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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>staticQAbstractAnimation*setupDestroyAnimation(SubMarine *sub)
{
QSequentialAnimationGroup*group =newQSequentialAnimationGroup(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 =newQPropertyAnimation(step,"opacity", group);
anim->setDuration(100);
anim->setEndValue(1);
}
AnimationManager::self()->registerAnimation(group);
return group;
}
SubMarine::SubMarine(int type,constQString&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 =newQGraphicsRotation(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 submarineQStateMachine*machine =newQStateMachine(this);
//This state is when the boat is moving/rotatingQState*moving =newQState(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);
//EndQFinalState*final =newQFinalState(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 animationQAnimationState*destroyedState =newQAnimationState(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;
}