Qt Reference Documentation

bomb.cpp Example File

demos/sub-attaq/bomb.cpp
 /****************************************************************************
 **
 ** Copyright (C) 2015 The Qt Company Ltd.
 ** Contact: http://www.qt.io/licensing/
 **
 ** 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 The Qt Company. For licensing terms
 ** and conditions see http://www.qt.io/terms-conditions. For further
 ** information use the contact form at http://www.qt.io/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 or version 3 as published by the Free
 ** Software Foundation and appearing in the file LICENSE.LGPLv21 and
 ** LICENSE.LGPLv3 included in the packaging of this file. Please review the
 ** following information to ensure the GNU Lesser General Public License
 ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
 ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
 **
 ** As a special exception, The Qt Company gives you certain additional
 ** rights. These rights are described in The Qt Company 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();
 }