/**************************************************************************** ** ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the QtCore module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** No Commercial Usage ** This file contains pre-release code and may not be distributed. ** You may use this file in accordance with the terms and conditions ** contained in the Technology Preview License Agreement accompanying ** this package. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 2.1 requirements ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Nokia gives you certain additional ** rights. These rights are described in the Nokia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** If you have questions regarding the use of this file, please contact ** Nokia at qt-info@nokia.com. ** ** ** ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ //Own #include "boat.h" #include "boat_p.h" #include "bomb.h" #include "pixmapitem.h" #include "graphicsscene.h" #include "animationmanager.h" #include "custompropertyanimation.h" #include "qanimationstate.h" //Qt #include #include #include #include #include #include static QAbstractAnimation *setupDestroyAnimation(Boat *boat) { QSequentialAnimationGroup *group = new QSequentialAnimationGroup(boat); #if QT_VERSION >=0x040500 PixmapItem *step1 = new PixmapItem(QString("explosion/boat/step1"),GraphicsScene::Big, boat); step1->setZValue(6); PixmapItem *step2 = new PixmapItem(QString("explosion/boat/step2"),GraphicsScene::Big, boat); step2->setZValue(6); PixmapItem *step3 = new PixmapItem(QString("explosion/boat/step3"),GraphicsScene::Big, boat); step3->setZValue(6); PixmapItem *step4 = new PixmapItem(QString("explosion/boat/step4"),GraphicsScene::Big, boat); step4->setZValue(6); step1->setOpacity(0); step2->setOpacity(0); step3->setOpacity(0); step4->setOpacity(0); CustomPropertyAnimation *anim1 = new CustomPropertyAnimation(boat); anim1->setMemberFunctions((QGraphicsItem*)step1, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity); anim1->setDuration(100); anim1->setEndValue(1); CustomPropertyAnimation *anim2 = new CustomPropertyAnimation(boat); anim2->setMemberFunctions((QGraphicsItem*)step2, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity); anim2->setDuration(100); anim2->setEndValue(1); CustomPropertyAnimation *anim3 = new CustomPropertyAnimation(boat); anim3->setMemberFunctions((QGraphicsItem*)step3, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity); anim3->setDuration(100); anim3->setEndValue(1); CustomPropertyAnimation *anim4 = new CustomPropertyAnimation(boat); anim4->setMemberFunctions((QGraphicsItem*)step4, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity); anim4->setDuration(100); anim4->setEndValue(1); CustomPropertyAnimation *anim5 = new CustomPropertyAnimation(boat); anim5->setMemberFunctions((QGraphicsItem*)step1, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity); anim5->setDuration(100); anim5->setEndValue(0); CustomPropertyAnimation *anim6 = new CustomPropertyAnimation(boat); anim6->setMemberFunctions((QGraphicsItem*)step2, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity); anim6->setDuration(100); anim6->setEndValue(0); CustomPropertyAnimation *anim7 = new CustomPropertyAnimation(boat); anim7->setMemberFunctions((QGraphicsItem*)step3, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity); anim7->setDuration(100); anim7->setEndValue(0); CustomPropertyAnimation *anim8 = new CustomPropertyAnimation(boat); anim8->setMemberFunctions((QGraphicsItem*)step4, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity); anim8->setDuration(100); anim8->setEndValue(0); group->addAnimation(anim1); group->addAnimation(anim2); group->addAnimation(anim3); group->addAnimation(anim4); group->addAnimation(anim5); group->addAnimation(anim6); group->addAnimation(anim7); group->addAnimation(anim8); #else // work around for a bug where we don't transition if the duration is zero. QtPauseAnimation *anim = new QtPauseAnimation(group); anim->setDuration(1); group->addAnimation(anim); #endif AnimationManager::self()->registerAnimation(group); return group; } Boat::Boat(QGraphicsItem * parent, Qt::WindowFlags wFlags) : QGraphicsWidget(parent,wFlags), speed(0), bombsAlreadyLaunched(0), direction(Boat::None), movementAnimation(0) { pixmapItem = new PixmapItem(QString("boat"),GraphicsScene::Big, this); setZValue(4); setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Fixed); setFlags(QGraphicsItem::ItemIsMovable | QGraphicsItem::ItemIsFocusable); resize(pixmapItem->boundingRect().size()); //The movement animation used to animate the boat movementAnimation = new QPropertyAnimation(this, "pos"); //The movement animation used to animate the boat destroyAnimation = setupDestroyAnimation(this); //We setup the state machien of the boat machine = new QStateMachine(this); QState *moving = new QState(machine); StopState *stopState = new StopState(this, moving); machine->setInitialState(moving); moving->setInitialState(stopState); MoveStateRight *moveStateRight = new MoveStateRight(this, moving); MoveStateLeft *moveStateLeft = new MoveStateLeft(this, moving); LaunchStateRight *launchStateRight = new LaunchStateRight(this, machine); LaunchStateLeft *launchStateLeft = new LaunchStateLeft(this, machine); //then setup the transitions for the rightMove state KeyStopTransition *leftStopRight = new