demos/sub-attaq/boat.cpp
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     1 /****************************************************************************
       
     2 **
       
     3 ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
       
     4 ** All rights reserved.
       
     5 ** Contact: Nokia Corporation (qt-info@nokia.com)
       
     6 **
       
     7 ** This file is part of the QtCore module of the Qt Toolkit.
       
     8 **
       
     9 ** $QT_BEGIN_LICENSE:LGPL$
       
    10 ** No Commercial Usage
       
    11 ** This file contains pre-release code and may not be distributed.
       
    12 ** You may use this file in accordance with the terms and conditions
       
    13 ** contained in the Technology Preview License Agreement accompanying
       
    14 ** this package.
       
    15 **
       
    16 ** GNU Lesser General Public License Usage
       
    17 ** Alternatively, this file may be used under the terms of the GNU Lesser
       
    18 ** General Public License version 2.1 as published by the Free Software
       
    19 ** Foundation and appearing in the file LICENSE.LGPL included in the
       
    20 ** packaging of this file.  Please review the following information to
       
    21 ** ensure the GNU Lesser General Public License version 2.1 requirements
       
    22 ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
       
    23 **
       
    24 ** In addition, as a special exception, Nokia gives you certain additional
       
    25 ** rights.  These rights are described in the Nokia Qt LGPL Exception
       
    26 ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
       
    27 **
       
    28 ** If you have questions regarding the use of this file, please contact
       
    29 ** Nokia at qt-info@nokia.com.
       
    30 **
       
    31 **
       
    32 **
       
    33 **
       
    34 **
       
    35 **
       
    36 **
       
    37 **
       
    38 ** $QT_END_LICENSE$
       
    39 **
       
    40 ****************************************************************************/
       
    41 
       
    42 //Own
       
    43 #include "boat.h"
       
    44 #include "boat_p.h"
       
    45 #include "bomb.h"
       
    46 #include "pixmapitem.h"
       
    47 #include "graphicsscene.h"
       
    48 #include "animationmanager.h"
       
    49 #include "qanimationstate.h"
       
    50 
       
    51 //Qt
       
    52 #include <QtCore/QPropertyAnimation>
       
    53 #include <QtCore/QStateMachine>
       
    54 #include <QtCore/QHistoryState>
       
    55 #include <QtCore/QFinalState>
       
    56 #include <QtCore/QState>
       
    57 #include <QtCore/QSequentialAnimationGroup>
       
    58 
       
    59 static QAbstractAnimation *setupDestroyAnimation(Boat *boat)
       
    60 {
       
    61     QSequentialAnimationGroup *group = new QSequentialAnimationGroup(boat);
       
    62     for (int i = 1; i <= 4; i++) {
       
    63         PixmapItem *step = new PixmapItem(QString("explosion/boat/step%1").arg(i),GraphicsScene::Big, boat);
       
    64         step->setZValue(6);
       
    65         step->setOpacity(0); 
       
    66 
       
    67         //fade-in
       
    68         QPropertyAnimation *anim = new QPropertyAnimation(step, "opacity");
       
    69         anim->setEndValue(1);
       
    70         anim->setDuration(100);
       
    71         group->insertAnimationAt(i-1, anim);
       
    72 
       
    73         //and then fade-out
       
    74         QPropertyAnimation *anim2 = new QPropertyAnimation(step, "opacity");
       
    75         anim2->setEndValue(0);
       
    76         anim2->setDuration(100);
       
    77         group->addAnimation(anim2);
       
    78     }
       
    79 
       
    80     AnimationManager::self()->registerAnimation(group);
       
    81     return group;
       
    82 }
       
    83 
       
    84 
       
    85 
       
    86 Boat::Boat() : PixmapItem(QString("boat"), GraphicsScene::Big),
       
    87     speed(0), bombsAlreadyLaunched(0), direction(Boat::None), movementAnimation(0)
       
    88 {
       
    89     setZValue(4);
       
    90     setFlags(QGraphicsItem::ItemIsFocusable);
       
    91 
       
    92     //The movement animation used to animate the boat
       
    93     movementAnimation = new QPropertyAnimation(this, "pos");
       
