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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
//Own
#include "torpedo.h"
#include "boat.h"
#include "graphicsscene.h"
#include "animationmanager.h"
#include "qanimationstate.h"
#include <QPropertyAnimation>
#include <QStateMachine>
#include <QFinalState>
Torpedo::Torpedo() : PixmapItem(QString::fromLatin1("torpedo"),GraphicsScene::Big),
currentSpeed(0)
{
setZValue(2);
}
void Torpedo::launch()
{
QPropertyAnimation *launchAnimation = new QPropertyAnimation(this, "pos");
AnimationManager::self()->registerAnimation(launchAnimation);
launchAnimation->setEndValue(QPointF(x(), qobject_cast<GraphicsScene *>(scene())->sealLevel() - 15));
launchAnimation->setEasingCurve(QEasingCurve::InQuad);
launchAnimation->setDuration(y() / currentSpeed * 10);
connect(launchAnimation, &QVariantAnimation::valueChanged, this, &Torpedo::onAnimationLaunchValueChanged);
connect(this, &Torpedo::torpedoExploded, launchAnimation, &QAbstractAnimation::stop);
//We setup the state machine of the torpedo
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 torpedo is destroyed
launched->addTransition(this, &Torpedo::torpedoExploded, 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, &Torpedo::torpedoExecutionFinished);
machine->start();
}
void Torpedo::setCurrentSpeed(int speed)
{
if (speed < 0) {
qWarning("Torpedo::setCurrentSpeed : The speed is invalid");
return;
}
currentSpeed = speed;
}
void Torpedo::onAnimationLaunchValueChanged(const QVariant &)
{
const QList<QGraphicsItem *> colItems =
collidingItems(Qt::IntersectsItemBoundingRect);
for (QGraphicsItem *item : colItems) {
if (Boat *b = qgraphicsitem_cast<Boat*>(item))
b->destroy();
}
}
void Torpedo::destroy()
{
emit torpedoExploded();
}
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