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//Own#include "torpedo.h"#include "pixmapitem.h"#include "boat.h"#include "graphicsscene.h"#include "animationmanager.h"#include "qanimationstate.h"#include <QtCore/QPropertyAnimation>#include <QtCore/QStateMachine>#include <QtCore/QFinalState>
Torpedo::Torpedo() : PixmapItem(QString::fromLatin1("torpedo"),GraphicsScene::Big),
currentSpeed(0)
{
setZValue(2);
}
void Torpedo::launch()
{
QPropertyAnimation*launchAnimation =newQPropertyAnimation(this,"pos");
AnimationManager::self()->registerAnimation(launchAnimation);
launchAnimation->setEndValue(QPointF(x(),qobject_cast<GraphicsScene *>(scene())->sealLevel() -15));
launchAnimation->setEasingCurve(QEasingCurve::InQuad);
launchAnimation->setDuration(y()/currentSpeed*10);
connect(launchAnimation,SIGNAL(valueChanged(QVariant)),this,SLOT(onAnimationLaunchValueChanged(QVariant)));
connect(this,SIGNAL(torpedoExploded()), launchAnimation, SLOT(stop()));
//We setup the state machine of the torpedoQStateMachine*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 torpedo is destroyed
launched->addTransition(this, SIGNAL(torpedoExploded()),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(torpedoExecutionFinished()));
machine->start();
}
void Torpedo::setCurrentSpeed(int speed)
{
if (speed <0) {
qWarning("Torpedo::setCurrentSpeed : The speed is invalid");
return;
}
currentSpeed = speed;
}
void Torpedo::onAnimationLaunchValueChanged(constQVariant&)
{
foreach (QGraphicsItem*item , collidingItems(Qt::IntersectsItemBoundingRect)) {
if (Boat *b = qgraphicsitem_cast<Boat*>(item))
b->destroy();
}
}
void Torpedo::destroy()
{
emit torpedoExploded();
}