#include "boat.h"
#include "boat_p.h"
#include "bomb.h"
#include "pixmapitem.h"
#include "graphicsscene.h"
#include "animationmanager.h"
#include "qanimationstate.h"
#include <QtCore/QPropertyAnimation>
#include <QtCore/QStateMachine>
#include <QtCore/QHistoryState>
#include <QtCore/QFinalState>
#include <QtCore/QState>
#include <QtCore/QSequentialAnimationGroup>
static QAbstractAnimation *setupDestroyAnimation(Boat *boat)
{
QSequentialAnimationGroup *group = new QSequentialAnimationGroup(boat);
for (int i = 1; i <= 4; i++) {
PixmapItem *step = new PixmapItem(QString("explosion/boat/step%1").arg(i),GraphicsScene::Big, boat);
step->setZValue(6);
step->setOpacity(0);
QPropertyAnimation *anim = new QPropertyAnimation(step, "opacity");
anim->setEndValue(1);
anim->setDuration(100);
group->insertAnimation(i-1, anim);
QPropertyAnimation *anim2 = new QPropertyAnimation(step, "opacity");
anim2->setEndValue(0);
anim2->setDuration(100);
group->addAnimation(anim2);
}
AnimationManager::self()->registerAnimation(group);
return group;
}
Boat::Boat() : PixmapItem(QString("boat"), GraphicsScene::Big),
speed(0), bombsAlreadyLaunched(0), direction(Boat::None), movementAnimation(0)
{
setZValue(4);
setFlags(QGraphicsItem::ItemIsFocusable);
movementAnimation = new QPropertyAnimation(this, "pos");
destroyAnimation = setupDestroyAnimation(this);
machine = new QStateMachine(this);
QState *moving = new QState(machine);
StopState *stopState = new StopState(this, moving);
machine->setInitialState(moving);
moving->setInitialState(stopState);
MoveStateRight *moveStateRight = new MoveStateRight(this, moving);
MoveStateLeft *moveStateLeft = new MoveStateLeft(this, moving);
LaunchStateRight *launchStateRight = new LaunchStateRight(this, machine);
LaunchStateLeft *launchStateLeft = new LaunchStateLeft(this, machine);
KeyStopTransition *leftStopRight = new KeyStopTransition(this, QEvent::KeyPress, Qt::Key_Left);
leftStopRight->setTargetState(stopState);
KeyMoveTransition *leftMoveRight = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Left);
leftMoveRight->setTargetState(moveStateRight);
KeyMoveTransition *rightMoveRight = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right);
rightMoveRight->setTargetState(moveStateRight);
KeyMoveTransition *rightMoveStop = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right);
rightMoveStop->setTargetState(moveStateRight);
KeyStopTransition *rightStopLeft = new KeyStopTransition(this, QEvent::KeyPress, Qt::Key_Right);
rightStopLeft->setTargetState(stopState);
KeyMoveTransition *rightMoveLeft = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right);
rightMoveLeft->setTargetState(moveStateLeft);
KeyMoveTransition *leftMoveLeft = new KeyMoveTransition(this, QEvent::KeyPress,Qt::Key_Left);
leftMoveLeft->setTargetState(moveStateLeft);
KeyMoveTransition *leftMoveStop = new KeyMoveTransition(this, QEvent::KeyPress,Qt::Key_Left);
leftMoveStop->setTargetState(moveStateLeft);
moveStateRight->addTransition(leftStopRight);
moveStateRight->addTransition(leftMoveRight);
moveStateRight->addTransition(rightMoveRight);
stopState->addTransition(rightMoveStop);
moveStateLeft->addTransition(rightStopLeft);
moveStateLeft->addTransition(leftMoveLeft);
moveStateLeft->addTransition(rightMoveLeft);
stopState->addTransition(leftMoveStop);
moveStateLeft->addTransition(movementAnimation, SIGNAL(finished()), stopState);
moveStateRight->addTransition(movementAnimation, SIGNAL(finished()), stopState);
KeyLaunchTransition *upFireLeft = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up);
upFireLeft->setTargetState(launchStateRight);
KeyLaunchTransition *upFireRight = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up);
upFireRight->setTargetState(launchStateRight);
KeyLaunchTransition *upFireStop = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up);
upFireStop->setTargetState(launchStateRight);
KeyLaunchTransition *downFireLeft = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down);
downFireLeft->setTargetState(launchStateLeft);
KeyLaunchTransition *downFireRight = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down);
downFireRight->setTargetState(launchStateLeft);
KeyLaunchTransition *downFireMove = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down);
downFireMove->setTargetState(launchStateLeft);
moveStateRight->addTransition(upFireRight);
moveStateLeft->addTransition(upFireLeft);
stopState->addTransition(upFireStop);
moveStateRight->addTransition(downFireRight);
moveStateLeft->addTransition(downFireLeft);
stopState->addTransition(downFireMove);
QHistoryState *historyState = new QHistoryState(moving);
launchStateLeft->addTransition(historyState);
launchStateRight->addTransition(historyState);
QFinalState *final = new QFinalState(machine);
QAnimationState *destroyedState = new QAnimationState(machine);
destroyedState->setAnimation(destroyAnimation);
moving->addTransition(this, SIGNAL(boatDestroyed()), destroyedState);
destroyedState->addTransition(destroyedState, SIGNAL(animationFinished()), final);
connect(machine,SIGNAL(finished()), this, SIGNAL(boatExecutionFinished()));
}
void Boat::run()
{
AnimationManager::self()->registerAnimation(movementAnimation);
AnimationManager::self()->registerAnimation(destroyAnimation);
machine->start();
}
void Boat::stop()
{
movementAnimation->stop();
machine->stop();
}
void Boat::updateBoatMovement()
{
if (speed == 0 || direction == Boat::None) {
movementAnimation->stop();
return;
}
movementAnimation->stop();
if (direction == Boat::Left) {
movementAnimation->setEndValue(QPointF(0,y()));
movementAnimation->setDuration(x()/speed*15);
}
else {
movementAnimation->setEndValue(QPointF(scene()->width()-size().width(),y()));
movementAnimation->setDuration((scene()->width()-size().width()-x())/speed*15);
}
movementAnimation->start();
}
void Boat::destroy()
{
movementAnimation->stop();
emit boatDestroyed();
}
int Boat::bombsLaunched() const
{
return bombsAlreadyLaunched;
}
void Boat::setBombsLaunched(int number)
{
if (number > MAX_BOMB) {
qWarning("Boat::setBombsLaunched : It impossible to launch that number of bombs");
return;
}
bombsAlreadyLaunched = number;
}
int Boat::currentSpeed() const
{
return speed;
}
void Boat::setCurrentSpeed(int speed)
{
if (speed > 3 || speed < 0) {
qWarning("Boat::setCurrentSpeed: The boat can't run on that speed");
return;
}
this->speed = speed;
}
enum Boat::Movement Boat::currentDirection() const
{
return direction;
}
void Boat::setCurrentDirection(Movement direction)
{
this->direction = direction;
}
int Boat::type() const
{
return Type;
}