submarine.cpp Example File | Qt Widgets 5.9

Qt 5.9 | Qt Widgets | Sub-Attaq | submarine.cpp Example File

Qt 5.9.9 Reference Documentation

# submarine.cpp Example File

animation/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 "qanimationstate.h"

      #include <QtCore/QPropertyAnimation>
      #include <QtCore/QStateMachine>
      #include <QtCore/QFinalState>
      #include <QtCore/QSequentialAnimationGroup>

      static QAbstractAnimation *setupDestroyAnimation(SubMarine *sub)
      {
          QSequentialAnimationGroup *group = new QSequentialAnimationGroup(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 = new QPropertyAnimation(step, "opacity", group);
              anim->setDuration(100);
              anim->setEndValue(1);
          }
          AnimationManager::self()->registerAnimation(group);
          return group;
      }

      SubMarine::SubMarine(int type, const QString &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 = new QGraphicsRotation(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 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() 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;
      }