author | Eckhart Koeppen <eckhart.koppen@nokia.com> |
Thu, 29 Apr 2010 15:15:16 +0300 | |
branch | RCL_3 |
changeset 16 | 4b6ee5efea19 |
parent 4 | 3b1da2848fc7 |
permissions | -rw-r--r-- |
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/**************************************************************************** |
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** |
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3b1da2848fc7
Revision: 201003
Dremov Kirill (Nokia-D-MSW/Tampere) <kirill.dremov@nokia.com>
parents:
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** Copyright (C) 2010 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 "boat.h" |
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#include "boat_p.h" |
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#include "bomb.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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//Qt |
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#include <QtCore/QPropertyAnimation> |
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#include <QtCore/QStateMachine> |
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#include <QtCore/QHistoryState> |
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#include <QtCore/QFinalState> |
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#include <QtCore/QState> |
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#include <QtCore/QSequentialAnimationGroup> |
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static QAbstractAnimation *setupDestroyAnimation(Boat *boat) |
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{ |
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QSequentialAnimationGroup *group = new QSequentialAnimationGroup(boat); |
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for (int i = 1; i <= 4; i++) { |
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PixmapItem *step = new PixmapItem(QString("explosion/boat/step%1").arg(i),GraphicsScene::Big, boat); |
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step->setZValue(6); |
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Dremov Kirill (Nokia-D-MSW/Tampere) <kirill.dremov@nokia.com>
parents:
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diff
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step->setOpacity(0); |
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//fade-in |
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QPropertyAnimation *anim = new QPropertyAnimation(step, "opacity"); |
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anim->setEndValue(1); |
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anim->setDuration(100); |
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Dremov Kirill (Nokia-D-MSW/Tampere) <kirill.dremov@nokia.com>
parents:
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diff
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group->insertAnimation(i-1, anim); |
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//and then fade-out |
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QPropertyAnimation *anim2 = new QPropertyAnimation(step, "opacity"); |
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anim2->setEndValue(0); |
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anim2->setDuration(100); |
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group->addAnimation(anim2); |
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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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Boat::Boat() : PixmapItem(QString("boat"), GraphicsScene::Big), |
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speed(0), bombsAlreadyLaunched(0), direction(Boat::None), movementAnimation(0) |
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{ |
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setZValue(4); |
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setFlags(QGraphicsItem::ItemIsFocusable); |
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//The movement animation used to animate the boat |
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movementAnimation = new QPropertyAnimation(this, "pos"); |
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41300fa6a67c
Revision: 201003
Dremov Kirill (Nokia-D-MSW/Tampere) <kirill.dremov@nokia.com>
parents:
0
diff
changeset
|
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//The destroy animation used to explode the boat |
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destroyAnimation = setupDestroyAnimation(this); |
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Revision: 201003
Dremov Kirill (Nokia-D-MSW/Tampere) <kirill.dremov@nokia.com>
parents:
0
diff
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//We setup the state machine of the boat |
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machine = new QStateMachine(this); |
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QState *moving = new QState(machine); |
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StopState *stopState = new StopState(this, moving); |
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machine->setInitialState(moving); |
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moving->setInitialState(stopState); |
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MoveStateRight *moveStateRight = new MoveStateRight(this, moving); |
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MoveStateLeft *moveStateLeft = new MoveStateLeft(this, moving); |
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LaunchStateRight *launchStateRight = new LaunchStateRight(this, machine); |
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LaunchStateLeft *launchStateLeft = new LaunchStateLeft(this, machine); |
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//then setup the transitions for the rightMove state |
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KeyStopTransition *leftStopRight = new KeyStopTransition(this, QEvent::KeyPress, Qt::Key_Left); |
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leftStopRight->setTargetState(stopState); |
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KeyMoveTransition *leftMoveRight = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Left); |
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leftMoveRight->setTargetState(moveStateRight); |
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KeyMoveTransition *rightMoveRight = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right); |
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rightMoveRight->setTargetState(moveStateRight); |
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KeyMoveTransition *rightMoveStop = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right); |
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rightMoveStop->setTargetState(moveStateRight); |
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//then setup the transitions for the leftMove state |
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KeyStopTransition *rightStopLeft = new KeyStopTransition(this, QEvent::KeyPress, Qt::Key_Right); |
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rightStopLeft->setTargetState(stopState); |
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KeyMoveTransition *rightMoveLeft = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right); |
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rightMoveLeft->setTargetState(moveStateLeft); |
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KeyMoveTransition *leftMoveLeft = new KeyMoveTransition(this, QEvent::KeyPress,Qt::Key_Left); |
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leftMoveLeft->setTargetState(moveStateLeft); |
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KeyMoveTransition *leftMoveStop = new KeyMoveTransition(this, QEvent::KeyPress,Qt::Key_Left); |
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leftMoveStop->setTargetState(moveStateLeft); |
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//We set up the right move state |
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moveStateRight->addTransition(leftStopRight); |
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moveStateRight->addTransition(leftMoveRight); |
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moveStateRight->addTransition(rightMoveRight); |
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stopState->addTransition(rightMoveStop); |
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//We set up the left move state |
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moveStateLeft->addTransition(rightStopLeft); |
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moveStateLeft->addTransition(leftMoveLeft); |
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moveStateLeft->addTransition(rightMoveLeft); |
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stopState->addTransition(leftMoveStop); |
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//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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moveStateLeft->addTransition(movementAnimation, SIGNAL(finished()), stopState); |
