| 1 | /**************************************************************************** | 
| 2 | ** | 
| 3 | ** Copyright (C) 2016 The Qt Company Ltd. | 
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| 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 |  |