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/****************************************************************************
**
** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
** Contact: Qt Software Information (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 either Technology Preview License Agreement or the
** Beta Release License Agreement.
**
** 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 1.0, included in the file LGPL_EXCEPTION.txt in this
** package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU General Public License version 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
**
** If you are unsure which license is appropriate for your use, please
** contact the sales department at qt-sales@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
#if defined(QT_EXPERIMENTAL_SOLUTION)
# include "qpropertyanimation.h"
# include "qstatemachine.h"
# include "qhistorystate.h"
# include "qfinalstate.h"
# include "qstate.h"
#include "qsequentialanimationgroup.h"
#else
#include <QPropertyAnimation>
#include <QStateMachine>
#include <QHistoryState>
#include <QFinalState>
#include <QState>
#include <QSequentialAnimationGroup>
#endif
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);
group->addAnimation(anim1);
group->addAnimation(anim2);
group->addAnimation(anim3);
group->addAnimation(anim4);
#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");
AnimationManager::self()->registerAnimation(movementAnimation);
//We setup the state machien of the boat
QStateMachine *machine = new QStateMachine(this);
QState *moving = new QState(machine->rootState());
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->rootState());
LaunchStateLeft *launchStateLeft = new LaunchStateLeft(this,machine->rootState());
//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 = moving->addHistoryState();
launchStateLeft->addTransition(historyState);
launchStateRight->addTransition(historyState);
QFinalState *final = new QFinalState(machine->rootState());
//This state play the destroyed animation
QAnimationState *destroyedState = new QAnimationState(machine->rootState());
destroyedState->setAnimation(setupDestroyAnimation(this));
//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()));
machine->start();
}
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;
}
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