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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
64static 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
80SubMarine::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
137int SubMarine::points() const
138{
139 return subPoints;
140}
141
142void 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
151enum SubMarine::Movement SubMarine::currentDirection() const
152{
153 return direction;
154}
155
156void 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
164int SubMarine::currentSpeed() const
165{
166 return speed;
167}
168
169void 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
179void SubMarine::destroy()
180{
181 emit subMarineDestroyed();
182}
183
184int SubMarine::type() const
185{
186 return Type;
187}
188

source code of qtbase/examples/widgets/animation/sub-attaq/submarine.cpp