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| |
| //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; |
| } |