| 1 | /**************************************************************************** |
| 2 | ** |
| 3 | ** Copyright (C) 2016 The Qt Company Ltd. |
| 4 | ** Contact: https://www.qt.io/licensing/ |
| 5 | ** |
| 6 | ** This file is part of the QtCore module of the Qt Toolkit. |
| 7 | ** |
| 8 | ** $QT_BEGIN_LICENSE:BSD$ |
| 9 | ** Commercial License Usage |
| 10 | ** Licensees holding valid commercial Qt licenses may use this file in |
| 11 | ** accordance with the commercial license agreement provided with the |
| 12 | ** Software or, alternatively, in accordance with the terms contained in |
| 13 | ** a written agreement between you and The Qt Company. For licensing terms |
| 14 | ** and conditions see https://www.qt.io/terms-conditions. For further |
| 15 | ** information use the contact form at https://www.qt.io/contact-us. |
| 16 | ** |
| 17 | ** BSD License Usage |
| 18 | ** Alternatively, you may use this file under the terms of the BSD license |
| 19 | ** as follows: |
| 20 | ** |
| 21 | ** "Redistribution and use in source and binary forms, with or without |
| 22 | ** modification, are permitted provided that the following conditions are |
| 23 | ** met: |
| 24 | ** * Redistributions of source code must retain the above copyright |
| 25 | ** notice, this list of conditions and the following disclaimer. |
| 26 | ** * Redistributions in binary form must reproduce the above copyright |
| 27 | ** notice, this list of conditions and the following disclaimer in |
| 28 | ** the documentation and/or other materials provided with the |
| 29 | ** distribution. |
| 30 | ** * Neither the name of The Qt Company Ltd nor the names of its |
| 31 | ** contributors may be used to endorse or promote products derived |
| 32 | ** from this software without specific prior written permission. |
| 33 | ** |
| 34 | ** |
| 35 | ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
| 36 | ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
| 37 | ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
| 38 | ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
| 39 | ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
| 40 | ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
| 41 | ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
| 42 | ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
| 43 | ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 44 | ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 45 | ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." |
| 46 | ** |
| 47 | ** $QT_END_LICENSE$ |
| 48 | ** |
| 49 | ****************************************************************************/ |
| 50 | |
| 51 | //Own |
| 52 | #include "boat.h" |
| 53 | #include "boat_p.h" |
| 54 | #include "bomb.h" |
| 55 | #include "graphicsscene.h" |
| 56 | #include "animationmanager.h" |
| 57 | #include "qanimationstate.h" |
| 58 | |
| 59 | //Qt |
| 60 | #include <QFinalState> |
| 61 | #include <QHistoryState> |
| 62 | #include <QPropertyAnimation> |
| 63 | #include <QSequentialAnimationGroup> |
| 64 | #include <QState> |
| 65 | #include <QStateMachine> |
| 66 | |
| 67 | static QAbstractAnimation *setupDestroyAnimation(Boat *boat) |
| 68 | { |
| 69 | QSequentialAnimationGroup *group = new QSequentialAnimationGroup(boat); |
| 70 | for (int i = 1; i <= 4; i++) { |
| 71 | PixmapItem *step = new PixmapItem(QString("explosion/boat/step%1" ).arg(a: i),GraphicsScene::Big, boat); |
| 72 | step->setZValue(6); |
| 73 | step->setOpacity(0); |
| 74 | |
| 75 | //fade-in |
| 76 | QPropertyAnimation *anim = new QPropertyAnimation(step, "opacity" ); |
| 77 | anim->setEndValue(1); |
| 78 | anim->setDuration(100); |
| 79 | group->insertAnimation(index: i-1, animation: anim); |
| 80 | |
| 81 | //and then fade-out |
| 82 | QPropertyAnimation *anim2 = new QPropertyAnimation(step, "opacity" ); |
| 83 | anim2->setEndValue(0); |
| 84 | anim2->setDuration(100); |
| 85 | group->addAnimation(animation: anim2); |
| 86 | } |
| 87 | |
| 88 | AnimationManager::self()->registerAnimation(anim: group); |
| 89 | return group; |
| 90 | } |
| 91 | |
| 92 | |
| 93 | |
| 94 | Boat::Boat() |
| 95 | : PixmapItem(QString("boat" ), GraphicsScene::Big), |
| 96 | speed(0), bombsAlreadyLaunched(0), direction(Boat::None) |
