boat.cpp Example File

animation/sub-attaq/boat.cpp

  /****************************************************************************
  **
  ** Copyright (C) 2016 The Qt Company Ltd.
  ** Contact: https://www.qt.io/licensing/
  **
  ** This file is part of the QtCore module of the Qt Toolkit.
  **
  ** $QT_BEGIN_LICENSE:BSD$
  ** Commercial License Usage
  ** Licensees holding valid commercial Qt licenses may use this file in
  ** accordance with the commercial license agreement provided with the
  ** Software or, alternatively, in accordance with the terms contained in
  ** a written agreement between you and The Qt Company. For licensing terms
  ** and conditions see https://www.qt.io/terms-conditions. For further
  ** information use the contact form at https://www.qt.io/contact-us.
  **
  ** BSD License Usage
  ** Alternatively, you may use this file under the terms of the BSD license
  ** as follows:
  **
  ** "Redistribution and use in source and binary forms, with or without
  ** modification, are permitted provided that the following conditions are
  ** met:
  **   * Redistributions of source code must retain the above copyright
  **     notice, this list of conditions and the following disclaimer.
  **   * Redistributions in binary form must reproduce the above copyright
  **     notice, this list of conditions and the following disclaimer in
  **     the documentation and/or other materials provided with the
  **     distribution.
  **   * Neither the name of The Qt Company Ltd nor the names of its
  **     contributors may be used to endorse or promote products derived
  **     from this software without specific prior written permission.
  **
  **
  ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
  ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
  ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
  ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
  ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
  ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
  ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
  ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
  ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
  **
  ** $QT_END_LICENSE$
  **
  ****************************************************************************/

  //Own
  #include "boat.h"
  #include "boat_p.h"
  #include "bomb.h"
  #include "pixmapitem.h"
  #include "graphicsscene.h"
  #include "animationmanager.h"
  #include "qanimationstate.h"

  //Qt
  #include <QtCore/QPropertyAnimation>
  #include <QtCore/QStateMachine>
  #include <QtCore/QHistoryState>
  #include <QtCore/QFinalState>
  #include <QtCore/QState>
  #include <QtCore/QSequentialAnimationGroup>

  static QAbstractAnimation *setupDestroyAnimation(Boat *boat)
  {
      QSequentialAnimationGroup *group = new QSequentialAnimationGroup(boat);
      for (int i = 1; i <= 4; i++) {
          PixmapItem *step = new PixmapItem(QString("explosion/boat/step%1").arg(i),GraphicsScene::Big, boat);
          step->setZValue(6);
          step->setOpacity(0);

          //fade-in
          QPropertyAnimation *anim = new QPropertyAnimation(step, "opacity");
          anim->setEndValue(1);
          anim->setDuration(100);
          group->insertAnimation(i-1, anim);

          //and then fade-out
          QPropertyAnimation *anim2 = new QPropertyAnimation(step, "opacity");
          anim2->setEndValue(0);
          anim2->setDuration(100);
          group->addAnimation(anim2);
      }

      AnimationManager::self()->registerAnimation(group);
      return group;
  }

  Boat::Boat() : PixmapItem(QString("boat"), GraphicsScene::Big),
      speed(0), bombsAlreadyLaunched(0), direction(Boat::None), movementAnimation(0)
  {
      setZValue(4);
      setFlags(QGraphicsItem::ItemIsFocusable);

      //The movement animation used to animate the boat
      movementAnimation = new QPropertyAnimation(this, "pos");

      //The destroy animation used to explode the boat
      destroyAnimation = setupDestroyAnimation(this);

      //We setup the state machine 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();

      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;
  }