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| |
| //Own |
| #include "submarine.h" |
| #include "submarine_p.h" |
| #include "torpedo.h" |
| #include "graphicsscene.h" |
| #include "animationmanager.h" |
| #include "qanimationstate.h" |
| |
| #include <QFinalState> |
| #include <QPropertyAnimation> |
| #include <QStateMachine> |
| #include <QSequentialAnimationGroup> |
| |
| static QAbstractAnimation *setupDestroyAnimation(SubMarine *sub) |
| { |
| QSequentialAnimationGroup *group = new QSequentialAnimationGroup(sub); |
| for (int i = 1; i <= 4; ++i) { |
| PixmapItem *step = new PixmapItem(QString::fromLatin1("explosion/submarine/step%1").arg(i), GraphicsScene::Big, sub); |
| step->setZValue(6); |
| step->setOpacity(0); |
| QPropertyAnimation *anim = new QPropertyAnimation(step, "opacity", group); |
| anim->setDuration(100); |
| anim->setEndValue(1); |
| } |
| AnimationManager::self()->registerAnimation(group); |
| return group; |
| } |
| |
| |
| SubMarine::SubMarine(int type, const QString &name, int points) : PixmapItem(QString("submarine"), GraphicsScene::Big), |
| subType(type), subName(name), subPoints(points), speed(0), direction(SubMarine::None) |
| { |
| setZValue(5); |
| setTransformOriginPoint(boundingRect().center()); |
| |
| graphicsRotation = new QGraphicsRotation(this); |
| graphicsRotation->setAxis(Qt::YAxis); |
| graphicsRotation->setOrigin(QVector3D(size().width() / 2, size().height() / 2, 0)); |
| QList<QGraphicsTransform *> r({graphicsRotation}); |
| setTransformations(r); |
| |
| //We setup the state machine of the submarine |
| QStateMachine *machine = new QStateMachine(this); |
| |
| //This state is when the boat is moving/rotating |
| QState *moving = new QState(machine); |
| |
| //This state is when the boat is moving from left to right |
| MovementState *movement = new MovementState(this, moving); |
| |
| //This state is when the boat is moving from left to right |
| ReturnState *rotation = new ReturnState(this, moving); |
| |
| //This is the initial state of the moving root state |
| moving->setInitialState(movement); |
| |
| movement->addTransition(this, &SubMarine::subMarineStateChanged, moving); |
| |
| //This is the initial state of the machine |
| machine->setInitialState(moving); |
| |
| //End |
| QFinalState *finalState = new QFinalState(machine); |
| |
| //If the moving animation is finished we move to the return state |
| movement->addTransition(movement, &QAnimationState::animationFinished, rotation); |
| |
| //If the return animation is finished we move to the moving state |
| rotation->addTransition(rotation, &QAnimationState::animationFinished, movement); |
| |
| //This state play the destroyed animation |
| QAnimationState *destroyedState = new QAnimationState(machine); |
| destroyedState->setAnimation(setupDestroyAnimation(this)); |
| |
| //Play a nice animation when the submarine is destroyed |
| moving->addTransition(this, &SubMarine::subMarineDestroyed, 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 submarine is dead |
| connect(machine,&QState::finished,this, &SubMarine::subMarineExecutionFinished); |
| |
| machine->start(); |
| } |
| |
| int SubMarine::points() const |
| { |
| return subPoints; |
| } |
| |
| void SubMarine::setCurrentDirection(SubMarine::Movement direction) |
| { |
| if (this->direction == direction) |
| return; |
| if (direction == SubMarine::Right && this->direction == SubMarine::None) |
| graphicsRotation->setAngle(180); |
| this->direction = direction; |
| } |
| |
| enum SubMarine::Movement SubMarine::currentDirection() const |
| { |
| return direction; |
| } |
| |
| void SubMarine::setCurrentSpeed(int speed) |
| { |
| if (speed < 0 || speed > 3) |
| qWarning("SubMarine::setCurrentSpeed : The speed is invalid"); |
| this->speed = speed; |
| emit subMarineStateChanged(); |
| } |
| |
| int SubMarine::currentSpeed() const |
| { |
| return speed; |
| } |
| |
| void SubMarine::launchTorpedo(int speed) |
| { |
| Torpedo *torp = new Torpedo; |
| GraphicsScene *scene = static_cast<GraphicsScene *>(this->scene()); |
| scene->addItem(torp); |
| torp->setPos(pos()); |
| torp->setCurrentSpeed(speed); |
| torp->launch(); |
| } |
| |
| void SubMarine::destroy() |
| { |
| emit subMarineDestroyed(); |
| } |
| |
| int SubMarine::type() const |
| { |
| return Type; |
| } |