diff options
Diffstat (limited to 'examples/widgets/animation/sub-attaq/bomb.cpp')
-rw-r--r-- | examples/widgets/animation/sub-attaq/bomb.cpp | 19 |
1 files changed, 9 insertions, 10 deletions
diff --git a/examples/widgets/animation/sub-attaq/bomb.cpp b/examples/widgets/animation/sub-attaq/bomb.cpp index 2b865137dd..0b9c365662 100644 --- a/examples/widgets/animation/sub-attaq/bomb.cpp +++ b/examples/widgets/animation/sub-attaq/bomb.cpp @@ -51,15 +51,14 @@ //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> +#include <QFinalState> +#include <QPropertyAnimation> +#include <QSequentialAnimationGroup> +#include <QStateMachine> Bomb::Bomb() : PixmapItem(QString("bomb"), GraphicsScene::Big) { @@ -83,7 +82,7 @@ void Bomb::launch(Bomb::Direction direction) anim->setEndValue(QPointF(x() + delta*2,scene()->height())); anim->setDuration(y()/2*60); launchAnimation->addAnimation(anim); - connect(anim,&QVariantAnimation::valueChanged,this,&Bomb::onAnimationLaunchValueChanged); + 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); @@ -93,18 +92,18 @@ void Bomb::launch(Bomb::Direction direction) launched->setAnimation(launchAnimation); //End - QFinalState *final = new QFinalState(machine); + QFinalState *finalState = new QFinalState(machine); machine->setInitialState(launched); //### Add a nice animation when the bomb is destroyed - launched->addTransition(this, &Bomb::bombExploded,final); + launched->addTransition(this, &Bomb::bombExploded, finalState); //If the animation is finished, then we move to the final state - launched->addTransition(launched, &QAnimationState::animationFinished, final); + 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); + connect(machine,&QState::finished, this, &Bomb::bombExecutionFinished); machine->start(); |