Qt 5.6 | Qt Widgets | Sub-Attaq | boat.cpp Example File

Qt 5.6.3 Reference Documentation

# 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;
      }