KeyStopTransition(this, QEvent::KeyPress, Qt::Key_Left); leftStopRight->setTargetState(stopState); KeyMoveTransition *leftMoveRight = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Left); leftMoveRight->setTargetState(moveStateRight); KeyMoveTransition *rightMoveRight = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right); rightMoveRight->setTargetState(moveStateRight); KeyMoveTransition *rightMoveStop = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right); rightMoveStop->setTargetState(moveStateRight); //then setup the transitions for the leftMove state KeyStopTransition *rightStopLeft = new KeyStopTransition(this, QEvent::KeyPress, Qt::Key_Right); rightStopLeft->setTargetState(stopState); KeyMoveTransition *rightMoveLeft = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right); rightMoveLeft->setTargetState(moveStateLeft); KeyMoveTransition *leftMoveLeft = new KeyMoveTransition(this, QEvent::KeyPress,Qt::Key_Left); leftMoveLeft->setTargetState(moveStateLeft); KeyMoveTransition *leftMoveStop = new KeyMoveTransition(this, QEvent::KeyPress,Qt::Key_Left); leftMoveStop->setTargetState(moveStateLeft); //We set up the right move state moveStateRight->addTransition(leftStopRight); moveStateRight->addTransition(leftMoveRight); moveStateRight->addTransition(rightMoveRight); stopState->addTransition(rightMoveStop); //We set up the left move state moveStateLeft->addTransition(rightStopLeft); moveStateLeft->addTransition(leftMoveLeft); moveStateLeft->addTransition(rightMoveLeft); stopState->addTransition(leftMoveStop); //The animation is finished, it means we reached the border of the screen, the boat is stopped so we move to the stop state moveStateLeft->addTransition(movementAnimation, SIGNAL(finished()), stopState); moveStateRight->addTransition(movementAnimation, SIGNAL(finished()), stopState); //We set up the keys for dropping bombs KeyLaunchTransition *upFireLeft = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up); upFireLeft->setTargetState(launchStateRight); KeyLaunchTransition *upFireRight = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up); upFireRight->setTargetState(launchStateRight); KeyLaunchTransition *upFireStop = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up); upFireStop->setTargetState(launchStateRight); KeyLaunchTransition *downFireLeft = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down); downFireLeft->setTargetState(launchStateLeft); KeyLaunchTransition *downFireRight = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down); downFireRight->setTargetState(launchStateLeft); KeyLaunchTransition *downFireMove = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down); downFireMove->setTargetState(launchStateLeft); //We set up transitions for fire up moveStateRight->addTransition(upFireRight); moveStateLeft->addTransition(upFireLeft); stopState->addTransition(upFireStop); //We set up transitions for fire down moveStateRight->addTransition(downFireRight); moveStateLeft->addTransition(downFireLeft); stopState->addTransition(downFireMove); //Finally the launch state should come back to its original state QHistoryState *historyState = new QHistoryState(moving); launchStateLeft->addTransition(historyState); launchStateRight->addTransition(historyState); QFinalState *final = new QFinalState(machine); //This state play the destroyed animation QAnimationState *destroyedState = new QAnimationState(machine); destroyedState->setAnimation(destroyAnimation); //Play a nice animation when the boat is destroyed moving->addTransition(this, SIGNAL(boatDestroyed()),destroyedState); //Transition to final state when the destroyed animation is finished destroyedState->addTransition(destroyedState, SIGNAL(animationFinished()), final); //The machine has finished to be executed, then the boat is dead connect(machine,SIGNAL(finished()),this, SIGNAL(boatExecutionFinished())); } void Boat::run() { //We register animations AnimationManager::self()->registerAnimation(movementAnimation); AnimationManager::self()->registerAnimation(destroyAnimation); machine->start(); } void Boat::stop() { movementAnimation->stop(); machine->stop(); } void Boat::updateBoatMovement() { if (speed == 0 || direction == Boat::None) { movementAnimation->stop(); return; } movementAnimation->stop(); movementAnimation->setStartValue(pos()); if (direction == Boat::Left) { movementAnimation->setEndValue(QPointF(0,y())); movementAnimation->setDuration(x()/speed*15); } else /*if (direction == Boat::Right)*/ { movementAnimation->setEndValue(QPointF(scene()->width()-size().width(),y())); movementAnimation->setDuration((scene()->width()-size().width()-x())/speed*15); } movementAnimation->start(); } void Boat::destroy() { movementAnimation->stop(); emit boatDestroyed(); } int Boat::bombsLaunched() const { return bombsAlreadyLaunched; } void Boat::setBombsLaunched(int number) { if (number > MAX_BOMB) { qWarning("Boat::setBombsLaunched : It impossible to launch that number of bombs"); return; } bombsAlreadyLaunched = number; } int Boat::currentSpeed() const { return speed; } void Boat::setCurrentSpeed(int speed) { if (speed > 3 || speed < 0) { qWarning("Boat::setCurrentSpeed: The boat can't run on that speed"); return; } this->speed = speed; } enum Boat::Movement Boat::currentDirection() const { return direction; } void Boat::setCurrentDirection(Movement direction) { this->direction = direction; } int Boat::type() const { return Type; }