demos/sub-attaq/submarine.cpp
changeset 0 1918ee327afb
child 4 3b1da2848fc7
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/demos/sub-attaq/submarine.cpp	Mon Jan 11 14:00:40 2010 +0000
@@ -0,0 +1,182 @@
+/****************************************************************************
+**
+** 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 "submarine.h"
+#include "submarine_p.h"
+#include "torpedo.h"
+#include "pixmapitem.h"
+#include "graphicsscene.h"
+#include "animationmanager.h"
+#include "qanimationstate.h"
+
+#include <QtCore/QPropertyAnimation>
+#include <QtCore/QStateMachine>
+#include <QtCore/QFinalState>
+#include <QtCore/QSequentialAnimationGroup>
+
+static QAbstractAnimation *setupDestroyAnimation(SubMarine *sub)
+{
+    QSequentialAnimationGroup *group = new QSequentialAnimationGroup(sub);
+    for (int i = 1; i <= 4; ++i) {
+        PixmapItem *step = new PixmapItem(QString::fromLatin1("explosion/submarine/step%1").arg(i), GraphicsScene::Big, sub);
+        step->setZValue(6);
+        step->setOpacity(0);
+        QPropertyAnimation *anim = new QPropertyAnimation(step, "opacity", group);
+        anim->setDuration(100);
+        anim->setEndValue(1);
+    }
+    AnimationManager::self()->registerAnimation(group);
+    return group;
+}
+
+
+SubMarine::SubMarine(int type, const QString &name, int points) : PixmapItem(QString("submarine"), GraphicsScene::Big),
+    subType(type), subName(name), subPoints(points), speed(0), direction(SubMarine::None)
+{
+    setZValue(5);
+    setTransformOriginPoint(boundingRect().center());
+
+    graphicsRotation = new QGraphicsRotation(this);
+    graphicsRotation->setAxis(Qt::YAxis);
+    graphicsRotation->setOrigin(QVector3D(size().width()/2, size().height()/2, 0));
+    QList<QGraphicsTransform *> r;
+    r.append(graphicsRotation);
+    setTransformations(r);
+
+    //We setup the state machine of the submarine
+    QStateMachine *machine = new QStateMachine(this);
+
+    //This state is when the boat is moving/rotating
+    QState *moving = new QState(machine);
+
+    //This state is when the boat is moving from left to right
+    MovementState *movement = new MovementState(this, moving);
+
+    //This state is when the boat is moving from left to right
+    ReturnState *rotation = new ReturnState(this, moving);
+
+    //This is the initial state of the moving root state
+    moving->setInitialState(movement);
+
+    movement->addTransition(this, SIGNAL(subMarineStateChanged()), moving);
+
+    //This is the initial state of the machine
+    machine->setInitialState(moving);
+
+    //End
+    QFinalState *final = new QFinalState(machine);
+
+    //If the moving animation is finished we move to the return state
+    movement->addTransition(movement, SIGNAL(animationFinished()), rotation);
+
+    //If the return animation is finished we move to the moving state
+    rotation->addTransition(rotation, SIGNAL(animationFinished()), movement);
+
+    //This state play the destroyed animation
+    QAnimationState *destroyedState = new QAnimationState(machine);
+    destroyedState->setAnimation(setupDestroyAnimation(this));
+
+    //Play a nice animation when the submarine is destroyed
+    moving->addTransition(this, SIGNAL(subMarineDestroyed()), 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 submarine is dead
+    connect(machine,SIGNAL(finished()),this, SIGNAL(subMarineExecutionFinished()));
+
+    machine->start();
+}
+
+int SubMarine::points() const
+{
+    return subPoints;
+}
+
+void SubMarine::setCurrentDirection(SubMarine::Movement direction)
+{
+    if (this->direction == direction)
+        return;
+    if (direction == SubMarine::Right && this->direction == SubMarine::None) {
+          graphicsRotation->setAngle(180);
+    }
+    this->direction = direction;
+}
+
+enum SubMarine::Movement SubMarine::currentDirection() const
+{
+    return direction;
+}
+
+void SubMarine::setCurrentSpeed(int speed)
+{
+    if (speed < 0 || speed > 3) {
+        qWarning("SubMarine::setCurrentSpeed : The speed is invalid");
+    }
+    this->speed = speed;
+    emit subMarineStateChanged();
+}
+
+int SubMarine::currentSpeed() const
+{
+    return speed;
+}
+
+void SubMarine::launchTorpedo(int speed)
+{
+    Torpedo * torp = new Torpedo();
+    GraphicsScene *scene = static_cast<GraphicsScene *>(this->scene());
+    scene->addItem(torp);
+    torp->setPos(pos());
+    torp->setCurrentSpeed(speed);
+    torp->launch();
+}
+
+void SubMarine::destroy()
+{
+    emit subMarineDestroyed();
+}
+
+int SubMarine::type() const
+{
+    return Type;
+}