diff -r 000000000000 -r 1918ee327afb demos/sub-attaq/submarine.cpp --- /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 +#include +#include +#include + +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 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(this->scene()); + scene->addItem(torp); + torp->setPos(pos()); + torp->setCurrentSpeed(speed); + torp->launch(); +} + +void SubMarine::destroy() +{ + emit subMarineDestroyed(); +} + +int SubMarine::type() const +{ + return Type; +}