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diff --git a/examples/widgets/animation/sub-attaq/boat.cpp b/examples/widgets/animation/sub-attaq/boat.cpp
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-/****************************************************************************
-**
-** Copyright (C) 2016 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of the QtCore module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:BSD$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/contact-us.
-**
-** BSD License Usage
-** Alternatively, you may use this file under the terms of the BSD license
-** as follows:
-**
-** "Redistribution and use in source and binary forms, with or without
-** modification, are permitted provided that the following conditions are
-** met:
-** * Redistributions of source code must retain the above copyright
-** notice, this list of conditions and the following disclaimer.
-** * Redistributions in binary form must reproduce the above copyright
-** notice, this list of conditions and the following disclaimer in
-** the documentation and/or other materials provided with the
-** distribution.
-** * Neither the name of The Qt Company Ltd nor the names of its
-** contributors may be used to endorse or promote products derived
-** from this software without specific prior written permission.
-**
-**
-** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-//Own
-#include "boat.h"
-#include "boat_p.h"
-#include "bomb.h"
-#include "graphicsscene.h"
-#include "animationmanager.h"
-#include "qanimationstate.h"
-
-//Qt
-#include <QFinalState>
-#include <QHistoryState>
-#include <QPropertyAnimation>
-#include <QSequentialAnimationGroup>
-#include <QState>
-#include <QStateMachine>
-
-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->insertAnimation(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)
-{
- setZValue(4);
- setFlags(QGraphicsItem::ItemIsFocusable);
-
- //The movement animation used to animate the boat
- movementAnimation = new QPropertyAnimation(this, "pos");
-
- //The destroy animation used to explode the boat
- destroyAnimation = setupDestroyAnimation(this);
-
- //We setup the state machine 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, &QAbstractAnimation::finished, stopState);
- moveStateRight->addTransition(movementAnimation, &QAbstractAnimation::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 *finalState = 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, &Boat::boatDestroyed, destroyedState);
-
- //Transition to final state when the destroyed animation is finished
- destroyedState->addTransition(destroyedState, &QAnimationState::animationFinished, finalState);
-
- //The machine has finished to be executed, then the boat is dead
- connect(machine, &QState::finished, this, &Boat::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;
-}