f9f395c28b
Updated version of LGPL and FDL licenseheaders. Apply release phase licenseheaders for all source files. Reviewed-by: Trust Me
119 lines
4.1 KiB
C++
119 lines
4.1 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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**
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** This file is part of the QtCore module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** GNU Lesser General Public License Usage
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** This file may be used under the terms of the GNU Lesser General Public
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** License version 2.1 as published by the Free Software Foundation and
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** appearing in the file LICENSE.LGPL included in the packaging of this
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** file. Please review the following information to ensure the GNU Lesser
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** General Public License version 2.1 requirements will be met:
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** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Nokia gives you certain additional
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** rights. These rights are described in the Nokia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU General
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** Public License version 3.0 as published by the Free Software Foundation
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** and appearing in the file LICENSE.GPL included in the packaging of this
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** file. Please review the following information to ensure the GNU General
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** Public License version 3.0 requirements will be met:
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** http://www.gnu.org/copyleft/gpl.html.
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**
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** Other Usage
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** Alternatively, this file may be used in accordance with the terms and
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** conditions contained in a signed written agreement between you and Nokia.
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**
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**
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**
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**
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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//Own
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#include "bomb.h"
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#include "submarine.h"
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#include "pixmapitem.h"
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#include "animationmanager.h"
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#include "qanimationstate.h"
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//Qt
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#include <QtCore/QSequentialAnimationGroup>
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#include <QtCore/QPropertyAnimation>
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#include <QtCore/QStateMachine>
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#include <QtCore/QFinalState>
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Bomb::Bomb() : PixmapItem(QString("bomb"), GraphicsScene::Big)
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{
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setZValue(2);
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}
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void Bomb::launch(Bomb::Direction direction)
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{
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QSequentialAnimationGroup *launchAnimation = new QSequentialAnimationGroup;
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AnimationManager::self()->registerAnimation(launchAnimation);
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qreal delta = direction == Right ? 20 : - 20;
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QPropertyAnimation *anim = new QPropertyAnimation(this, "pos");
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anim->setEndValue(QPointF(x() + delta,y() - 20));
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anim->setDuration(150);
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launchAnimation->addAnimation(anim);
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anim = new QPropertyAnimation(this, "pos");
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anim->setEndValue(QPointF(x() + delta*2, y() ));
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anim->setDuration(150);
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launchAnimation->addAnimation(anim);
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anim = new QPropertyAnimation(this, "pos");
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anim->setEndValue(QPointF(x() + delta*2,scene()->height()));
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anim->setDuration(y()/2*60);
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launchAnimation->addAnimation(anim);
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connect(anim,SIGNAL(valueChanged(QVariant)),this,SLOT(onAnimationLaunchValueChanged(QVariant)));
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connect(this, SIGNAL(bombExploded()), launchAnimation, SLOT(stop()));
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//We setup the state machine of the bomb
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QStateMachine *machine = new QStateMachine(this);
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//This state is when the launch animation is playing
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QAnimationState *launched = new QAnimationState(machine);
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launched->setAnimation(launchAnimation);
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//End
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QFinalState *final = new QFinalState(machine);
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machine->setInitialState(launched);
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//### Add a nice animation when the bomb is destroyed
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launched->addTransition(this, SIGNAL(bombExploded()),final);
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//If the animation is finished, then we move to the final state
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launched->addTransition(launched, SIGNAL(animationFinished()), final);
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//The machine has finished to be executed, then the boat is dead
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connect(machine,SIGNAL(finished()),this, SIGNAL(bombExecutionFinished()));
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machine->start();
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}
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void Bomb::onAnimationLaunchValueChanged(const QVariant &)
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{
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foreach (QGraphicsItem * item , collidingItems(Qt::IntersectsItemBoundingRect)) {
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if (item->type() == SubMarine::Type) {
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SubMarine *s = static_cast<SubMarine *>(item);
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destroy();
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s->destroy();
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}
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}
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}
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void Bomb::destroy()
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{
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emit bombExploded();
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}
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