boat.cpp Example File

animation/sub-attaq/boat.cpp
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 //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;
 }