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-rw-r--r--examples/animation/sub-attaq/submarine.cpp182
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diff --git a/examples/animation/sub-attaq/submarine.cpp b/examples/animation/sub-attaq/submarine.cpp
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-/****************************************************************************
-**
-** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/
-**
-** This file is part of the QtCore module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** GNU Lesser General Public License Usage
-** 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.
-**
-** 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.
-**
-** Other Usage
-** Alternatively, this file may be used in accordance with the terms and
-** conditions contained in a signed written agreement between you and Nokia.
-**
-**
-**
-**
-**
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-//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;
-}