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#ifndef BOAT_P_H
#define BOAT_P_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
//Own
#include "bomb.h"
#include "graphicsscene.h"
// Qt
#include <QGraphicsRotation>
#include <QKeyEventTransition>
#include <QState>
static const int MAX_BOMB = 5;
//These transtion test if we have to stop the boat (i.e current speed is 1)
class KeyStopTransition : public QKeyEventTransition
{
public:
KeyStopTransition(Boat *b, QEvent::Type t, int k)
: QKeyEventTransition(b, t, k), boat(b)
{
}
protected:
bool eventTest(QEvent *event) override
{
if (!QKeyEventTransition::eventTest(event))
return false;
return (boat->currentSpeed() == 1);
}
private:
Boat *boat;
};
//These transtion test if we have to move the boat (i.e current speed was 0 or another value)
class KeyMoveTransition : public QKeyEventTransition
{
public:
KeyMoveTransition(Boat *b, QEvent::Type t, int k)
: QKeyEventTransition(b, t, k), boat(b), key(k)
{
}
protected:
bool eventTest(QEvent *event) override
{
if (!QKeyEventTransition::eventTest(event))
return false;
return (boat->currentSpeed() >= 0);
}
void onTransition(QEvent *) override
{
//We decrease the speed if needed
if (key == Qt::Key_Left && boat->currentDirection() == Boat::Right)
boat->setCurrentSpeed(boat->currentSpeed() - 1);
else if (key == Qt::Key_Right && boat->currentDirection() == Boat::Left)
boat->setCurrentSpeed(boat->currentSpeed() - 1);
else if (boat->currentSpeed() < 3)
boat->setCurrentSpeed(boat->currentSpeed() + 1);
boat->updateBoatMovement();
}
private:
Boat *boat;
int key;
};
//This transition trigger the bombs launch
class KeyLaunchTransition : public QKeyEventTransition
{
public:
KeyLaunchTransition(Boat *boat, QEvent::Type type, int key)
: QKeyEventTransition(boat, type, key), boat(boat)
{
}
protected:
bool eventTest(QEvent *event) override
{
if (!QKeyEventTransition::eventTest(event))
return false;
//We have enough bomb?
return (boat->bombsLaunched() < MAX_BOMB);
}
private:
Boat *boat;
};
//This state is describing when the boat is moving right
class MoveStateRight : public QState
{
public:
explicit MoveStateRight(Boat *boat, QState *parent = nullptr)
: QState(parent), boat(boat)
{
}
protected:
void onEntry(QEvent *) override
{
boat->setCurrentDirection(Boat::Right);
boat->updateBoatMovement();
}
private:
Boat *boat;
};
//This state is describing when the boat is moving left
class MoveStateLeft : public QState
{
public:
explicit MoveStateLeft(Boat *boat, QState *parent = nullptr)
: QState(parent), boat(boat)
{
}
protected:
void onEntry(QEvent *) override
{
boat->setCurrentDirection(Boat::Left);
boat->updateBoatMovement();
}
private:
Boat *boat;
};
//This state is describing when the boat is in a stand by position
class StopState : public QState
{
public:
explicit StopState(Boat *boat, QState *parent = nullptr)
: QState(parent), boat(boat)
{
}
protected:
void onEntry(QEvent *) override
{
boat->setCurrentSpeed(0);
boat->setCurrentDirection(Boat::None);
boat->updateBoatMovement();
}
private:
Boat *boat;
};
//This state is describing the launch of the torpedo on the right
class LaunchStateRight : public QState
{
public:
explicit LaunchStateRight(Boat *boat, QState *parent = nullptr)
: QState(parent), boat(boat)
{
}
protected:
void onEntry(QEvent *) override
{
Bomb *b = new Bomb;
b->setPos(boat->x()+boat->size().width(),boat->y());
GraphicsScene *scene = static_cast<GraphicsScene *>(boat->scene());
scene->addItem(b);
b->launch(Bomb::Right);
boat->setBombsLaunched(boat->bombsLaunched() + 1);
}
private:
Boat *boat;
};
//This state is describing the launch of the torpedo on the left
class LaunchStateLeft : public QState
{
public:
explicit LaunchStateLeft(Boat *boat, QState *parent = nullptr)
: QState(parent), boat(boat)
{
}
protected:
void onEntry(QEvent *) override
{
Bomb *b = new Bomb;
b->setPos(boat->x() - b->size().width(), boat->y());
GraphicsScene *scene = static_cast<GraphicsScene *>(boat->scene());
scene->addItem(b);
b->launch(Bomb::Left);
boat->setBombsLaunched(boat->bombsLaunched() + 1);
}
private:
Boat *boat;
};
#endif // BOAT_P_H