boat_p.h Example File

animation/sub-attaq/boat_p.h
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#ifndef BOAT_P_H #define BOAT_P_H // // W A R N I N G // ------------- // // This file is not part of the Qt API. It exists purely as an // implementation detail. This header file may change from version to // version without notice, or even be removed. // // We mean it. // //Own #include "bomb.h" #include "graphicsscene.h" // Qt #include <QtWidgets/QKeyEventTransition> static const int MAX_BOMB = 5; //These transtion test if we have to stop the boat (i.e current speed is 1) class KeyStopTransition : public QKeyEventTransition { public: KeyStopTransition(Boat *b, QEvent::Type t, int k) : QKeyEventTransition(b, t, k), boat(b) { } protected: bool eventTest(QEvent *event) override { if (!QKeyEventTransition::eventTest(event)) return false; return (boat->currentSpeed() == 1); } private: Boat * boat; }; //These transtion test if we have to move the boat (i.e current speed was 0 or another value) class KeyMoveTransition : public QKeyEventTransition { public: KeyMoveTransition(Boat *b, QEvent::Type t, int k) : QKeyEventTransition(b, t, k), boat(b), key(k) { } protected: bool eventTest(QEvent *event) override { if (!QKeyEventTransition::eventTest(event)) return false; return (boat->currentSpeed() >= 0); } void onTransition(QEvent *) override { //We decrease the speed if needed if (key == Qt::Key_Left && boat->currentDirection() == Boat::Right) boat->setCurrentSpeed(boat->currentSpeed() - 1); else if (key == Qt::Key_Right && boat->currentDirection() == Boat::Left) boat->setCurrentSpeed(boat->currentSpeed() - 1); else if (boat->currentSpeed() < 3) boat->setCurrentSpeed(boat->currentSpeed() + 1); boat->updateBoatMovement(); } private: Boat * boat; int key; }; //This transition trigger the bombs launch class KeyLaunchTransition : public QKeyEventTransition { public: KeyLaunchTransition(Boat *boat, QEvent::Type type, int key) : QKeyEventTransition(boat, type, key), boat(boat) { } protected: bool eventTest(QEvent *event) override { if (!QKeyEventTransition::eventTest(event)) return false; //We have enough bomb? return (boat->bombsLaunched() < MAX_BOMB); } private: Boat * boat; }; //This state is describing when the boat is moving right class MoveStateRight : public QState { public: explicit MoveStateRight(Boat *boat,QState *parent = 0) : QState(parent), boat(boat) { } protected: void onEntry(QEvent *) override { boat->setCurrentDirection(Boat::Right); boat->updateBoatMovement(); } private: Boat * boat; }; //This state is describing when the boat is moving left class MoveStateLeft : public QState { public: explicit MoveStateLeft(Boat *boat,QState *parent = 0) : QState(parent), boat(boat) { } protected: void onEntry(QEvent *) override { boat->setCurrentDirection(Boat::Left); boat->updateBoatMovement(); } private: Boat * boat; }; //This state is describing when the boat is in a stand by position class StopState : public QState { public: explicit StopState(Boat *boat,QState *parent = 0) : QState(parent), boat(boat) { } protected: void onEntry(QEvent *) override { boat->setCurrentSpeed(0); boat->setCurrentDirection(Boat::None); boat->updateBoatMovement(); } private: Boat * boat; }; //This state is describing the launch of the torpedo on the right class LaunchStateRight : public QState { public: explicit LaunchStateRight(Boat *boat,QState *parent = 0) : QState(parent), boat(boat) { } protected: void onEntry(QEvent *) override { Bomb *b = new Bomb(); b->setPos(boat->x()+boat->size().width(),boat->y()); GraphicsScene *scene = static_cast<GraphicsScene *>(boat->scene()); scene->addItem(b); b->launch(Bomb::Right); boat->setBombsLaunched(boat->bombsLaunched() + 1); } private: Boat * boat; }; //This state is describing the launch of the torpedo on the left class LaunchStateLeft : public QState { public: explicit LaunchStateLeft(Boat *boat,QState *parent = 0) : QState(parent), boat(boat) { } protected: void onEntry(QEvent *) override { Bomb *b = new Bomb(); b->setPos(boat->x() - b->size().width(), boat->y()); GraphicsScene *scene = static_cast<GraphicsScene *>(boat->scene()); scene->addItem(b); b->launch(Bomb::Left); boat->setBombsLaunched(boat->bombsLaunched() + 1); } private: Boat * boat; }; #endif // BOAT_P_H

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