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/**
**************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtCore module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** Commercial License Usage
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** accordance with the commercial license agreement provided with the
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**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
** * Neither the name of The Qt Company Ltd nor the names of its
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**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
***************************************************************************
*/
//Own
#include
"bomb.h"
#include
"submarine.h"
#include
"pixmapitem.h"
#include
"animationmanager.h"
#include
"qanimationstate.h"
//Qt
#include <QtCore/QSequentialAnimationGroup>
#include <QtCore/QPropertyAnimation>
#include <QtCore/QStateMachine>
#include <QtCore/QFinalState>
Bomb::
Bomb() : PixmapItem(QString("bomb"
), GraphicsScene::
Big)
{
setZValue(2
);
}
void
Bomb::
launch(Bomb::
Direction direction)
{
QSequentialAnimationGroup *
launchAnimation =
new
QSequentialAnimationGroup;
AnimationManager::
self()-&
gt;registerAnimation(launchAnimation);
qreal delta =
direction ==
Right ? 20
: -
20
;
QPropertyAnimation *
anim =
new
QPropertyAnimation(this
, "pos"
);
anim-&
gt;setEndValue(QPointF(x() +
delta,y() -
20
));
anim-&
gt;setDuration(150
);
launchAnimation-&
gt;addAnimation(anim);
anim =
new
QPropertyAnimation(this
, "pos"
);
anim-&
gt;setEndValue(QPointF(x() +
delta*
2
, y() ));
anim-&
gt;setDuration(150
);
launchAnimation-&
gt;addAnimation(anim);
anim =
new
QPropertyAnimation(this
, "pos"
);
anim-&
gt;setEndValue(QPointF(x() +
delta*
2
,scene()-&
gt;height()));
anim-&
gt;setDuration(y()/
2
*
60
);
launchAnimation-&
gt;addAnimation(anim);
connect(anim,SIGNAL(valueChanged(QVariant)),this
,SLOT(onAnimationLaunchValueChanged(QVariant)));
connect(this
, SIGNAL(bombExploded()), launchAnimation, SLOT(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-&
gt;setAnimation(launchAnimation);
//End
QFinalState *
final
=
new
QFinalState(machine);
machine-&
gt;setInitialState(launched);
//### Add a nice animation when the bomb is destroyed
launched-&
gt;addTransition(this
, SIGNAL(bombExploded()),final
);
//If the animation is finished, then we move to the final state
launched-&
gt;addTransition(launched, SIGNAL(animationFinished()), final
);
//The machine has finished to be executed, then the boat is dead
connect(machine,SIGNAL(finished()),this
, SIGNAL(bombExecutionFinished()));
machine-&
gt;start();
}
void
Bomb::
onAnimationLaunchValueChanged(const
QVariant &
amp;)
{
foreach (QGraphicsItem *
item , collidingItems(Qt::
IntersectsItemBoundingRect)) {
if
(item-&
gt;type() ==
SubMarine::
Type) {
SubMarine *
s =
static_cast
&
lt;SubMarine *&
gt;(item);
destroy();
s-&
gt;destroy();
}
}
}
void
Bomb::
destroy()
{
emit bombExploded();
}