pinball.scxml Example File
pinball/pinball.scxml<?xml version="1.0" ?> <!-- /**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the QtScxml module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. 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IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ --> <!-- enable-qt-mode: no --> <scxml xmlns="http://www.w3.org/2005/07/scxml" version="1.0" name="Pinball" datamodel="ecmascript"> <datamodel> <data id="highScore" expr="0"/> <data id="score" expr="0"/> </datamodel> <parallel id="global"> <parallel id="guiControl"> <state id="cLight"> <state id="cLightOn"> <transition event="turnOffC" target="cLightOff"/> </state> <state id="cLightOff"> <transition event="turnOnC" target="cLightOn"/> </state> </state> <state id="rLight"> <state id="rLightOn"> <transition event="turnOffR" target="rLightOff"/> </state> <state id="rLightOff"> <transition event="turnOnR" target="rLightOn"/> </state> </state> <state id="aLight"> <state id="aLightOn"> <transition event="turnOffA" target="aLightOff"/> </state> <state id="aLightOff"> <transition event="turnOnA" target="aLightOn"/> </state> </state> <state id="zLight"> <state id="zLightOn"> <transition event="turnOffZ" target="zLightOff"/> </state> <state id="zLightOff"> <transition event="turnOnZ" target="zLightOn"/> </state> </state> <state id="yLight"> <state id="yLightOn"> <transition event="turnOffY" target="yLightOff"/> </state> <state id="yLightOff"> <transition event="turnOnY" target="yLightOn"/> </state> </state> <state id="hurryLight"> <state id="hurryLightOn"> <transition event="turnOffHurry" target="hurryLightOff"/> </state> <state id="hurryLightOff"> <transition event="turnOnHurry" target="hurryLightOn"/> </state> </state> <state id="jackpotLight"> <state id="jackpotLightOn"> <transition event="turnOffJackpot" target="jackpotLightOff"/> </state> <state id="jackpotLightOff"> <transition event="turnOnJackpot" target="jackpotLightOn"/> </state> </state> <state id="gameOverLight"> <state id="gameOverLightOn"> <transition event="turnOffGameOver" target="gameOverLightOff"/> </state> <state id="gameOverLightOff"> <transition event="turnOnGameOver" target="gameOverLightOn"/> </state> </state> </parallel> <parallel id="internalState"> <parallel id="logicalState"> <state id="letterState"> <parallel id="lettersState"> <state id="letter.C"> <state id="cLetterOff"> <transition event="cLetterTriggered" cond="In('onState')" target="cLetterOn"/> </state> <final id="cLetterOn"/> </state> <state id="letter.R"> <state id="rLetterOff"> <transition event="rLetterTriggered" cond="In('onState')" target="rLetterOn"/> </state> <final id="rLetterOn"/> </state> <state id="letter.A"> <state id="aLetterOff"> <transition event="aLetterTriggered" cond="In('onState')" target="aLetterOn"/> </state> <final id="aLetterOn"/> </state> <state id="letter.Z"> <state id="zLetterOff"> <transition event="zLetterTriggered" cond="In('onState')" target="zLetterOn"/> </state> <final id="zLetterOn"/> </state> <state id="letter.Y"> <state id="yLetterOff"> <transition event="yLetterTriggered" cond="In('onState')" target="yLetterOn"/> </state> <final id="yLetterOn"/> </state> <transition event="resetLetters" target="lettersState"/> </parallel> </state> <state id="modeState"> <state id="offState"> <onentry> <if cond="highScore < score"> <assign location="highScore" expr="score"/> </if> <raise event="resetLetters"/> <raise event="update"/> </onentry> <transition event="startTriggered" target="onState"/> </state> <parallel id="onState"> <onentry> <assign location="score" expr="0"/> </onentry> <state id="hurryState"> <state id="hurryStateOff"> <onentry> <raise event="resetLetters"/> <raise event="update"/> </onentry> <transition event="goToHurryOn" target="hurryStateOn"/> </state> <state id="hurryStateOn"> <onentry> <send event="goToHurryOff" id="hurryId" delay="5s"/> <raise event="resetLetters"/> <raise event="update"/> </onentry> <transition event="goToHurryOff" target="hurryStateOff"/> <onexit> <cancel