class MyPopup(QWidget):
    def __init__(self):
        QWidget.__init__(self)

        style1 = "background-color: red"
        style2 = "background-color: black"

        animation = QPropertyAnimation(self, b'styleSheet')
        animation.setDuration(5)

        state1 = QState()
        state2 = QState()
        state1.assignProperty(self, 'styleSheet', style1)
        state2.assignProperty(self, 'styleSheet', style2)

        state1.addTransition(state1.propertiesAssigned, state2)
        state2.addTransition(state2.propertiesAssigned, state1)

        self.machine = QStateMachine()
        self.machine.addDefaultAnimation(animation)
        self.machine.addState(state1)
        self.machine.addState(state2)
        self.machine.setInitialState(state1)
        self.machine.start()
Exemple #2
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class LifeCycle(object):
    def __init__(self, stickMan, keyReceiver):
        self.m_stickMan = stickMan
        self.m_keyReceiver = keyReceiver

        # Create animation group to be used for all transitions.
        self.m_animationGroup = QParallelAnimationGroup()
        stickManNodeCount = self.m_stickMan.nodeCount()
        self._pas = []
        for i in range(stickManNodeCount):
            pa = QPropertyAnimation(self.m_stickMan.node(i), 'pos')
            self._pas.append(pa)
            self.m_animationGroup.addAnimation(pa)

        # Set up intial state graph.
        self.m_machine = QStateMachine()
        self.m_machine.addDefaultAnimation(self.m_animationGroup)

        self.m_alive = QState(self.m_machine)
        self.m_alive.setObjectName('alive')

        # Make it blink when lightning strikes before entering dead animation.
        lightningBlink = QState(self.m_machine)
        lightningBlink.assignProperty(self.m_stickMan.scene(),
                                      'backgroundBrush', Qt.white)
        lightningBlink.assignProperty(self.m_stickMan, 'penColor', Qt.black)
        lightningBlink.assignProperty(self.m_stickMan, 'fillColor', Qt.white)
        lightningBlink.assignProperty(self.m_stickMan, 'isDead', True)

        timer = QTimer(lightningBlink)
        timer.setSingleShot(True)
        timer.setInterval(100)
        lightningBlink.entered.connect(timer.start)
        lightningBlink.exited.connect(timer.stop)

        self.m_dead = QState(self.m_machine)
        self.m_dead.assignProperty(self.m_stickMan.scene(), 'backgroundBrush',
                                   Qt.black)
        self.m_dead.assignProperty(self.m_stickMan, 'penColor', Qt.white)
        self.m_dead.assignProperty(self.m_stickMan, 'fillColor', Qt.black)
        self.m_dead.setObjectName('dead')

        # Idle state (sets no properties).
        self.m_idle = QState(self.m_alive)
        self.m_idle.setObjectName('idle')

        self.m_alive.setInitialState(self.m_idle)

        # Lightning strikes at random.
        self.m_alive.addTransition(LightningStrikesTransition(lightningBlink))
        lightningBlink.addTransition(timer.timeout, self.m_dead)

        self.m_machine.setInitialState(self.m_alive)

    def setDeathAnimation(self, fileName):
        deathAnimation = self.makeState(self.m_dead, fileName)
        self.m_dead.setInitialState(deathAnimation)

    def start(self):
        self.m_machine.start()

    def addActivity(self, fileName, key):
        state = self.makeState(self.m_alive, fileName)
        self.m_alive.addTransition(
            KeyPressTransition(self.m_keyReceiver, key, state))

    def makeState(self, parentState, animationFileName):
        topLevel = QState(parentState)

        animation = Animation()

        file = QFile(animationFileName)
        if file.open(QIODevice.ReadOnly):
            animation.load(file)

        frameCount = animation.totalFrames()
        previousState = None
        for i in range(frameCount):
            animation.setCurrentFrame(i)