| 97 | { |
| 98 | setZValue(4); |
| 99 | setFlags(QGraphicsItem::ItemIsFocusable); |
| 100 | |
| 101 | //The movement animation used to animate the boat |
| 102 | movementAnimation = new QPropertyAnimation(this, "pos" ); |
| 103 | |
| 104 | //The destroy animation used to explode the boat |
| 105 | destroyAnimation = setupDestroyAnimation(this); |
| 106 | |
| 107 | //We setup the state machine of the boat |
| 108 | machine = new QStateMachine(this); |
| 109 | QState *moving = new QState(machine); |
| 110 | StopState *stopState = new StopState(this, moving); |
| 111 | machine->setInitialState(moving); |
| 112 | moving->setInitialState(stopState); |
| 113 | MoveStateRight *moveStateRight = new MoveStateRight(this, moving); |
| 114 | MoveStateLeft *moveStateLeft = new MoveStateLeft(this, moving); |
| 115 | LaunchStateRight *launchStateRight = new LaunchStateRight(this, machine); |
| 116 | LaunchStateLeft *launchStateLeft = new LaunchStateLeft(this, machine); |
| 117 | |
| 118 | //then setup the transitions for the rightMove state |
| 119 | KeyStopTransition *leftStopRight = new KeyStopTransition(this, QEvent::KeyPress, Qt::Key_Left); |
| 120 | leftStopRight->setTargetState(stopState); |
| 121 | KeyMoveTransition *leftMoveRight = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Left); |
| 122 | leftMoveRight->setTargetState(moveStateRight); |
| 123 | KeyMoveTransition *rightMoveRight = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right); |
| 124 | rightMoveRight->setTargetState(moveStateRight); |
| 125 | KeyMoveTransition *rightMoveStop = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right); |
| 126 | rightMoveStop->setTargetState(moveStateRight); |
| 127 | |
| 128 | //then setup the transitions for the leftMove state |
| 129 | KeyStopTransition *rightStopLeft = new KeyStopTransition(this, QEvent::KeyPress, Qt::Key_Right); |
| 130 | rightStopLeft->setTargetState(stopState); |
| 131 | KeyMoveTransition *rightMoveLeft = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right); |
| 132 | rightMoveLeft->setTargetState(moveStateLeft); |
| 133 | KeyMoveTransition *leftMoveLeft = new KeyMoveTransition(this, QEvent::KeyPress,Qt::Key_Left); |
| 134 | leftMoveLeft->setTargetState(moveStateLeft); |
| 135 | KeyMoveTransition *leftMoveStop = new KeyMoveTransition(this, QEvent::KeyPress,Qt::Key_Left); |
| 136 | leftMoveStop->setTargetState(moveStateLeft); |
| 137 | |
| 138 | //We set up the right move state |
| 139 | moveStateRight->addTransition(transition: leftStopRight); |
| 140 | moveStateRight->addTransition(transition: leftMoveRight); |
| 141 | moveStateRight->addTransition(transition: rightMoveRight); |
| 142 | stopState->addTransition(transition: rightMoveStop); |
| 143 | |
| 144 | //We set up the left move state |
| 145 | moveStateLeft->addTransition(transition: rightStopLeft); |
| 146 | moveStateLeft->addTransition(transition: leftMoveLeft); |
| 147 | moveStateLeft->addTransition(transition: rightMoveLeft); |
| 148 | stopState->addTransition(transition: leftMoveStop); |
| 149 | |
| 150 | //The animation is finished, it means we reached the border of the screen, the boat is stopped so we move to the stop state |
| 151 | moveStateLeft->addTransition(obj: movementAnimation, signal: &QAbstractAnimation::finished, target: stopState); |
| 152 | moveStateRight->addTransition(obj: movementAnimation, signal: &QAbstractAnimation::finished, target: stopState); |
| 153 | |
| 154 | //We set up the keys for dropping bombs |
| 155 | KeyLaunchTransition *upFireLeft = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up); |
| 156 | upFireLeft->setTargetState(launchStateRight); |
| 157 | KeyLaunchTransition *upFireRight = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up); |
| 158 | upFireRight->setTargetState(launchStateRight); |
| 159 | KeyLaunchTransition *upFireStop = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up); |
| 160 | upFireStop->setTargetState(launchStateRight); |
| 161 | KeyLaunchTransition *downFireLeft = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down); |
| 162 | downFireLeft->setTargetState(launchStateLeft); |
| 163 | KeyLaunchTransition *downFireRight = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down); |
