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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 "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->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), movementAnimation(0) { 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, 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; }