states.h Example File

animation/sub-attaq/states.h
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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; class QStateMachine; class PlayState : public QState { public: explicit PlayState(GraphicsScene *scene, QState *parent = 0); ~PlayState(); protected: void onEntry(QEvent *) override; private : GraphicsScene *scene; QStateMachine *machine; int currentLevel; int score; friend class UpdateScoreState; friend class UpdateScoreTransition; friend class WinTransition; friend class CustomSpaceTransition; friend class WinState; friend class LostState; friend class LevelState; }; class LevelState : public QState { public: LevelState(GraphicsScene *scene, PlayState *game, QState *parent = 0); protected: void onEntry(QEvent *) override; private : void initializeLevel(); GraphicsScene *scene; PlayState *game; }; class PauseState : public QState { public: explicit PauseState(GraphicsScene *scene, QState *parent = 0); protected: void onEntry(QEvent *) override; void onExit(QEvent *) override; private : GraphicsScene *scene; }; class LostState : public QState { 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 : public QState { 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 : public QState { public: UpdateScoreState(QState *parent); private: }; //These transtion is used to update the score class UpdateScoreTransition : public QSignalTransition { 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 game class WinTransition : public QSignalTransition { 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 continue class CustomSpaceTransition : public QKeyEventTransition { public: CustomSpaceTransition(QWidget *widget, PlayState *game, QEvent::Type type, int key); protected: bool eventTest(QEvent *event) override; private: PlayState *game; }; #endif // STATES_H