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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 | |