            frameState = QState(topLevel)
            nodeCount = animation.nodeCount()
            for j in range(nodeCount):
                frameState.assignProperty(self.m_stickMan.node(j), 'pos',
                                          animation.nodePos(j))

            frameState.setObjectName('frame %d' % i)

            if previousState is None:
                topLevel.setInitialState(frameState)
            else:
                previousState.addTransition(previousState.propertiesAssigned,
                                            frameState)

            previousState = frameState

        previousState.addTransition(previousState.propertiesAssigned,
                                    topLevel.initialState())

        return topLevel
Exemple #3
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    def __init__(self, size, parent=None):
        super(PadNavigator, self).__init__(parent)

        self.form = Ui_Form()

        splash = SplashItem()
        splash.setZValue(1)

        pad = FlippablePad(size)
        flipRotation = QGraphicsRotation(pad)
        xRotation = QGraphicsRotation(pad)
        yRotation = QGraphicsRotation(pad)
        flipRotation.setAxis(Qt.YAxis)
        xRotation.setAxis(Qt.YAxis)
        yRotation.setAxis(Qt.XAxis)
        pad.setTransformations([flipRotation, xRotation, yRotation])

        backItem = QGraphicsProxyWidget(pad)
        widget = QWidget()
        self.form.setupUi(widget)
        self.form.hostName.setFocus()
        backItem.setWidget(widget)
        backItem.setVisible(False)
        backItem.setFocus()
        backItem.setCacheMode(QGraphicsItem.ItemCoordinateCache)
        r = backItem.rect()
        backItem.setTransform(QTransform().rotate(180, Qt.YAxis).translate(-r.width()/2, -r.height()/2))

        selectionItem = RoundRectItem(QRectF(-60, -60, 120, 120),
                QColor(Qt.gray), pad)
        selectionItem.setZValue(0.5)

        smoothSplashMove = QPropertyAnimation(splash, b'y')
        smoothSplashOpacity = QPropertyAnimation(splash, b'opacity')
        smoothSplashMove.setEasingCurve(QEasingCurve.InQuad)
        smoothSplashMove.setDuration(250)
        smoothSplashOpacity.setDuration(250)

        smoothXSelection = QPropertyAnimation(selectionItem, b'x')
        smoothYSelection = QPropertyAnimation(selectionItem, b'y')
        smoothXRotation = QPropertyAnimation(xRotation, b'angle')
        smoothYRotation = QPropertyAnimation(yRotation, b'angle')
        smoothXSelection.setDuration(125)
        smoothYSelection.setDuration(125)
        smoothXRotation.setDuration(125)
        smoothYRotation.setDuration(125)
        smoothXSelection.setEasingCurve(QEasingCurve.InOutQuad)
        smoothYSelection.setEasingCurve(QEasingCurve.InOutQuad)
        smoothXRotation.setEasingCurve(QEasingCurve.InOutQuad)
        smoothYRotation.setEasingCurve(QEasingCurve.InOutQuad)

        smoothFlipRotation = QPropertyAnimation(flipRotation, b'angle')
        smoothFlipScale = QPropertyAnimation(pad, b'scale')
        smoothFlipXRotation = QPropertyAnimation(xRotation, b'angle')
        smoothFlipYRotation = QPropertyAnimation(yRotation, b'angle')
        flipAnimation = QParallelAnimationGroup(self)
        smoothFlipScale.setDuration(500)
        smoothFlipRotation.setDuration(500)
        smoothFlipXRotation.setDuration(500)
        smoothFlipYRotation.setDuration(500)
        smoothFlipScale.setEasingCurve(QEasingCurve.InOutQuad)
        smoothFlipRotation.setEasingCurve(QEasingCurve.InOutQuad)
        smoothFlipXRotation.setEasingCurve(QEasingCurve.InOutQuad)
        smoothFlipYRotation.setEasingCurve(QEasingCurve.InOutQuad)
        smoothFlipScale.setKeyValueAt(0, 1.0)
        smoothFlipScale.setKeyValueAt(0.5, 0.7)
        smoothFlipScale.setKeyValueAt(1, 1.0)
        flipAnimation.addAnimation(smoothFlipRotation)
        flipAnimation.addAnimation(smoothFlipScale)
        flipAnimation.addAnimation(smoothFlipXRotation)
        flipAnimation.addAnimation(smoothFlipYRotation)

