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# boat.cpp Example File
demos/sub-attaq/boat.cpp

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     //Own
     #include "boat.h"
     #include "boat_p.h"
     #include "bomb.h"
     #include "pixmapitem.h"
     #include "graphicsscene.h"
     #include "animationmanager.h"
     #include "qanimationstate.h"

     //Qt
     #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);

             //fade-in
             QPropertyAnimation *anim = new QPropertyAnimation(step, "opacity");
             anim->setEndValue(1);
             anim->setDuration(100);
             group->insertAnimation(i-1, anim);

             //and then fade-out
             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);

         //The movement animation used to animate the boat
         movementAnimation = new QPropertyAnimation(this, "pos");

         //The destroy animation used to explode the boat
         destroyAnimation = setupDestroyAnimation(this);

         //We setup the state machine of the boat
         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);

         //then setup the transitions for the rightMove state
         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);

         //then setup the transitions for the leftMove state
         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);

         //We set up the right move state
         moveStateRight->addTransition(leftStopRight);
         moveStateRight->addTransition(leftMoveRight);
         moveStateRight->addTransition(rightMoveRight);
         stopState->addTransition(rightMoveStop);

         //We set up the left move state
         moveStateLeft->addTransition(rightStopLeft);
         moveStateLeft->addTransition(leftMoveLeft);
         moveStateLeft->addTransition(rightMoveLeft);
         stopState->addTransition(leftMoveStop);

         //The animation is finished, it means we reached the border of the screen, the boat is stopped so we move to the stop state
         moveStateLeft->addTransition(movementAnimation, SIGNAL(finished()), stopState);
         moveStateRight->addTransition(movementAnimation, SIGNAL(finished()), stopState);

         //We set up the keys for dropping bombs
         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);

         //We set up transitions for fire up
         moveStateRight->addTransition(upFireRight);
         moveStateLeft->addTransition(upFireLeft);
         stopState->addTransition(upFireStop);

         //We set up transitions for fire down
         moveStateRight->addTransition(downFireRight);
         moveStateLeft->addTransition(downFireLeft);
         stopState->addTransition(downFireMove);

         //Finally the launch state should come back to its original state
         QHistoryState *historyState = new QHistoryState(moving);
         launchStateLeft->addTransition(historyState);
         launchStateRight->addTransition(historyState);

         QFinalState *final = new QFinalState(machine);

         //This state play the destroyed animation
         QAnimationState *destroyedState = new QAnimationState(machine);
         destroyedState->setAnimation(destroyAnimation);

         //Play a nice animation when the boat is destroyed
         moving->addTransition(this, SIGNAL(boatDestroyed()), 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 boat is dead
         connect(machine,SIGNAL(finished()), this, SIGNAL(boatExecutionFinished()));

     }

     void Boat::run()
     {
         //We register animations
         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 /*if (direction == Boat::Right)*/ {
             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;
     }