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//Own
#include "bomb.h"
#include "submarine.h"
#include "animationmanager.h"
#include "qanimationstate.h"
//Qt
#include <QFinalState>
#include <QPropertyAnimation>
#include <QSequentialAnimationGroup>
#include <QStateMachine>
Bomb::Bomb() : PixmapItem(QString("bomb"), GraphicsScene::Big)
{
setZValue(2);
}
void Bomb::launch(Bomb::Direction direction)
{
QSequentialAnimationGroup *launchAnimation = new QSequentialAnimationGroup;
AnimationManager::self()->registerAnimation(launchAnimation);
qreal delta = direction == Right ? 20 : - 20;
QPropertyAnimation *anim = new QPropertyAnimation(this, "pos");
anim->setEndValue(QPointF(x() + delta,y() - 20));
anim->setDuration(150);
launchAnimation->addAnimation(anim);
anim = new QPropertyAnimation(this, "pos");
anim->setEndValue(QPointF(x() + delta*2, y() ));
anim->setDuration(150);
launchAnimation->addAnimation(anim);
anim = new QPropertyAnimation(this, "pos");
anim->setEndValue(QPointF(x() + delta*2,scene()->height()));
anim->setDuration(y()/2*60);
launchAnimation->addAnimation(anim);
connect(anim, &QVariantAnimation::valueChanged, this, &Bomb::onAnimationLaunchValueChanged);
connect(this, &Bomb::bombExploded, launchAnimation, &QAbstractAnimation::stop);
//We setup the state machine of the bomb
QStateMachine *machine = new QStateMachine(this);
//This state is when the launch animation is playing
QAnimationState *launched = new QAnimationState(machine);
launched->setAnimation(launchAnimation);
//End
QFinalState *finalState = new QFinalState(machine);
machine->setInitialState(launched);
//### Add a nice animation when the bomb is destroyed
launched->addTransition(this, &Bomb::bombExploded, finalState);
//If the animation is finished, then we move to the final state
launched->addTransition(launched, &QAnimationState::animationFinished, finalState);
//The machine has finished to be executed, then the boat is dead
connect(machine,&QState::finished, this, &Bomb::bombExecutionFinished);
machine->start();
}
void Bomb::onAnimationLaunchValueChanged(const QVariant &)
{
const QList<QGraphicsItem *> colItems =
collidingItems(Qt::IntersectsItemBoundingRect);
for (QGraphicsItem *item : colItems) {
if (item->type() == SubMarine::Type) {
SubMarine *s = static_cast<SubMarine *>(item);
destroy();
s->destroy();
}
}
}
void Bomb::destroy()
{
emit bombExploded();
}