sendid="hurryId"/> </onexit> </state> </state> <state id="jackpotState"> <state id="jackpotStateOff"> <onentry> <raise event="update"/> </onentry> <transition event="goForJackpot" target="jackpotStateOn"/> </state> <state id="jackpotStateOn"> <onentry> <raise event="update"/> </onentry> </state> </state> <transition event="ballOutTriggered" target="offState"/> </parallel> </state> </parallel> <state id="workflow"> <state id="lightImpulseGenerator"> <state id="lightImpulseOn"/> <state id="lightImpulseOff"/> <onentry> <raise event="update"/> </onentry> <transition event="scheduleNewImpulse"> <cancel sendid="lightId"/> <if cond="In('offState')"> <send event="lightImpulse" id="lightId" delay="1s"/> <elseif cond="In('hurryStateOff')"/> <send event="lightImpulse" id="lightId" delay="500ms"/> <else/> <send event="lightImpulse" id="lightId" delay="200ms"/> </if> </transition> <transition event="update"> <raise event="scheduleNewImpulse"/> <raise event="updateLights"/> </transition> <transition event="lightImpulse" cond="In('lightImpulseOn')" target="lightImpulseOff"/> <transition event="lightImpulse" cond="In('lightImpulseOff')" target="lightImpulseOn"/> </state> <transition event="done.state.letter.*"> <if cond="In('hurryStateOff')"> <assign location="score" expr="score + 1000"/> <elseif cond="In('hurryStateOn')"/> <assign location="score" expr="score + 10000"/> </if> <raise event="updateLights"/> </transition> <transition event="done.state.lettersState"> <if cond="In('hurryStateOff')"> <assign location="score" expr="score + 100000"/> <raise event="goToHurryOn"/> <elseif cond="In('hurryStateOn')"/> <assign location="score" expr="score + 1000000"/> <raise event="goToHurryOff"/> <raise event="goForJackpot"/> </if> </transition> <transition event="updateLights"> <send type="qt:signal" event="updateScore"> <param name="highScore" expr="highScore"/> <param name="score" expr="score"/> </send> <if cond="In('jackpotStateOn')"> <raise event="turnOnJackpot"/> <else/> <raise event="turnOffJackpot"/> </if> <if cond="In('lightImpulseOn')"> <if cond="In('offState')"> <raise event="turnOnC"/> <raise event="turnOnR"/> <raise event="turnOnA"/> <raise event="turnOnZ"/> <raise event="turnOnY"/> <raise event="turnOnHurry"/> <raise event="turnOnJackpot"/> <raise event="turnOnGameOver"/> <elseif cond="In('hurryStateOff')"/> <if cond="In('cLetterOn')"> <raise event="turnOnC"/> <else/> <raise event="turnOffC"/> </if> <if cond="In('rLetterOn')"> <raise event="turnOnR"/> <else/> <raise event="turnOffR"/> </if> <if cond="In('aLetterOn')"> <raise event="turnOnA"/> <else/> <raise event="turnOffA"/> </if> <if cond="In('zLetterOn')"> <raise event="turnOnZ"/> <else/> <raise event="turnOffZ"/> </if> <if cond="In('yLetterOn')"> <raise event="turnOnY"/> <else/> <raise event="turnOffY"/> </if> <raise event="turnOffHurry"/> <raise event="turnOffGameOver"/> <else/> <raise event="turnOnC"/> <raise event="turnOnR"/> <raise event="turnOnA"/> <raise event="turnOnZ"/> <raise event="turnOnY"/> <raise event="turnOnHurry"/> <raise event="turnOffGameOver"/> </if> <else/> <if cond="In('offState')"> <raise event="turnOffC"/> <raise event="turnOffR"/> <raise event="turnOffA"/> <raise event="turnOffZ"/> <raise event="turnOffY"/> <raise event="turnOffHurry"/> <raise event="turnOffJackpot"/> <elseif cond="In('hurryStateOff')"/> <raise event="turnOffC"/> <raise event="turnOffR"/> <raise event="turnOffA"/> <raise event="turnOffZ"/> <raise event="turnOffY"/> <else/> <if cond="In('cLetterOn')"> <raise event="turnOnC"/> <else/> <raise event="turnOffC"/> </if> <if cond="In('rLetterOn')"> <raise event="turnOnR"/> <else/> <raise event="turnOffR"/> </if> <if cond="In('aLetterOn')"> <raise event="turnOnA"/> <else/> <raise event="turnOffA"/> </if> <if cond="In('zLetterOn')"> <raise event="turnOnZ"/> <else/> <raise event="turnOffZ"/> </if> <if cond="In('yLetterOn')"> <raise event="turnOnY"/> <else/> <raise event="turnOffY"/> </if> </if> <raise event="turnOffHurry"/> <raise event="turnOffGameOver"/> </if> </transition> </state> </parallel> </parallel> </scxml>