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50 | |
51 | //Own |
52 | #include "submarine.h" |
53 | #include "submarine_p.h" |
54 | #include "torpedo.h" |
55 | #include "graphicsscene.h" |
56 | #include "animationmanager.h" |
57 | #include "qanimationstate.h" |
58 | |
59 | #include <QFinalState> |
60 | #include <QPropertyAnimation> |
61 | #include <QStateMachine> |
62 | #include <QSequentialAnimationGroup> |
63 | |
64 | static QAbstractAnimation *setupDestroyAnimation(SubMarine *sub) |
65 | { |
66 | QSequentialAnimationGroup *group = new QSequentialAnimationGroup(sub); |
67 | for (int i = 1; i <= 4; ++i) { |
68 | PixmapItem *step = new PixmapItem(QString::fromLatin1(str: "explosion/submarine/step%1" ).arg(a: i), GraphicsScene::Big, sub); |
69 | step->setZValue(6); |
70 | step->setOpacity(0); |
71 | QPropertyAnimation *anim = new QPropertyAnimation(step, "opacity" , group); |
72 | anim->setDuration(100); |
73 | anim->setEndValue(1); |
74 | } |
75 | AnimationManager::self()->registerAnimation(anim: group); |
76 | return group; |
77 | } |
78 | |
79 | |
80 | SubMarine::SubMarine(int type, const QString &name, int points) : PixmapItem(QString("submarine" ), GraphicsScene::Big), |
81 | subType(type), subName(name), subPoints(points), speed(0), direction(SubMarine::None) |
82 | { |
83 | setZValue(5); |
84 | setTransformOriginPoint(boundingRect().center()); |
85 | |
86 | graphicsRotation = new QGraphicsRotation(this); |
87 | graphicsRotation->setAxis(Qt::YAxis); |
88 | graphicsRotation->setOrigin(QVector3D(size().width() / 2, size().height() / 2, 0)); |
89 | QList<QGraphicsTransform *> r({graphicsRotation}); |
90 | setTransformations(r); |
91 | |
92 | //We setup the state machine of the submarine |
93 | QStateMachine *machine = new QStateMachine(this); |
94 | |
95 | //This state is when the boat is moving/rotating |
96 | QState *moving = new QState(machine); |
97 | |
98 | //This state is when the boat is moving from left to right |
99 | MovementState *movement = new MovementState(this, moving); |
100 | |
101 | //This state is when the boat is moving from left to right |
102 | ReturnState *rotation = new ReturnState(this, moving); |
103 | |
104 | //This is the initial state of the moving root state |
105 | moving->setInitialState(movement); |
106 | |
107 | movement->addTransition(obj: this, signal: &SubMarine::subMarineStateChanged, target: moving); |
108 | |
109 | //This is the initial state of the machine |
110 | machine->setInitialState(moving); |
111 | |
112 | //End |
113 | QFinalState *finalState = new QFinalState(machine); |
114 | |
115 | //If the moving animation is finished we move to the return state |
116 | movement->addTransition(obj: movement, signal: &QAnimationState::animationFinished, target: rotation); |
117 | |
118 | //If the return animation is finished we move to the moving state |
119 | rotation->addTransition(obj: rotation, signal: &QAnimationState::animationFinished, target: movement); |
120 | |
121 | //This state play the destroyed animation |
122 | QAnimationState *destroyedState = new QAnimationState(machine); |
123 | destroyedState->setAnimation(setupDestroyAnimation(this)); |
124 | |
125 | //Play a nice animation when the submarine is destroyed |
126 | moving->addTransition(obj: this, signal: &SubMarine::subMarineDestroyed, target: destroyedState); |
127 | |
128 | //Transition to final state when the destroyed animation is finished |
129 | destroyedState->addTransition(obj: destroyedState, signal: &QAnimationState::animationFinished, target: finalState); |
130 | |
131 | //The machine has finished to be executed, then the submarine is dead |
132 | connect(sender: machine,signal: &QState::finished,receiver: this, slot: &SubMarine::subMarineExecutionFinished); |
133 | |
134 | machine->start(); |
135 | } |
136 | |
137 | int SubMarine::points() const |
138 | { |
139 | return subPoints; |
140 | } |
141 | |
142 | void SubMarine::setCurrentDirection(SubMarine::Movement direction) |
143 | { |
144 | if (this->direction == direction) |
145 | return; |
146 | if (direction == SubMarine::Right && this->direction == SubMarine::None) |
147 | graphicsRotation->setAngle(180); |
148 | this->direction = direction; |
149 | } |
150 | |
151 | enum SubMarine::Movement SubMarine::currentDirection() const |
152 | { |
153 | return direction; |
154 | } |
155 | |
156 | void SubMarine::setCurrentSpeed(int speed) |
157 | { |
158 | if (speed < 0 || speed > 3) |
159 | qWarning(msg: "SubMarine::setCurrentSpeed : The speed is invalid" ); |
160 | this->speed = speed; |
161 | emit subMarineStateChanged(); |
162 | } |
163 | |
164 | int SubMarine::currentSpeed() const |
165 | { |
166 | return speed; |
167 | } |
168 | |
169 | void SubMarine::launchTorpedo(int speed) |
170 | { |
171 | Torpedo *torp = new Torpedo; |
172 | GraphicsScene *scene = static_cast<GraphicsScene *>(this->scene()); |
173 | scene->addItem(torpedo: torp); |
174 | torp->setPos(pos()); |
175 | torp->setCurrentSpeed(speed); |
176 | torp->launch(); |
177 | } |
178 | |
179 | void SubMarine::destroy() |
180 | { |
181 | emit subMarineDestroyed(); |
182 | } |
183 | |
184 | int SubMarine::type() const |
185 | { |
186 | return Type; |
187 | } |
188 | |