demos/sub-attaq/boat.cpp
changeset 0 1918ee327afb
child 3 41300fa6a67c
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/demos/sub-attaq/boat.cpp	Mon Jan 11 14:00:40 2010 +0000
@@ -0,0 +1,272 @@
+/****************************************************************************
+**
+** Copyright (C) 2009 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.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//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->insertAnimationAt(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 movement animation used to animate the boat
+    destroyAnimation = setupDestroyAnimation(this);
+
+    //We setup the state machien 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;
+}