/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the QtCore module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** BSD License Usage ** Alternatively, you may use this file under the terms of the BSD license ** as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ //Own #include "bomb.h" #include "submarine.h" #include "pixmapitem.h" #include "animationmanager.h" #include "qanimationstate.h" //Qt #include #include #include #include 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 *final = new QFinalState(machine); machine->setInitialState(launched); //### Add a nice animation when the bomb is destroyed launched->addTransition(this, &Bomb::bombExploded,final); //If the animation is finished, then we move to the final state launched->addTransition(launched, &QAnimationState::animationFinished, final); //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 colItems = collidingItems(Qt::IntersectsItemBoundingRect); for (QGraphicsItem *item : colItems) { if (item->type() == SubMarine::Type) { SubMarine *s = static_cast(item); destroy(); s->destroy(); } } } void Bomb::destroy() { emit bombExploded(); }