        setVariablesSequence = QSequentialAnimationGroup()
        setFillAnimation = QPropertyAnimation(pad, b'fill')
        setBackItemVisibleAnimation = QPropertyAnimation(backItem, b'visible')
        setSelectionItemVisibleAnimation = QPropertyAnimation(selectionItem, b'visible')
        setFillAnimation.setDuration(0)
        setBackItemVisibleAnimation.setDuration(0)
        setSelectionItemVisibleAnimation.setDuration(0)
        setVariablesSequence.addPause(250)
        setVariablesSequence.addAnimation(setBackItemVisibleAnimation)
        setVariablesSequence.addAnimation(setSelectionItemVisibleAnimation)
        setVariablesSequence.addAnimation(setFillAnimation)
        flipAnimation.addAnimation(setVariablesSequence)

        stateMachine = QStateMachine(self)
        splashState = QState(stateMachine)
        frontState = QState(stateMachine)
        historyState = QHistoryState(frontState)
        backState = QState(stateMachine)

        frontState.assignProperty(pad, "fill", False)
        frontState.assignProperty(splash, "opacity", 0.0)
        frontState.assignProperty(backItem, "visible", False)
        frontState.assignProperty(flipRotation, "angle", 0.0)
        frontState.assignProperty(selectionItem, "visible", True)

        backState.assignProperty(pad, "fill", True)
        backState.assignProperty(backItem, "visible", True)
        backState.assignProperty(xRotation, "angle", 0.0)
        backState.assignProperty(yRotation, "angle", 0.0)
        backState.assignProperty(flipRotation, "angle", 180.0)
        backState.assignProperty(selectionItem, "visible", False)

        stateMachine.addDefaultAnimation(smoothXRotation)
        stateMachine.addDefaultAnimation(smoothYRotation)
        stateMachine.addDefaultAnimation(smoothXSelection)
        stateMachine.addDefaultAnimation(smoothYSelection)
        stateMachine.setInitialState(splashState)

        anyKeyTransition = QEventTransition(self, QEvent.KeyPress, splashState)
        anyKeyTransition.setTargetState(frontState)
        anyKeyTransition.addAnimation(smoothSplashMove)
        anyKeyTransition.addAnimation(smoothSplashOpacity)

        enterTransition = QKeyEventTransition(self, QEvent.KeyPress,
                Qt.Key_Enter, backState)
        returnTransition = QKeyEventTransition(self, QEvent.KeyPress,
                Qt.Key_Return, backState)
        backEnterTransition = QKeyEventTransition(self, QEvent.KeyPress,
                Qt.Key_Enter, frontState)
        backReturnTransition = QKeyEventTransition(self, QEvent.KeyPress,
                Qt.Key_Return, frontState)
        enterTransition.setTargetState(historyState)
        returnTransition.setTargetState(historyState)
        backEnterTransition.setTargetState(backState)
        backReturnTransition.setTargetState(backState)
        enterTransition.addAnimation(flipAnimation)
        returnTransition.addAnimation(flipAnimation)
        backEnterTransition.addAnimation(flipAnimation)
        backReturnTransition.addAnimation(flipAnimation)

        columns = size.width()
        rows = size.height()
        stateGrid = []
        for y in range(rows):
            stateGrid.append([QState(frontState) for _ in range(columns)])

        frontState.setInitialState(stateGrid[0][0])
        selectionItem.setPos(pad.iconAt(0, 0).pos())

        for y in range(rows):
            for x in range(columns):
                state = stateGrid[y][x]

