// Copyright (C) 2016 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause //Own #include "bomb.h" #include "submarine.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 *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 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(); }