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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(); |
| } |