/**************************************************************************** ** ** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the QtCore module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** 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 Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ //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,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(item); destroy(); s->destroy(); } } } void Bomb::destroy() { emit bombExploded(); }