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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 | |