                rightTransition = QKeyEventTransition(self, QEvent.KeyPress,
                        Qt.Key_Right, state)
                leftTransition = QKeyEventTransition(self, QEvent.KeyPress,
                        Qt.Key_Left, state)
                downTransition = QKeyEventTransition(self, QEvent.KeyPress,
                        Qt.Key_Down, state)
                upTransition = QKeyEventTransition(self, QEvent.KeyPress,
                        Qt.Key_Up, state)

                rightTransition.setTargetState(stateGrid[y][(x + 1) % columns])
                leftTransition.setTargetState(stateGrid[y][((x - 1) + columns) % columns])
                downTransition.setTargetState(stateGrid[(y + 1) % rows][x])
                upTransition.setTargetState(stateGrid[((y - 1) + rows) % rows][x])

                icon = pad.iconAt(x, y)
                state.assignProperty(xRotation, "angle", -icon.x() / 6.0)
                state.assignProperty(yRotation, "angle", icon.y() / 6.0)
                state.assignProperty(selectionItem, "x", icon.x())
                state.assignProperty(selectionItem, "y", icon.y())
                frontState.assignProperty(icon, "visible", True)
                backState.assignProperty(icon, "visible", False)

                setIconVisibleAnimation = QPropertyAnimation(icon, b'visible')
                setIconVisibleAnimation.setDuration(0)
                setVariablesSequence.addAnimation(setIconVisibleAnimation)

        scene = QGraphicsScene(self)
        scene.setBackgroundBrush(QBrush(QPixmap(":/images/blue_angle_swirl.jpg")))
        scene.setItemIndexMethod(QGraphicsScene.NoIndex)
        scene.addItem(pad)
        scene.setSceneRect(scene.itemsBoundingRect())
        self.setScene(scene)

        sbr = splash.boundingRect()
        splash.setPos(-sbr.width() / 2, scene.sceneRect().top() - 2)
        frontState.assignProperty(splash, "y", splash.y() - 100.0)
        scene.addItem(splash)

        self.setHorizontalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
        self.setVerticalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
        self.setMinimumSize(50, 50)
        self.setViewportUpdateMode(QGraphicsView.FullViewportUpdate)
        self.setCacheMode(QGraphicsView.CacheBackground)
        self.setRenderHints(QPainter.Antialiasing |
                QPainter.SmoothPixmapTransform | QPainter.TextAntialiasing)

        if QGLFormat.hasOpenGL():
            self.setViewport(QGLWidget(QGLFormat(QGL.SampleBuffers)))

        stateMachine.start()
Exemple #4
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    def __init__(self, size, parent=None):
        super(PadNavigator, self).__init__(parent)

        self.form = Ui_Form()

        splash = SplashItem()
        splash.setZValue(1)

        pad = FlippablePad(size)
        flipRotation = QGraphicsRotation(pad)
        xRotation = QGraphicsRotation(pad)
        yRotation = QGraphicsRotation(pad)
        flipRotation.setAxis(Qt.YAxis)
        xRotation.setAxis(Qt.YAxis)
        yRotation.setAxis(Qt.XAxis)
        pad.setTransformations([flipRotation, xRotation, yRotation])

        backItem = QGraphicsProxyWidget(pad)
        widget = QWidget()
        self.form.setupUi(widget)
        self.form.hostName.setFocus()
        backItem.setWidget(widget)
        backItem.setVisible(False)
        backItem.setFocus()
        backItem.setCacheMode(QGraphicsItem.ItemCoordinateCache)
        r = backItem.rect()
        backItem.setTransform(QTransform().rotate(180, Qt.YAxis).translate(
            -r.width() / 2, -r.height() / 2))

        selectionItem = RoundRectItem(QRectF(-60, -60, 120, 120),
                                      QColor(Qt.gray), pad)
        selectionItem.setZValue(0.5)

        smoothSplashMove = QPropertyAnimation(splash)
        smoothSplashOpacity = QPropertyAnimation(splash)
        smoothSplashMove.setEasingCurve(QEasingCurve.InQuad)
        smoothSplashMove.setDuration(250)
        smoothSplashOpacity.setDuration(250)

