- Qt 5.5
- Qt Widgets
- Sub-Attaq
- submarine.cpp Example File
- Qt 5.5.1 Reference Documentation

# submarine.cpp Example File

animation/sub-attaq/submarine.cpp

    /****************************************************************************
    **
    ** Copyright (C) 2015 The Qt Company Ltd.
    ** Contact: http://www.qt.io/licensing/
    **
    ** This file is part of the QtCore module of the Qt Toolkit.
    **
    ** $QT_BEGIN_LICENSE:LGPL21$
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    ** GNU Lesser General Public License Usage
    ** Alternatively, this file may be used under the terms of the GNU Lesser
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    ** LICENSE.LGPLv3 included in the packaging of this file. Please review the
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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;
    }