submarine.cpp Example File

animation/sub-attaq/submarine.cpp

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  //Own
  #include "submarine.h"
  #include "submarine_p.h"
  #include "torpedo.h"
  #include "pixmapitem.h"
  #include "graphicsscene.h"
  #include "animationmanager.h"
  #include "qanimationstate.h"

  #include <QtCore/QPropertyAnimation>
  #include <QtCore/QStateMachine>
  #include <QtCore/QFinalState>
  #include <QtCore/QSequentialAnimationGroup>

  static QAbstractAnimation *setupDestroyAnimation(SubMarine *sub)
  {
      QSequentialAnimationGroup *group = new QSequentialAnimationGroup(sub);
      for (int i = 1; i <= 4; ++i) {
          PixmapItem *step = new PixmapItem(QString::fromLatin1("explosion/submarine/step%1").arg(i), GraphicsScene::Big, sub);
          step->setZValue(6);
          step->setOpacity(0);
          QPropertyAnimation *anim = new QPropertyAnimation(step, "opacity", group);
          anim->setDuration(100);
          anim->setEndValue(1);
      }
      AnimationManager::self()->registerAnimation(group);
      return group;
  }

  SubMarine::SubMarine(int type, const QString &name, int points) : PixmapItem(QString("submarine"), GraphicsScene::Big),
      subType(type), subName(name), subPoints(points), speed(0), direction(SubMarine::None)
  {
      setZValue(5);
      setTransformOriginPoint(boundingRect().center());

      graphicsRotation = new QGraphicsRotation(this);
      graphicsRotation->setAxis(Qt::YAxis);
      graphicsRotation->setOrigin(QVector3D(size().width()/2, size().height()/2, 0));
      QList<QGraphicsTransform *> r;
      r.append(graphicsRotation);
      setTransformations(r);

      //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);

      //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);

      //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);
      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() const
  {
      return subPoints;
  }

  void SubMarine::setCurrentDirection(SubMarine::Movement direction)
  {
      if (this->direction == direction)
          return;
      if (direction == SubMarine::Right && this->direction == SubMarine::None) {
            graphicsRotation->setAngle(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(pos());
      torp->setCurrentSpeed(speed);
      torp->launch();
  }

  void SubMarine::destroy()
  {
      emit subMarineDestroyed();
  }

  int SubMarine::type() const
  {
      return Type;
  }