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moveStateRight->addTransition(movementAnimation, SIGNAL(finished()), stopState); |
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//We set up the keys for dropping bombs |
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KeyLaunchTransition *upFireLeft = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up); |
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upFireLeft->setTargetState(launchStateRight); |
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KeyLaunchTransition *upFireRight = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up); |
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upFireRight->setTargetState(launchStateRight); |
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KeyLaunchTransition *upFireStop = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up); |
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upFireStop->setTargetState(launchStateRight); |
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KeyLaunchTransition *downFireLeft = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down); |
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downFireLeft->setTargetState(launchStateLeft); |
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KeyLaunchTransition *downFireRight = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down); |
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downFireRight->setTargetState(launchStateLeft); |
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KeyLaunchTransition *downFireMove = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down); |
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downFireMove->setTargetState(launchStateLeft); |
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//We set up transitions for fire up |
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moveStateRight->addTransition(upFireRight); |
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moveStateLeft->addTransition(upFireLeft); |
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stopState->addTransition(upFireStop); |
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//We set up transitions for fire down |
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moveStateRight->addTransition(downFireRight); |
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moveStateLeft->addTransition(downFireLeft); |
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stopState->addTransition(downFireMove); |
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//Finally the launch state should come back to its original state |
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QHistoryState *historyState = new QHistoryState(moving); |
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launchStateLeft->addTransition(historyState); |
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launchStateRight->addTransition(historyState); |
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QFinalState *final = new QFinalState(machine); |
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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(destroyAnimation); |
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//Play a nice animation when the boat is destroyed |
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moving->addTransition(this, SIGNAL(boatDestroyed()), 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 boat is dead |
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connect(machine,SIGNAL(finished()), this, SIGNAL(boatExecutionFinished())); |
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} |
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void Boat::run() |
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{ |
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//We register animations |
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AnimationManager::self()->registerAnimation(movementAnimation); |
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AnimationManager::self()->registerAnimation(destroyAnimation); |
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machine->start(); |
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} |
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void Boat::stop() |
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{ |
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movementAnimation->stop(); |
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machine->stop(); |
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} |
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void Boat::updateBoatMovement() |
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{ |
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if (speed == 0 || direction == Boat::None) { |
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movementAnimation->stop(); |
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return; |
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} |
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movementAnimation->stop(); |
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if (direction == Boat::Left) { |
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movementAnimation->setEndValue(QPointF(0,y())); |
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movementAnimation->setDuration(x()/speed*15); |
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} |
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else /*if (direction == Boat::Right)*/ { |
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movementAnimation->setEndValue(QPointF(scene()->width()-size().width(),y())); |
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movementAnimation->setDuration((scene()->width()-size().width()-x())/speed*15); |
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} |
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movementAnimation->start(); |
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} |
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void Boat::destroy() |
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{ |
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movementAnimation->stop(); |
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emit boatDestroyed(); |
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} |
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int Boat::bombsLaunched() const |
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{ |
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return bombsAlreadyLaunched; |
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} |
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void Boat::setBombsLaunched(int number) |
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{ |
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if (number > MAX_BOMB) { |
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qWarning("Boat::setBombsLaunched : It impossible to launch that number of bombs"); |
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return; |
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} |
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bombsAlreadyLaunched = number; |
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} |
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int Boat::currentSpeed() const |
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{ |
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return speed; |
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} |
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void Boat::setCurrentSpeed(int speed) |
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{ |
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if (speed > 3 || speed < 0) { |
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qWarning("Boat::setCurrentSpeed: The boat can't run on that speed"); |
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return; |
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} |
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this->speed = speed; |
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} |
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enum Boat::Movement Boat::currentDirection() const |
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{ |
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return direction; |
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} |
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void Boat::setCurrentDirection(Movement direction) |
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{ |
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this->direction = direction; |
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} |
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int Boat::type() const |
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{ |
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return Type; |
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} |