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| 50 | |
| 51 | //Own |
| 52 | #include "bomb.h" |
| 53 | #include "submarine.h" |
| 54 | #include "animationmanager.h" |
| 55 | #include "qanimationstate.h" |
| 56 | |
| 57 | //Qt |
| 58 | #include <QFinalState> |
| 59 | #include <QPropertyAnimation> |
| 60 | #include <QSequentialAnimationGroup> |
| 61 | #include <QStateMachine> |
| 62 | |
| 63 | Bomb::Bomb() : PixmapItem(QString("bomb" ), GraphicsScene::Big) |
| 64 | { |
| 65 | setZValue(2); |
| 66 | } |
| 67 | |
| 68 | void Bomb::launch(Bomb::Direction direction) |
| 69 | { |
| 70 | QSequentialAnimationGroup *launchAnimation = new QSequentialAnimationGroup; |
| 71 | AnimationManager::self()->registerAnimation(anim: launchAnimation); |
| 72 | qreal delta = direction == Right ? 20 : - 20; |
| 73 | QPropertyAnimation *anim = new QPropertyAnimation(this, "pos" ); |
| 74 | anim->setEndValue(QPointF(x() + delta,y() - 20)); |
| 75 | anim->setDuration(150); |
| 76 | launchAnimation->addAnimation(animation: anim); |
| 77 | anim = new QPropertyAnimation(this, "pos" ); |
| 78 | anim->setEndValue(QPointF(x() + delta*2, y() )); |
| 79 | anim->setDuration(150); |
| 80 | launchAnimation->addAnimation(animation: anim); |
| 81 | anim = new QPropertyAnimation(this, "pos" ); |
| 82 | anim->setEndValue(QPointF(x() + delta*2,scene()->height())); |
| 83 | anim->setDuration(y()/2*60); |
| 84 | launchAnimation->addAnimation(animation: anim); |
| 85 | connect(sender: anim, signal: &QVariantAnimation::valueChanged, receiver: this, slot: &Bomb::onAnimationLaunchValueChanged); |
| 86 | connect(sender: this, signal: &Bomb::bombExploded, receiver: launchAnimation, slot: &QAbstractAnimation::stop); |
| 87 | //We setup the state machine of the bomb |
| 88 | QStateMachine *machine = new QStateMachine(this); |
| 89 | |
| 90 | //This state is when the launch animation is playing |
| 91 | QAnimationState *launched = new QAnimationState(machine); |
| 92 | launched->setAnimation(launchAnimation); |
| 93 | |
| 94 | //End |
| 95 | QFinalState *finalState = new QFinalState(machine); |
| 96 | |
| 97 | machine->setInitialState(launched); |
| 98 | |
| 99 | //### Add a nice animation when the bomb is destroyed |
| 100 | launched->addTransition(obj: this, signal: &Bomb::bombExploded, target: finalState); |
| 101 | |
| 102 | //If the animation is finished, then we move to the final state |
| 103 | launched->addTransition(obj: launched, signal: &QAnimationState::animationFinished, target: finalState); |
| 104 | |
| 105 | //The machine has finished to be executed, then the boat is dead |
| 106 | connect(sender: machine,signal: &QState::finished, receiver: this, slot: &Bomb::bombExecutionFinished); |
| 107 | |
| 108 | machine->start(); |
| 109 | |
| 110 | } |
| 111 | |
| 112 | void Bomb::onAnimationLaunchValueChanged(const QVariant &) |
| 113 | { |
| 114 | const QList<QGraphicsItem *> colItems = |
| 115 | collidingItems(mode: Qt::IntersectsItemBoundingRect); |
| 116 | for (QGraphicsItem *item : colItems) { |
| 117 | if (item->type() == SubMarine::Type) { |
| 118 | SubMarine *s = static_cast<SubMarine *>(item); |
| 119 | destroy(); |
| 120 | s->destroy(); |
| 121 | } |
| 122 | } |
| 123 | } |
| 124 | |
| 125 | void Bomb::destroy() |
| 126 | { |
| 127 | emit bombExploded(); |
| 128 | } |
| 129 | |