Qt Reference Documentation

submarine.cpp Example File

demos/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;
 }