this, moving);+ −
machine->setInitialState(moving);+ −
moving->setInitialState(stopState);+ −
MoveStateRight *moveStateRight = new MoveStateRight(this, moving);+ −
MoveStateLeft *moveStateLeft = new MoveStateLeft(this, moving);+ −
LaunchStateRight *launchStateRight = new LaunchStateRight(this, machine);+ −
LaunchStateLeft *launchStateLeft = new LaunchStateLeft(this, machine);+ −
+ −
//then setup the transitions for the rightMove state+ −
KeyStopTransition *leftStopRight = new KeyStopTransition(this, QEvent::KeyPress, Qt::Key_Left);+ −
leftStopRight->setTargetState(stopState);+ −
KeyMoveTransition *leftMoveRight = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Left);+ −
leftMoveRight->setTargetState(moveStateRight);+ −
KeyMoveTransition *rightMoveRight = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right);+ −
rightMoveRight->setTargetState(moveStateRight);+ −
KeyMoveTransition *rightMoveStop = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right);+ −
rightMoveStop->setTargetState(moveStateRight);+ −
+ −
//then setup the transitions for the leftMove state+ −
KeyStopTransition *rightStopLeft = new KeyStopTransition(this, QEvent::KeyPress, Qt::Key_Right);+ −
rightStopLeft->setTargetState(stopState);+ −
KeyMoveTransition *rightMoveLeft = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right);+ −
rightMoveLeft->setTargetState(moveStateLeft);+ −
KeyMoveTransition *leftMoveLeft = new KeyMoveTransition(this, QEvent::KeyPress,Qt::Key_Left);+ −
leftMoveLeft->setTargetState(moveStateLeft);+ −
KeyMoveTransition *leftMoveStop = new KeyMoveTransition(this, QEvent::KeyPress,Qt::Key_Left);+ −
leftMoveStop->setTargetState(moveStateLeft);+ −
+ −
//We set up the right move state+ −
moveStateRight->addTransition(leftStopRight);+ −
moveStateRight->addTransition(leftMoveRight);+ −
moveStateRight->addTransition(rightMoveRight);+ −
stopState->addTransition(rightMoveStop);+ −
+ −
//We set up the left move state+ −
moveStateLeft->addTransition(rightStopLeft);+ −
moveStateLeft->addTransition(leftMoveLeft);+ −
moveStateLeft->addTransition(rightMoveLeft);+ −
stopState->addTransition(leftMoveStop);+ −
+ −
//The animation is finished, it means we reached the border of the screen, the boat is stopped so we move to the stop state+ −
moveStateLeft->addTransition(movementAnimation, SIGNAL(finished()), stopState);+ −
moveStateRight->addTransition(movementAnimation, SIGNAL(finished()), stopState);+ −
+ −
//We set up the keys for dropping bombs+ −
KeyLaunchTransition *upFireLeft = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up);+ −
upFireLeft->setTargetState(launchStateRight);+ −
KeyLaunchTransition *upFireRight = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up);+ −
upFireRight->setTargetState(launchStateRight);+ −
KeyLaunchTransition *upFireStop = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up);+ −
upFireStop->setTargetState(launchStateRight);+ −
KeyLaunchTransition *downFireLeft = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down);+ −
downFireLeft->setTargetState(launchStateLeft);+ −
KeyLaunchTransition *downFireRight = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down);+ −
downFireRight->setTargetState(launchStateLeft);+ −
KeyLaunchTransition *downFireMove = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down);+ −
downFireMove->setTargetState(launchStateLeft);+ −
+ −
//We set up transitions for fire up+ −
moveStateRight->addTransition(upFireRight);+ −
moveStateLeft->addTransition(upFireLeft);+ −
stopState->addTransition(upFireStop);+ −
+ −
//We set up transitions for fire down+ −
moveStateRight->addTransition(downFireRight);+ −
moveStateLeft->addTransition(downFireLeft);+ −
stopState->addTransition(downFireMove);+ −
+ −
//Finally the launch state should come back to its original state+ −
QHistoryState *historyState = new QHistoryState(moving);+ −
launchStateLeft->addTransition(historyState);+ −
launchStateRight->addTransition(historyState);+ −
+ −
QFinalState *final = new QFinalState(machine);+ −
+ −
//This state play the destroyed animation+ −
QAnimationState *destroyedState = new QAnimationState(machine);+ −
destroyedState->setAnimation(destroyAnimation);+ −
+ −
//Play a nice animation when the boat is destroyed+ −
moving->addTransition(this, SIGNAL(boatDestroyed()), destroyedState);+ −
+ −
//Transition to final state when the destroyed animation is finished+ −
destroyedState->addTransition(destroyedState, SIGNAL(animationFinished()), final);+ −
+ −
//The machine has finished to be executed, then the boat is dead+ −
connect(machine,SIGNAL(finished()), this, SIGNAL(boatExecutionFinished()));+ −
+ −
}+ −
+ −
void Boat::run()+ −
{+ −
//We register animations+ −
AnimationManager::self()->registerAnimation(movementAnimation);+ −
AnimationManager::self()->registerAnimation(destroyAnimation);+ −
machine->start();+ −
}+ −
+ −
void Boat::stop()+ −
{+ −
movementAnimation->stop();+ −
machine->stop();+ −
}+ −
+ −
void Boat::updateBoatMovement()+ −
{+ −
if (speed == 0 || direction == Boat::None) {+ −
movementAnimation->stop();+ −
return;+ −
}+ −
+ −
movementAnimation->stop();+ −
+ −
if (direction == Boat::Left) {+ −
movementAnimation->setEndValue(QPointF(0,y()));+ −
movementAnimation->setDuration(x()/speed*15);+ −
}+ −
else /*if (direction == Boat::Right)*/ {+ −
movementAnimation->setEndValue(QPointF(scene()->width()-size().width(),y()));+ −
movementAnimation->setDuration((scene()->width()-size().width()-x())/speed*15);+ −
}+ −
movementAnimation->start();+ −
}+ −
+ −
void Boat::destroy()+ −
{+ −
movementAnimation->stop();+ −
emit boatDestroyed();+ −
}+ −
+ −
int Boat::bombsLaunched() const+ −
{+ −
return bombsAlreadyLaunched;+ −
}+ −
+ −
void Boat::setBombsLaunched(int number)+ −
{+ −
if (number > MAX_BOMB) {+ −
qWarning("Boat::setBombsLaunched : It impossible to launch that number of bombs");+ −
return;+ −
}+ −
bombsAlreadyLaunched = number;+ −
}+ −
+ −
int Boat::currentSpeed() const+ −
{+ −
return speed;+ −
}+ −
+ −
void Boat::setCurrentSpeed(int speed)+ −
{+ −
if (speed > 3 || speed < 0) {+ −
qWarning("Boat::setCurrentSpeed: The boat can't run on that speed");+ −
return;+ −
}+ −
this->speed = speed;+ −
}+ −
+ −
enum Boat::Movement Boat::currentDirection() const+ −
{+ −
return direction;+ −
}+ −
+ −
void Boat::setCurrentDirection(Movement direction)+ −
{+ −
this->direction = direction;+ −
}+ −
+ −
int Boat::type() const+ −
{+ −
return Type;+ −
}+ −