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41 
42 //Own
43 #include "bomb.h"
44 #include "submarine.h"
45 #include "pixmapitem.h"
46 #include "animationmanager.h"
47 #include "qanimationstate.h"
48 
49 //Qt
50 #include <QtCore/QSequentialAnimationGroup>
51 #include <QtCore/QPropertyAnimation>
52 #include <QtCore/QStateMachine>
53 #include <QtCore/QFinalState>
54 
Bomb()55 Bomb::Bomb() : PixmapItem(QString("bomb"), GraphicsScene::Big)
56 {
57     setZValue(2);
58 }
59 
launch(Bomb::Direction direction)60 void Bomb::launch(Bomb::Direction direction)
61 {
62     QSequentialAnimationGroup *launchAnimation = new QSequentialAnimationGroup;
63     AnimationManager::self()->registerAnimation(launchAnimation);
64     qreal delta = direction == Right ? 20 : - 20;
65     QPropertyAnimation *anim = new QPropertyAnimation(this, "pos");
66     anim->setEndValue(QPointF(x() + delta,y() - 20));
67     anim->setDuration(150);
68     launchAnimation->addAnimation(anim);
69     anim = new QPropertyAnimation(this, "pos");
70     anim->setEndValue(QPointF(x() + delta*2, y() ));
71     anim->setDuration(150);
72     launchAnimation->addAnimation(anim);
73     anim = new QPropertyAnimation(this, "pos");
74     anim->setEndValue(QPointF(x() + delta*2,scene()->height()));
75     anim->setDuration(y()/2*60);
76     launchAnimation->addAnimation(anim);
77     connect(anim,SIGNAL(valueChanged(QVariant)),this,SLOT(onAnimationLaunchValueChanged(QVariant)));
78     connect(this, SIGNAL(bombExploded()), launchAnimation, SLOT(stop()));
79     //We setup the state machine of the bomb
80     QStateMachine *machine = new QStateMachine(this);
81 
82     //This state is when the launch animation is playing
83     QAnimationState *launched = new QAnimationState(machine);
84     launched->setAnimation(launchAnimation);
85 
86     //End
87     QFinalState *final = new QFinalState(machine);
88 
89     machine->setInitialState(launched);
90 
91     //### Add a nice animation when the bomb is destroyed
92     launched->addTransition(this, SIGNAL(bombExploded()),final);
93 
94     //If the animation is finished, then we move to the final state
95     launched->addTransition(launched, SIGNAL(animationFinished()), final);
96 
97     //The machine has finished to be executed, then the boat is dead
98     connect(machine,SIGNAL(finished()),this, SIGNAL(bombExecutionFinished()));
99 
100     machine->start();
101 
102 }
103 
onAnimationLaunchValueChanged(const QVariant &)104 void Bomb::onAnimationLaunchValueChanged(const QVariant &)
105 {
106     foreach (QGraphicsItem * item , collidingItems(Qt::IntersectsItemBoundingRect)) {
107         if (item->type() == SubMarine::Type) {
108             SubMarine *s = static_cast<SubMarine *>(item);
109             destroy();
110             s->destroy();
111         }
112     }
113 }
114 
destroy()115 void Bomb::destroy()
116 {
117     emit bombExploded();
118 }
119