summaryrefslogtreecommitdiffstats
path: root/examples/animation/sub-attaq/submarine.cpp
blob: 04b79169cd5eb2846cf225381c1def8c9f99adcc (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
/****************************************************************************
**
** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
** 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 either Technology Preview License Agreement or the
** Beta Release License Agreement.
**
** 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 1.0, included in the file LGPL_EXCEPTION.txt in this
** package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL included in the
** packaging of this file.  Please review the following information to
** ensure the GNU General Public License version 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
**
** If you are unsure which license is appropriate for your use, please
** contact the sales department at http://www.qtsoftware.com/contact.
** $QT_END_LICENSE$
**
****************************************************************************/

//Own
#include "submarine.h"
#include "submarine_p.h"
#include "torpedo.h"
#include "pixmapitem.h"
#include "graphicsscene.h"
#include "animationmanager.h"
#include "custompropertyanimation.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);
#if QT_VERSION >=0x040500
    PixmapItem *step1 = new PixmapItem(QString("explosion/submarine/step1"),GraphicsScene::Big, sub);
    step1->setZValue(6);
    PixmapItem *step2 = new PixmapItem(QString("explosion/submarine/step2"),GraphicsScene::Big, sub);
    step2->setZValue(6);
    PixmapItem *step3 = new PixmapItem(QString("explosion/submarine/step3"),GraphicsScene::Big, sub);
    step3->setZValue(6);
    PixmapItem *step4 = new PixmapItem(QString("explosion/submarine/step4"),GraphicsScene::Big, sub);
    step4->setZValue(6);
    step1->setOpacity(0);
    step2->setOpacity(0);
    step3->setOpacity(0);
    step4->setOpacity(0);
    CustomPropertyAnimation *anim1 = new CustomPropertyAnimation(sub);
    anim1->setMemberFunctions((QGraphicsItem*)step1, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity);
    anim1->setDuration(100);
    anim1->setEndValue(1);
    CustomPropertyAnimation *anim2 = new CustomPropertyAnimation(sub);
    anim2->setMemberFunctions((QGraphicsItem*)step2, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity);
    anim2->setDuration(100);
    anim2->setEndValue(1);
    CustomPropertyAnimation *anim3 = new CustomPropertyAnimation(sub);
    anim3->setMemberFunctions((QGraphicsItem*)step3, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity);
    anim3->setDuration(100);
    anim3->setEndValue(1);
    CustomPropertyAnimation *anim4 = new CustomPropertyAnimation(sub);
    anim4->setMemberFunctions((QGraphicsItem*)step4, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity);
    anim4->setDuration(100);
    anim4->setEndValue(1);
    group->addAnimation(anim1);
    group->addAnimation(anim2);
    group->addAnimation(anim3);
    group->addAnimation(anim4);
#else
    // work around for a bug where we don't transition if the duration is zero.
    QtPauseAnimation *anim = new QtPauseAnimation(group);
    anim->setDuration(1);
    group->addAnimation(anim);
#endif
    AnimationManager::self()->registerAnimation(group);
    return group;
}


SubMarine::SubMarine(int type, const QString &name, int points, QGraphicsItem * parent, Qt::WindowFlags wFlags)
    : QGraphicsWidget(parent,wFlags), subType(type), subName(name), subPoints(points), speed(0), direction(SubMarine::None)
{
    pixmapItem = new PixmapItem(QString("submarine"),GraphicsScene::Big, this);
    setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Fixed);
    setZValue(5);
    setFlags(QGraphicsItem::ItemIsMovable);
    resize(pixmapItem->boundingRect().width(),pixmapItem->boundingRect().height());
    setTransformOrigin(boundingRect().center());

    //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->rootState());

    //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->rootState());

    //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->rootState());
    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()
{
    return subPoints;
}

void SubMarine::setCurrentDirection(SubMarine::Movement direction)
{
    if (this->direction == direction)
        return;
    if (direction == SubMarine::Right && this->direction == SubMarine::None) {
          setYRotation(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(x(), y());
    torp->setCurrentSpeed(speed);
    torp->launch();
}

void SubMarine::destroy()
{
    emit subMarineDestroyed();
}

int SubMarine::type() const
{
    return Type;
}