diff -r 000000000000 -r 1918ee327afb demos/sub-attaq/boat.cpp --- /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 +#include +#include +#include +#include +#include + +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; +}