    94 
       
    95     //The movement animation used to animate the boat
       
    96     destroyAnimation = setupDestroyAnimation(this);
       
    97 
       
    98     //We setup the state machien of the boat
       
    99     machine = new QStateMachine(this);
       
   100     QState *moving = new QState(machine);
       
   101     StopState *stopState = new StopState(this, moving);
       
   102     machine->setInitialState(moving);
       
   103     moving->setInitialState(stopState);
       
   104     MoveStateRight *moveStateRight = new MoveStateRight(this, moving);
       
   105     MoveStateLeft *moveStateLeft = new MoveStateLeft(this, moving);
       
   106     LaunchStateRight *launchStateRight = new LaunchStateRight(this, machine);
       
   107     LaunchStateLeft *launchStateLeft = new LaunchStateLeft(this, machine);
       
   108 
       
   109     //then setup the transitions for the rightMove state
       
   110     KeyStopTransition *leftStopRight = new KeyStopTransition(this, QEvent::KeyPress, Qt::Key_Left);
       
   111     leftStopRight->setTargetState(stopState);
       
   112     KeyMoveTransition *leftMoveRight = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Left);
       
   113     leftMoveRight->setTargetState(moveStateRight);
       
   114     KeyMoveTransition *rightMoveRight = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right);
       
   115     rightMoveRight->setTargetState(moveStateRight);
       
   116     KeyMoveTransition *rightMoveStop = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right);
       
   117     rightMoveStop->setTargetState(moveStateRight);
       
   118 
       
   119     //then setup the transitions for the leftMove state
       
   120     KeyStopTransition *rightStopLeft = new KeyStopTransition(this, QEvent::KeyPress, Qt::Key_Right);
       
   121     rightStopLeft->setTargetState(stopState);
       
   122     KeyMoveTransition *rightMoveLeft = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right);
       
   123     rightMoveLeft->setTargetState(moveStateLeft);
       
   124     KeyMoveTransition *leftMoveLeft = new KeyMoveTransition(this, QEvent::KeyPress,Qt::Key_Left);
       
   125     leftMoveLeft->setTargetState(moveStateLeft);
       
   126     KeyMoveTransition *leftMoveStop = new KeyMoveTransition(this, QEvent::KeyPress,Qt::Key_Left);
       
   127     leftMoveStop->setTargetState(moveStateLeft);
       
   128 
       
   129     //We set up the right move state
       
   130     moveStateRight->addTransition(leftStopRight);
       
   131     moveStateRight->addTransition(leftMoveRight);
       
   132     moveStateRight->addTransition(rightMoveRight);
       
   133     stopState->addTransition(rightMoveStop);
       
   134 
       
   135     //We set up the left move state
       
   136     moveStateLeft->addTransition(rightStopLeft);
       
   137     moveStateLeft->addTransition(leftMoveLeft);
       
   138     moveStateLeft->addTransition(rightMoveLeft);
       
   139     stopState->addTransition(leftMoveStop);
       
   140 
       
   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
       
   142     moveStateLeft->addTransition(movementAnimation, SIGNAL(finished()), stopState);
       
   143     moveStateRight->addTransition(movementAnimation, SIGNAL(finished()), stopState);
       
   144 
       
   145     //We set up the keys for dropping bombs
       
   146     KeyLaunchTransition *upFireLeft = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up);
       
   147     upFireLeft->setTargetState(launchStateRight);
       
   148     KeyLaunchTransition *upFireRight = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up);
       
   149     upFireRight->setTargetState(launchStateRight);
       
   150     KeyLaunchTransition *upFireStop = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up);
       
   151     upFireStop->setTargetState(launchStateRight);
       
   152     KeyLaunchTransition *downFireLeft = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down);
       
   153     downFireLeft->setTargetState(launchStateLeft);
       
   154     KeyLaunchTransition *downFireRight = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down);
       
   155     downFireRight->setTargetState(launchStateLeft);
       
   156     KeyLaunchTransition *downFireMove = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down);
       
   157     downFireMove->setTargetState(launchStateLeft);
       
   158 
       
   159     //We set up transitions for fire up
       
   160     moveStateRight->addTransition(upFireRight);
       
   161     moveStateLeft->addTransition(upFireLeft);
       
