/**************************************************************************** ** ** 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 examples 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. ** ** ** ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef BOAT_P_H #define BOAT_P_H // // W A R N I N G // ------------- // // This file is not part of the Qt API. It exists purely as an // implementation detail. This header file may change from version to // version without notice, or even be removed. // // We mean it. // //Own #include "bomb.h" #include "graphicsscene.h" // Qt #include static const int MAX_BOMB = 5; //These transtion test if we have to stop the boat (i.e current speed is 1) class KeyStopTransition : public QKeyEventTransition { public: KeyStopTransition(Boat *boat, QEvent::Type type, int key) : QKeyEventTransition(boat, type, key) { this->boat = boat; this->key = key; } protected: virtual bool eventTest(QEvent *event) { Q_UNUSED(event); if (!QKeyEventTransition::eventTest(event)) return false; if (boat->currentSpeed() == 1) return true; else return false; } private: Boat * boat; int key; }; //These transtion test if we have to move the boat (i.e current speed was 0 or another value) class KeyMoveTransition : public QKeyEventTransition { public: KeyMoveTransition(Boat *boat, QEvent::Type type, int key) : QKeyEventTransition(boat, type, key) { this->boat = boat; this->key = key; } protected: virtual bool eventTest(QEvent *event) { Q_UNUSED(event); if (!QKeyEventTransition::eventTest(event)) return false; if (boat->currentSpeed() >= 0) return true; else return false; } void onTransition(QEvent *) { //We decrease the speed if needed if (key == Qt::Key_Left && boat->currentDirection() == Boat::Right) boat->setCurrentSpeed(boat->currentSpeed() - 1); else if (key == Qt::Key_Right && boat->currentDirection() == Boat::Left) boat->setCurrentSpeed(boat->currentSpeed() - 1); else if (boat->currentSpeed() < 3) boat->setCurrentSpeed(boat->currentSpeed() + 1); boat->updateBoatMovement(); } private: Boat * boat; int key; }; //This transition trigger the bombs launch class KeyLaunchTransition : public QKeyEventTransition { public: KeyLaunchTransition(Boat *boat, QEvent::Type type, int key) : QKeyEventTransition(boat, type, key) { this->boat = boat; this->key = key; } protected: virtual bool eventTest(QEvent *event) { Q_UNUSED(event); if (!QKeyEventTransition::eventTest(event)) return false; //We have enough bomb? if (boat->bombsLaunched() < MAX_BOMB) return true; else return false; } private: Boat * boat; int key; }; //This state is describing when the boat is moving right class MoveStateRight : public QState { public: MoveStateRight(Boat *boat,QState *parent = 0) : QState(parent) { this->boat = boat; } protected: void onEntry(QEvent *) { boat->setCurrentDirection(Boat::Right); boat->updateBoatMovement(); } private: Boat * boat; }; //This state is describing when the boat is moving left class MoveStateLeft : public QState { public: MoveStateLeft(Boat *boat,QState *parent = 0) : QState(parent) { this->boat = boat; } protected: void onEntry(QEvent *) { boat->setCurrentDirection(Boat::Left); boat->updateBoatMovement(); } private: Boat * boat; }; //This state is describing when the boat is in a stand by position class StopState : public QState { public: StopState(Boat *boat,QState *parent = 0) : QState(parent) { this->boat = boat; } protected: void onEntry(QEvent *) { boat->setCurrentSpeed(0); boat->setCurrentDirection(Boat::None); boat->updateBoatMovement(); } private: Boat * boat; }; //This state is describing the launch of the torpedo on the right class LaunchStateRight : public QState { public: LaunchStateRight(Boat *boat,QState *parent = 0) : QState(parent) { this->boat = boat; } protected: void onEntry(QEvent *) { Bomb *b = new Bomb(); b->setPos(boat->x()+boat->size().width(),boat->y()); GraphicsScene *scene = static_cast(boat->scene()); scene->addItem(b); b->launch(Bomb::Right); boat->setBombsLaunched(boat->bombsLaunched() + 1); } private: Boat * boat; }; //This state is describing the launch of the torpedo on the left class LaunchStateLeft : public QState { public: LaunchStateLeft(Boat *boat,QState *parent = 0) : QState(parent) { this->boat = boat; } protected: void onEntry(QEvent *) { Bomb *b = new Bomb(); b->setPos(boat->x() - b->size().width(), boat->y()); GraphicsScene *scene = static_cast(boat->scene()); scene->addItem(b); b->launch(Bomb::Left); boat->setBombsLaunched(boat->bombsLaunched() + 1); } private: Boat * boat; }; #endif // BOAT_P_H