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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 "custompropertyanimation.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);
 #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());
     setTransformOriginPoint(boundingRect().center());

     graphicsRotation = new QGraphicsRotation(this);
     graphicsRotation->setAxis(QVector3D(0, 1, 0));
     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()
 {
     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(x(), y());
     torp->setCurrentSpeed(speed);
     torp->launch();
 }

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

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


Copyright © 2009 Nokia Corporation and/or its subsidiary(-ies) Trademarks
Qt 4.6.0-tp1