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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;
}