| 1 | /**************************************************************************** | 
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| 50 |  | 
| 51 | //Own | 
| 52 | #include "torpedo.h" | 
| 53 | #include "boat.h" | 
| 54 | #include "graphicsscene.h" | 
| 55 | #include "animationmanager.h" | 
| 56 | #include "qanimationstate.h" | 
| 57 |  | 
| 58 | #include <QPropertyAnimation> | 
| 59 | #include <QStateMachine> | 
| 60 | #include <QFinalState> | 
| 61 |  | 
| 62 | Torpedo::Torpedo() : PixmapItem(QString::fromLatin1(str: "torpedo" ),GraphicsScene::Big), | 
| 63 |     currentSpeed(0) | 
| 64 | { | 
| 65 |     setZValue(2); | 
| 66 | } | 
| 67 |  | 
| 68 | void Torpedo::launch() | 
| 69 | { | 
| 70 |     QPropertyAnimation *launchAnimation = new QPropertyAnimation(this, "pos" ); | 
| 71 |     AnimationManager::self()->registerAnimation(anim: launchAnimation); | 
| 72 |     launchAnimation->setEndValue(QPointF(x(), qobject_cast<GraphicsScene *>(object: scene())->sealLevel() - 15)); | 
| 73 |     launchAnimation->setEasingCurve(QEasingCurve::InQuad); | 
| 74 |     launchAnimation->setDuration(y() / currentSpeed * 10); | 
| 75 |     connect(sender: launchAnimation, signal: &QVariantAnimation::valueChanged, receiver: this, slot: &Torpedo::onAnimationLaunchValueChanged); | 
| 76 |     connect(sender: this, signal: &Torpedo::torpedoExploded, receiver: launchAnimation, slot: &QAbstractAnimation::stop); | 
| 77 |  | 
| 78 |     //We setup the state machine of the torpedo | 
| 79 |     QStateMachine *machine = new QStateMachine(this); | 
| 80 |  | 
| 81 |     //This state is when the launch animation is playing | 
| 82 |     QAnimationState *launched = new QAnimationState(machine); | 
| 83 |     launched->setAnimation(launchAnimation); | 
| 84 |  | 
| 85 |     //End | 
| 86 |     QFinalState *finalState = new QFinalState(machine); | 
| 87 |  | 
| 88 |     machine->setInitialState(launched); | 
| 89 |  | 
| 90 |     //### Add a nice animation when the torpedo is destroyed | 
| 91 |     launched->addTransition(obj: this, signal: &Torpedo::torpedoExploded, target: finalState); | 
| 92 |  | 
| 93 |     //If the animation is finished, then we move to the final state | 
| 94 |     launched->addTransition(obj: launched, signal: &QAnimationState::animationFinished, target: finalState); | 
| 95 |  | 
| 96 |     //The machine has finished to be executed, then the boat is dead | 
| 97 |     connect(sender: machine, signal: &QState::finished, receiver: this, slot: &Torpedo::torpedoExecutionFinished); | 
| 98 |  | 
| 99 |     machine->start(); | 
| 100 | } | 
| 101 |  | 
| 102 | void Torpedo::setCurrentSpeed(int speed) | 
| 103 | { | 
| 104 |     if (speed < 0) { | 
| 105 |         qWarning(msg: "Torpedo::setCurrentSpeed : The speed is invalid" ); | 
| 106 |         return; | 
| 107 |     } | 
| 108 |     currentSpeed = speed; | 
| 109 | } | 
| 110 |  | 
| 111 | void Torpedo::onAnimationLaunchValueChanged(const QVariant &) | 
| 112 | { | 
| 113 |     const QList<QGraphicsItem *> colItems = | 
| 114 |             collidingItems(mode: Qt::IntersectsItemBoundingRect); | 
| 115 |     for (QGraphicsItem *item : colItems) { | 
| 116 |         if (Boat *b = qgraphicsitem_cast<Boat*>(item)) | 
| 117 |             b->destroy(); | 
| 118 |     } | 
| 119 | } | 
| 120 |  | 
| 121 | void Torpedo::destroy() | 
| 122 | { | 
| 123 |     emit torpedoExploded(); | 
| 124 | } | 
| 125 |  |