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# bomb.cpp Example File
demos/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();
     }