bomb.cpp Example File

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#include "bomb.h"
#include "submarine.h"
#include "pixmapitem.h"
#include "animationmanager.h"
#include "qanimationstate.h"

#include <QtCore/QSequentialAnimationGroup>
#include <QtCore/QPropertyAnimation>
#include <QtCore/QStateMachine>
#include <QtCore/QFinalState>

Bomb::Bomb() : PixmapItem(QString("bomb"), GraphicsScene::Big)

void Bomb::launch(Bomb::Direction direction)
    QSequentialAnimationGroup *launchAnimation = new QSequentialAnimationGroup;
    qreal delta = direction == Right ? 20 : - 20;
    QPropertyAnimation *anim = new QPropertyAnimation(this, "pos");
    anim->setEndValue(QPointF(x() + delta,y() - 20));
    anim = new QPropertyAnimation(this, "pos");
    anim->setEndValue(QPointF(x() + delta*2, y() ));
    anim = new QPropertyAnimation(this, "pos");
    anim->setEndValue(QPointF(x() + delta*2,scene()->height()));
    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);

    QFinalState *final = new QFinalState(machine);


    //### 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()));



void Bomb::onAnimationLaunchValueChanged(const QVariant &)
    foreach (QGraphicsItem * item , collidingItems(Qt::IntersectsItemBoundingRect)) {
        if (item->type() == SubMarine::Type) {
            SubMarine *s = static_cast<SubMarine *>(item);

void Bomb::destroy()
    emit bombExploded();

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