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. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
** * Neither the name of The Qt Company Ltd nor the names of its
** contributors may be used to endorse or promote products derived
** from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. 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."
**
** $QT_END_LICENSE$
**
****************************************************************************/
-->
<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 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="turnOnLights"/>
<raise event="turnOnHurry"/>
<raise event="turnOnJackpot"/>
<raise event="turnOnGameOver"/>
<elseif cond="In('hurryStateOff')"/>
<raise event="updateLightsAccordingToLettersState"/>
<raise event="turnOffHurry"/>
<raise event="turnOffGameOver"/>
<else/>
<raise event="turnOnLights"/>
<raise event="turnOnHurry"/>
<raise event="turnOffGameOver"/>
</if>
<else/>
<if cond="In('offState')">
<raise event="turnOffLights"/>
<raise event="turnOffHurry"/>
<raise event="turnOffJackpot"/>
<elseif cond="In('hurryStateOff')"/>
<raise event="turnOffLights"/>
<else/>
<raise event="updateLightsAccordingToLettersState"/>
</if>
<raise event="turnOffHurry"/>
<raise event="turnOffGameOver"/>
</if>
</transition>
<transition event="updateLightsAccordingToLettersState">
<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>
</transition>
<transition event="turnOnLights">
<raise event="turnOnC"/>
<raise event="turnOnR"/>
<raise event="turnOnA"/>
<raise event="turnOnZ"/>
<raise event="turnOnY"/>
</transition>
<transition event="turnOffLights">
<raise event="turnOffC"/>
<raise event="turnOffR"/>
<raise event="turnOffA"/>
<raise event="turnOffZ"/>
<raise event="turnOffY"/>
</transition>
</state>
</parallel>
</parallel>
</scxml>