   162     stopState->addTransition(upFireStop);
       
   163 
       
   164     //We set up transitions for fire down
       
   165     moveStateRight->addTransition(downFireRight);
       
   166     moveStateLeft->addTransition(downFireLeft);
       
   167     stopState->addTransition(downFireMove);
       
   168 
       
   169     //Finally the launch state should come back to its original state
       
   170     QHistoryState *historyState = new QHistoryState(moving);
       
   171     launchStateLeft->addTransition(historyState);
       
   172     launchStateRight->addTransition(historyState);
       
   173 
       
   174     QFinalState *final = new QFinalState(machine);
       
   175 
       
   176     //This state play the destroyed animation
       
   177     QAnimationState *destroyedState = new QAnimationState(machine);
       
   178     destroyedState->setAnimation(destroyAnimation);
       
   179 
       
   180     //Play a nice animation when the boat is destroyed
       
   181     moving->addTransition(this, SIGNAL(boatDestroyed()), destroyedState);
       
   182 
       
   183     //Transition to final state when the destroyed animation is finished
       
   184     destroyedState->addTransition(destroyedState, SIGNAL(animationFinished()), final);
       
   185 
       
   186     //The machine has finished to be executed, then the boat is dead
       
   187     connect(machine,SIGNAL(finished()), this, SIGNAL(boatExecutionFinished()));
       
   188 
       
   189 }
       
   190 
       
   191 void Boat::run()
       
   192 {
       
   193     //We register animations
       
   194     AnimationManager::self()->registerAnimation(movementAnimation);
       
   195     AnimationManager::self()->registerAnimation(destroyAnimation);
       
   196     machine->start();
       
   197 }
       
   198 
       
   199 void Boat::stop()
       
   200 {
       
   201     movementAnimation->stop();
       
   202     machine->stop();
       
   203 }
       
   204 
       
   205 void Boat::updateBoatMovement()
       
   206 {
       
   207     if (speed == 0 || direction == Boat::None) {
       
   208         movementAnimation->stop();
       
   209         return;
       
   210     }
       
   211 
       
   212     movementAnimation->stop();
       
   213 
       
   214     if (direction == Boat::Left) {
       
   215         movementAnimation->setEndValue(QPointF(0,y()));
       
   216         movementAnimation->setDuration(x()/speed*15);
       
   217     }
       
   218     else /*if (direction == Boat::Right)*/ {
       
   219         movementAnimation->setEndValue(QPointF(scene()->width()-size().width(),y()));
       
   220         movementAnimation->setDuration((scene()->width()-size().width()-x())/speed*15);
       
   221     }
       
   222     movementAnimation->start();
       
   223 }
       
   224 
       
   225 void Boat::destroy()
       
   226 {
       
   227     movementAnimation->stop();
       
   228     emit boatDestroyed();
       
   229 }
       
   230 
       
   231 int Boat::bombsLaunched() const
       
   232 {
       
   233     return bombsAlreadyLaunched;
       
   234 }
       
   235 
       
   236 void Boat::setBombsLaunched(int number)
       
   237 {
       
   238     if (number > MAX_BOMB) {
       
   239         qWarning("Boat::setBombsLaunched : It impossible to launch that number of bombs");
       
   240         return;
       
   241     }
       
   242     bombsAlreadyLaunched = number;
       
   243 }
       
   244 
       
   245 int Boat::currentSpeed() const
       
   246 {
       
   247     return speed;
       
   248 }
       
   249 
       
   250 void Boat::setCurrentSpeed(int speed)
       
   251 {
       
   252     if (speed > 3 || speed < 0) {
       
   253         qWarning("Boat::setCurrentSpeed: The boat can't run on that speed");
       
   254         return;
       
   255     }
       
   256     this->speed = speed;
       
   257 }
       
   258 
       
   259 enum Boat::Movement Boat::currentDirection() const
       
   260 {
       
   261     return direction;
       
   262 }
       
   263 
       
   264 void Boat::setCurrentDirection(Movement direction)
       
   265 {
       
   266     this->direction = direction;
       
   267 }
       
   268 
       
   269 int Boat::type() const
       
   270 {
       
   271     return Type;
       
   272 }