torpedo.cpp Example File

animation/sub-attaq/torpedo.cpp
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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 = new QPropertyAnimation(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 torpedo QStateMachine *machine = new QStateMachine(this); //This state is when the launch animation is playing QAnimationState *launched = new QAnimationState(machine); launched->setAnimation(launchAnimation); //End QFinalState *final = new QFinalState(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(const QVariant &) { foreach (QGraphicsItem *item , collidingItems(Qt::IntersectsItemBoundingRect)) { if (Boat *b = qgraphicsitem_cast<Boat*>(item)) b->destroy(); } } void Torpedo::destroy() { emit torpedoExploded(); }