bomb.cpp Example File | Qt Widgets 5.12.6

Qt 5.12 | Qt Widgets | Sub-Attaq | bomb.cpp Example File

Qt 5.12.6 Reference Documentation

# bomb.cpp Example File

animation/sub-attaq/bomb.cpp

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      //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();
      }