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50 
51 //Own
52 #include "bomb.h"
53 #include "submarine.h"
54 #include "animationmanager.h"
55 #include "qanimationstate.h"
56 
57 //Qt
58 #include <QFinalState>
59 #include <QPropertyAnimation>
60 #include <QSequentialAnimationGroup>
61 #include <QStateMachine>
62 
Bomb()63 Bomb::Bomb() : PixmapItem(QString("bomb"), GraphicsScene::Big)
64 {
65     setZValue(2);
66 }
67 
launch(Bomb::Direction direction)68 void Bomb::launch(Bomb::Direction direction)
69 {
70     QSequentialAnimationGroup *launchAnimation = new QSequentialAnimationGroup;
71     AnimationManager::self()->registerAnimation(launchAnimation);
72     qreal delta = direction == Right ? 20 : - 20;
73     QPropertyAnimation *anim = new QPropertyAnimation(this, "pos");
74     anim->setEndValue(QPointF(x() + delta,y() - 20));
75     anim->setDuration(150);
76     launchAnimation->addAnimation(anim);
77     anim = new QPropertyAnimation(this, "pos");
78     anim->setEndValue(QPointF(x() + delta*2, y() ));
79     anim->setDuration(150);
80     launchAnimation->addAnimation(anim);
81     anim = new QPropertyAnimation(this, "pos");
82     anim->setEndValue(QPointF(x() + delta*2,scene()->height()));
83     anim->setDuration(y()/2*60);
84     launchAnimation->addAnimation(anim);
85     connect(anim, &QVariantAnimation::valueChanged, this, &Bomb::onAnimationLaunchValueChanged);
86     connect(this, &Bomb::bombExploded, launchAnimation, &QAbstractAnimation::stop);
87     //We setup the state machine of the bomb
88     QStateMachine *machine = new QStateMachine(this);
89 
90     //This state is when the launch animation is playing
91     QAnimationState *launched = new QAnimationState(machine);
92     launched->setAnimation(launchAnimation);
93 
94     //End
95     QFinalState *finalState = new QFinalState(machine);
96 
97     machine->setInitialState(launched);
98 
99     //### Add a nice animation when the bomb is destroyed
100     launched->addTransition(this, &Bomb::bombExploded, finalState);
101 
102     //If the animation is finished, then we move to the final state
103     launched->addTransition(launched, &QAnimationState::animationFinished, finalState);
104 
105     //The machine has finished to be executed, then the boat is dead
106     connect(machine,&QState::finished, this, &Bomb::bombExecutionFinished);
107 
108     machine->start();
109 
110 }
111 
onAnimationLaunchValueChanged(const QVariant &)112 void Bomb::onAnimationLaunchValueChanged(const QVariant &)
113 {
114     const QList<QGraphicsItem *> colItems =
115             collidingItems(Qt::IntersectsItemBoundingRect);
116     for (QGraphicsItem *item : colItems) {
117         if (item->type() == SubMarine::Type) {
118             SubMarine *s = static_cast<SubMarine *>(item);
119             destroy();
120             s->destroy();
121         }
122     }
123 }
124 
destroy()125 void Bomb::destroy()
126 {
127     emit bombExploded();
128 }
129