bomb.cpp Example File

animation/sub-attaq/bomb.cpp

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  //Own
  #include "bomb.h"
  #include "submarine.h"
  #include "pixmapitem.h"
  #include "animationmanager.h"
  #include "qanimationstate.h"

  //Qt
  #include <QtCore/QSequentialAnimationGroup>
  #include <QtCore/QPropertyAnimation>
  #include <QtCore/QStateMachine>
  #include <QtCore/QFinalState>

  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,SIGNAL(valueChanged(QVariant)),this,SLOT(onAnimationLaunchValueChanged(QVariant)));
      connect(this, SIGNAL(bombExploded()), launchAnimation, SLOT(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 *final = new QFinalState(machine);

      machine->setInitialState(launched);

      //### Add a nice animation when the bomb is destroyed
      launched->addTransition(this, SIGNAL(bombExploded()),final);

      //If the animation is finished, then we move to the final state
      launched->addTransition(launched, SIGNAL(animationFinished()), final);

      //The machine has finished to be executed, then the boat is dead
      connect(machine,SIGNAL(finished()),this, SIGNAL(bombExecutionFinished()));

      machine->start();

  }

  void Bomb::onAnimationLaunchValueChanged(const QVariant &)
  {
      foreach (QGraphicsItem * item , collidingItems(Qt::IntersectsItemBoundingRect)) {
          if (item->type() == SubMarine::Type) {
              SubMarine *s = static_cast<SubMarine *>(item);
              destroy();
              s->destroy();
          }
      }
  }

  void Bomb::destroy()
  {
      emit bombExploded();
  }