summaryrefslogtreecommitdiffstats
path: root/demos/sub-attaq/boat.cpp
blob: f32fc3ca4ecad21e63798592d330f5af017e0a93 (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
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
/****************************************************************************
**
** Copyright (C) 2011 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 "boat.h"
#include "boat_p.h"
#include "bomb.h"
#include "pixmapitem.h"
#include "graphicsscene.h"
#include "animationmanager.h"
#include "qanimationstate.h"

//Qt
#include <QtCore/QPropertyAnimation>
#include <QtCore/QStateMachine>
#include <QtCore/QHistoryState>
#include <QtCore/QFinalState>
#include <QtCore/QState>
#include <QtCore/QSequentialAnimationGroup>

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;
}