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/****************************************************************************
**
** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the QtCore module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Digia. For licensing terms and
** conditions see http://qt.digia.com/licensing. For further information
** use the contact form at http://qt.digia.com/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Digia gives you certain additional
** rights. These rights are described in the Digia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU General Public License version 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
//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()->registerAnimation(launchAnimation);
qreal delta = direction == Right ? 20 : - 20;
QPropertyAnimation *anim = new QPropertyAnimation(this, "pos");
anim->setEndValue(QPointF(x() + delta,y() - 20));
anim->setDuration(150);
launchAnimation->addAnimation(anim);
anim = new QPropertyAnimation(this, "pos");
anim->setEndValue(QPointF(x() + delta*2, y() ));
anim->setDuration(150);
launchAnimation->addAnimation(anim);
anim = new QPropertyAnimation(this, "pos");
anim->setEndValue(QPointF(x() + delta*2,scene()->height()));
anim->setDuration(y()/2*60);
launchAnimation->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->setAnimation(launchAnimation);
//End
QFinalState *final = new QFinalState(machine);
machine->setInitialState(launched);
//### Add a nice animation when the bomb is destroyed
launched->addTransition(this, SIGNAL(bombExploded()),final);
//If the animation is finished, then we move to the final state
launched->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->start();
}
void Bomb::onAnimationLaunchValueChanged(const QVariant &)
{
foreach (QGraphicsItem * item , collidingItems(Qt::IntersectsItemBoundingRect)) {
if (item->type() == SubMarine::Type) {
SubMarine *s = static_cast<SubMarine *>(item);
destroy();
s->destroy();
}
}
}
void Bomb::destroy()
{
emit bombExploded();
}
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