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#ifndef STATES_H#define STATES_H//Qt#include <QtCore/QState>#include <QtCore/QSignalTransition>#include <QtCore/QPropertyAnimation>#include <QtWidgets/QKeyEventTransition>#include <QtCore/QSet>class GraphicsScene;
class Boat;
class SubMarine;
classQStateMachine;
class PlayState : publicQState
{
public:
explicit PlayState(GraphicsScene *scene,QState*parent =0);
~PlayState();
protected:
void onEntry(QEvent*) override;
private :
GraphicsScene *scene;
QStateMachine*machine;
int currentLevel;
int score;
friendclass UpdateScoreState;
friendclass UpdateScoreTransition;
friendclass WinTransition;
friendclass CustomSpaceTransition;
friendclass WinState;
friendclass LostState;
friendclass LevelState;
};
class LevelState : publicQState
{
public:
LevelState(GraphicsScene *scene, PlayState *game,QState*parent =0);
protected:
void onEntry(QEvent*) override;
private :
void initializeLevel();
GraphicsScene *scene;
PlayState *game;
};
class PauseState : publicQState
{
public:
explicit PauseState(GraphicsScene *scene,QState*parent =0);
protected:
void onEntry(QEvent*) override;
void onExit(QEvent*) override;
private :
GraphicsScene *scene;
};
class LostState : publicQState
{
public:
LostState(GraphicsScene *scene, PlayState *game,QState*parent =0);
protected:
void onEntry(QEvent*) override;
void onExit(QEvent*) override;
private :
GraphicsScene *scene;
PlayState *game;
};
class WinState : publicQState
{
public:
WinState(GraphicsScene *scene, PlayState *game,QState*parent =0);
protected:
void onEntry(QEvent*) override;
void onExit(QEvent*) override;
private :
GraphicsScene *scene;
PlayState *game;
};
class UpdateScoreState : publicQState
{
public:
UpdateScoreState(QState*parent);
private:
};
//These transtion is used to update the scoreclass UpdateScoreTransition : publicQSignalTransition
{
public:
UpdateScoreTransition(GraphicsScene *scene, PlayState *game,QAbstractState*target);
protected:
bool eventTest(QEvent*event) override;
private:
PlayState * game;
GraphicsScene *scene;
};
//These transtion test if we have won the gameclass WinTransition : publicQSignalTransition
{
public:
WinTransition(GraphicsScene *scene, PlayState *game,QAbstractState*target);
protected:
bool eventTest(QEvent*event) override;
private:
PlayState * game;
GraphicsScene *scene;
};
//These transtion is true if one level has been completed and the player want to continueclass CustomSpaceTransition : publicQKeyEventTransition
{
public:
CustomSpaceTransition(QWidget*widget, PlayState *game,QEvent::Type type,int key);
protected:
bool eventTest(QEvent*event) override;
private:
PlayState *game;
};
#endif // STATES_H