| 164 | downFireRight->setTargetState(launchStateLeft); |
| 165 | KeyLaunchTransition *downFireMove = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down); |
| 166 | downFireMove->setTargetState(launchStateLeft); |
| 167 | |
| 168 | //We set up transitions for fire up |
| 169 | moveStateRight->addTransition(transition: upFireRight); |
| 170 | moveStateLeft->addTransition(transition: upFireLeft); |
| 171 | stopState->addTransition(transition: upFireStop); |
| 172 | |
| 173 | //We set up transitions for fire down |
| 174 | moveStateRight->addTransition(transition: downFireRight); |
| 175 | moveStateLeft->addTransition(transition: downFireLeft); |
| 176 | stopState->addTransition(transition: downFireMove); |
| 177 | |
| 178 | //Finally the launch state should come back to its original state |
| 179 | QHistoryState *historyState = new QHistoryState(moving); |
| 180 | launchStateLeft->addTransition(target: historyState); |
| 181 | launchStateRight->addTransition(target: historyState); |
| 182 | |
| 183 | QFinalState *finalState = new QFinalState(machine); |
| 184 | |
| 185 | //This state play the destroyed animation |
| 186 | QAnimationState *destroyedState = new QAnimationState(machine); |
| 187 | destroyedState->setAnimation(destroyAnimation); |
| 188 | |
| 189 | //Play a nice animation when the boat is destroyed |
| 190 | moving->addTransition(obj: this, signal: &Boat::boatDestroyed, target: destroyedState); |
| 191 | |
| 192 | //Transition to final state when the destroyed animation is finished |
| 193 | destroyedState->addTransition(obj: destroyedState, signal: &QAnimationState::animationFinished, target: finalState); |
| 194 | |
| 195 | //The machine has finished to be executed, then the boat is dead |
| 196 | connect(sender: machine, signal: &QState::finished, receiver: this, slot: &Boat::boatExecutionFinished); |
| 197 | |
| 198 | } |
| 199 | |
| 200 | void Boat::run() |
| 201 | { |
| 202 | //We register animations |
| 203 | AnimationManager::self()->registerAnimation(anim: movementAnimation); |
| 204 | AnimationManager::self()->registerAnimation(anim: destroyAnimation); |
| 205 | machine->start(); |
| 206 | } |
| 207 | |
| 208 | void Boat::stop() |
| 209 | { |
| 210 | movementAnimation->stop(); |
| 211 | machine->stop(); |
| 212 | } |
| 213 | |
| 214 | void Boat::updateBoatMovement() |
| 215 | { |
| 216 | if (speed == 0 || direction == Boat::None) { |
| 217 | movementAnimation->stop(); |
| 218 | return; |
| 219 | } |
| 220 | |
| 221 | movementAnimation->stop(); |
| 222 | |
| 223 | if (direction == Boat::Left) { |
| 224 | movementAnimation->setEndValue(QPointF(0,y())); |
| 225 | movementAnimation->setDuration(x()/speed*15); |
| 226 | } |
| 227 | else /*if (direction == Boat::Right)*/ { |
| 228 | movementAnimation->setEndValue(QPointF(scene()->width()-size().width(),y())); |
| 229 | movementAnimation->setDuration((scene()->width()-size().width()-x())/speed*15); |
| 230 | } |
| 231 | movementAnimation->start(); |
| 232 | } |
| 233 | |
| 234 | void Boat::destroy() |
| 235 | { |
| 236 | movementAnimation->stop(); |
| 237 | emit boatDestroyed(); |
| 238 | } |
| 239 | |
| 240 | int Boat::bombsLaunched() const |
| 241 | { |
| 242 | return bombsAlreadyLaunched; |
| 243 | } |
| 244 | |
| 245 | void Boat::setBombsLaunched(int number) |
| 246 | { |
| 247 | if (number > MAX_BOMB) { |
| 248 | qWarning(msg: "Boat::setBombsLaunched : It impossible to launch that number of bombs" ); |
| 249 | return; |
| 250 | } |
| 251 | bombsAlreadyLaunched = number; |
| 252 | } |
| 253 | |
| 254 | int Boat::currentSpeed() const |
| 255 | { |
| 256 | return speed; |
| 257 | } |
| 258 | |
| 259 | void Boat::setCurrentSpeed(int speed) |
| 260 | { |
| 261 | if (speed > 3 || speed < 0) { |
| 262 | qWarning(msg: "Boat::setCurrentSpeed: The boat can't run on that speed" ); |
| 263 | return; |
| 264 | } |
| 265 | this->speed = speed; |
| 266 | } |
| 267 | |
| 268 | enum Boat::Movement Boat::currentDirection() const |
| 269 | { |
| 270 | return direction; |
| 271 | } |
| 272 | |
| 273 | void Boat::setCurrentDirection(Movement direction) |
| 274 | { |
| 275 | this->direction = direction; |
| 276 | } |
| 277 | |
| 278 | int Boat::type() const |
| 279 | { |
| 280 | return Type; |
| 281 | } |
| 282 | |