| 1 | /**************************************************************************** | 
| 2 | ** | 
| 3 | ** Copyright (C) 2016 The Qt Company Ltd. | 
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| 49 | ****************************************************************************/ | 
| 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 |  |