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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 "submarine.h"
#include "submarine_p.h"
#include "torpedo.h"
#include "pixmapitem.h"
#include "graphicsscene.h"
#include "animationmanager.h"
#include "custompropertyanimation.h"
#include "qanimationstate.h"
#if defined(QT_EXPERIMENTAL_SOLUTION)
# include "qpropertyanimation.h"
# include "qstatemachine.h"
# include "qfinalstate.h"
# include "qsequentialanimationgroup.h"
# include "qpauseanimation.h"
#else
#include <QPropertyAnimation>
#include <QStateMachine>
#include <QFinalState>
#include <QSequentialAnimationGroup>
#endif
static QAbstractAnimation *setupDestroyAnimation(SubMarine *sub)
{
QSequentialAnimationGroup *group = new QSequentialAnimationGroup(sub);
#if QT_VERSION >=0x040500
PixmapItem *step1 = new PixmapItem(QString("explosion/submarine/step1"),GraphicsScene::Big, sub);
step1->setZValue(6);
PixmapItem *step2 = new PixmapItem(QString("explosion/submarine/step2"),GraphicsScene::Big, sub);
step2->setZValue(6);
PixmapItem *step3 = new PixmapItem(QString("explosion/submarine/step3"),GraphicsScene::Big, sub);
step3->setZValue(6);
PixmapItem *step4 = new PixmapItem(QString("explosion/submarine/step4"),GraphicsScene::Big, sub);
step4->setZValue(6);
step1->setOpacity(0);
step2->setOpacity(0);
step3->setOpacity(0);
step4->setOpacity(0);
CustomPropertyAnimation *anim1 = new CustomPropertyAnimation(sub);
anim1->setMemberFunctions((QGraphicsItem*)step1, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity);
anim1->setDuration(100);
anim1->setEndValue(1);
CustomPropertyAnimation *anim2 = new CustomPropertyAnimation(sub);
anim2->setMemberFunctions((QGraphicsItem*)step2, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity);
anim2->setDuration(100);
anim2->setEndValue(1);
CustomPropertyAnimation *anim3 = new CustomPropertyAnimation(sub);
anim3->setMemberFunctions((QGraphicsItem*)step3, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity);
anim3->setDuration(100);
anim3->setEndValue(1);
CustomPropertyAnimation *anim4 = new CustomPropertyAnimation(sub);
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;
}
SubMarine::SubMarine(int type, const QString &name, int points, QGraphicsItem * parent, Qt::WindowFlags wFlags)
: QGraphicsWidget(parent,wFlags), subType(type), subName(name), subPoints(points), speed(0), direction(SubMarine::None)
{
pixmapItem = new PixmapItem(QString("submarine"),GraphicsScene::Big, this);
setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Fixed);
setZValue(5);
setFlags(QGraphicsItem::ItemIsMovable);
resize(pixmapItem->boundingRect().width(),pixmapItem->boundingRect().height());
setTransformOrigin(boundingRect().center());
//We setup the state machine of the submarine
QStateMachine *machine = new QStateMachine(this);
//This state is when the boat is moving/rotating
QState *moving = new QState(machine->rootState());
//This state is when the boat is moving from left to right
MovementState *movement = new MovementState(this, moving);
//This state is when the boat is moving from left to right
ReturnState *rotation = new ReturnState(this, moving);
//This is the initial state of the moving root state
moving->setInitialState(movement);
movement->addTransition(this, SIGNAL(subMarineStateChanged()), moving);
//This is the initial state of the machine
machine->setInitialState(moving);
//End
QFinalState *final = new QFinalState(machine->rootState());
//If the moving animation is finished we move to the return state
movement->addTransition(movement, SIGNAL(animationFinished()), rotation);
//If the return animation is finished we move to the moving state
rotation->addTransition(rotation, SIGNAL(animationFinished()), movement);
//This state play the destroyed animation
QAnimationState *destroyedState = new QAnimationState(machine->rootState());
destroyedState->setAnimation(setupDestroyAnimation(this));
//Play a nice animation when the submarine is destroyed
moving->addTransition(this, SIGNAL(subMarineDestroyed()), 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 submarine is dead
connect(machine,SIGNAL(finished()),this, SIGNAL(subMarineExecutionFinished()));
machine->start();
}
int SubMarine::points()
{
return subPoints;
}
void SubMarine::setCurrentDirection(SubMarine::Movement direction)
{
if (this->direction == direction)
return;
if (direction == SubMarine::Right && this->direction == SubMarine::None) {
setYRotation(180);
}
this->direction = direction;
}
enum SubMarine::Movement SubMarine::currentDirection() const
{
return direction;
}
void SubMarine::setCurrentSpeed(int speed)
{
if (speed < 0 || speed > 3) {
qWarning("SubMarine::setCurrentSpeed : The speed is invalid");
}
this->speed = speed;
emit subMarineStateChanged();
}
int SubMarine::currentSpeed() const
{
return speed;
}
void SubMarine::launchTorpedo(int speed)
{
Torpedo * torp = new Torpedo();
GraphicsScene *scene = static_cast<GraphicsScene *>(this->scene());
scene->addItem(torp);
torp->setPos(x(), y());
torp->setCurrentSpeed(speed);
torp->launch();
}
void SubMarine::destroy()
{
emit subMarineDestroyed();
}
int SubMarine::type() const
{
return Type;
}
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