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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