demos/sub-attaq/bomb.cpp
changeset 0 1918ee327afb
child 3 41300fa6a67c
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/demos/sub-attaq/bomb.cpp	Mon Jan 11 14:00:40 2010 +0000
@@ -0,0 +1,118 @@
+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the QtCore module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the Technology Preview License Agreement accompanying
+** this package.
+**
+** 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, Nokia gives you certain additional
+** rights.  These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//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(const QVariant &)),this,SLOT(onAnimationLaunchValueChanged(const 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();
+}