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//Own#include "bomb.h"#include "submarine.h"#include "pixmapitem.h"#include "animationmanager.h"#include "qanimationstate.h"//Qt#include <QtCore/QSequentialAnimationGroup>#include <QtCore/QPropertyAnimation>#include <QtCore/QStateMachine>#include <QtCore/QFinalState>
Bomb::Bomb() : PixmapItem(QString("bomb"), GraphicsScene::Big)
{
setZValue(2);
}
void Bomb::launch(Bomb::Direction direction)
{
QSequentialAnimationGroup*launchAnimation =newQSequentialAnimationGroup;
AnimationManager::self()->registerAnimation(launchAnimation);
qreal delta = direction == Right ?20 : -20;
QPropertyAnimation*anim =newQPropertyAnimation(this,"pos");
anim->setEndValue(QPointF(x() + delta,y() -20));
anim->setDuration(150);
launchAnimation->addAnimation(anim);
anim =newQPropertyAnimation(this,"pos");
anim->setEndValue(QPointF(x() + delta*2, y() ));
anim->setDuration(150);
launchAnimation->addAnimation(anim);
anim =newQPropertyAnimation(this,"pos");
anim->setEndValue(QPointF(x() + delta*2,scene()->height()));
anim->setDuration(y()/2*60);
launchAnimation->addAnimation(anim);
connect(anim,SIGNAL(valueChanged(QVariant)),this,SLOT(onAnimationLaunchValueChanged(QVariant)));
connect(this, SIGNAL(bombExploded()), launchAnimation, SLOT(stop()));
//We setup the state machine of the bombQStateMachine*machine =newQStateMachine(this);
//This state is when the launch animation is playingQAnimationState*launched =newQAnimationState(machine);
launched->setAnimation(launchAnimation);
//EndQFinalState*final =newQFinalState(machine);
machine->setInitialState(launched);
//### Add a nice animation when the bomb is destroyed
launched->addTransition(this, SIGNAL(bombExploded()),final);
//If the animation is finished, then we move to the final state
launched->addTransition(launched, SIGNAL(animationFinished()), final);
//The machine has finished to be executed, then the boat is dead
connect(machine,SIGNAL(finished()),this, SIGNAL(bombExecutionFinished()));
machine->start();
}
void Bomb::onAnimationLaunchValueChanged(constQVariant&)
{
foreach (QGraphicsItem* item , collidingItems(Qt::IntersectsItemBoundingRect)) {
if (item->type() == SubMarine::Type) {
SubMarine *s =static_cast<SubMarine *>(item);
destroy();
s->destroy();
}
}
}
void Bomb::destroy()
{
emit bombExploded();
}