        smoothXSelection = QPropertyAnimation(selectionItem)
        smoothYSelection = QPropertyAnimation(selectionItem)
        smoothXRotation = QPropertyAnimation(xRotation)
        smoothYRotation = QPropertyAnimation(yRotation)
        smoothXSelection.setDuration(125)
        smoothYSelection.setDuration(125)
        smoothXRotation.setDuration(125)
        smoothYRotation.setDuration(125)
        smoothXSelection.setEasingCurve(QEasingCurve.InOutQuad)
        smoothYSelection.setEasingCurve(QEasingCurve.InOutQuad)
        smoothXRotation.setEasingCurve(QEasingCurve.InOutQuad)
        smoothYRotation.setEasingCurve(QEasingCurve.InOutQuad)

        smoothFlipRotation = QPropertyAnimation(flipRotation)
        smoothFlipScale = QPropertyAnimation(pad)
        smoothFlipXRotation = QPropertyAnimation(xRotation)
        smoothFlipYRotation = QPropertyAnimation(yRotation)
        flipAnimation = QParallelAnimationGroup(self)
        smoothFlipScale.setDuration(500)
        smoothFlipRotation.setDuration(500)
        smoothFlipXRotation.setDuration(500)
        smoothFlipYRotation.setDuration(500)
        smoothFlipScale.setEasingCurve(QEasingCurve.InOutQuad)
        smoothFlipRotation.setEasingCurve(QEasingCurve.InOutQuad)
        smoothFlipXRotation.setEasingCurve(QEasingCurve.InOutQuad)
        smoothFlipYRotation.setEasingCurve(QEasingCurve.InOutQuad)
        smoothFlipScale.setKeyValueAt(0, 1.0)
        smoothFlipScale.setKeyValueAt(0.5, 0.7)
        smoothFlipScale.setKeyValueAt(1, 1.0)
        flipAnimation.addAnimation(smoothFlipRotation)
        flipAnimation.addAnimation(smoothFlipScale)
        flipAnimation.addAnimation(smoothFlipXRotation)
        flipAnimation.addAnimation(smoothFlipYRotation)

        setVariablesSequence = QSequentialAnimationGroup()
        setFillAnimation = QPropertyAnimation(pad)
        setBackItemVisibleAnimation = QPropertyAnimation(backItem)
        setSelectionItemVisibleAnimation = QPropertyAnimation(selectionItem)
        setFillAnimation.setDuration(0)
        setBackItemVisibleAnimation.setDuration(0)
        setSelectionItemVisibleAnimation.setDuration(0)
        setVariablesSequence.addPause(250)
        setVariablesSequence.addAnimation(setBackItemVisibleAnimation)
        setVariablesSequence.addAnimation(setSelectionItemVisibleAnimation)
        setVariablesSequence.addAnimation(setFillAnimation)
        flipAnimation.addAnimation(setVariablesSequence)

        stateMachine = QStateMachine(self)
        splashState = QState(stateMachine)
        frontState = QState(stateMachine)
        historyState = QHistoryState(frontState)
        backState = QState(stateMachine)

        frontState.assignProperty(pad, "fill", False)
        frontState.assignProperty(splash, "opacity", 0.0)
        frontState.assignProperty(backItem, "visible", False)
        frontState.assignProperty(flipRotation, "angle", 0.0)
        frontState.assignProperty(selectionItem, "visible", True)

        backState.assignProperty(pad, "fill", True)
        backState.assignProperty(backItem, "visible", True)
        backState.assignProperty(xRotation, "angle", 0.0)
        backState.assignProperty(yRotation, "angle", 0.0)
        backState.assignProperty(flipRotation, "angle", 180.0)
        backState.assignProperty(selectionItem, "visible", False)

        stateMachine.addDefaultAnimation(smoothXRotation)
        stateMachine.addDefaultAnimation(smoothYRotation)
        stateMachine.addDefaultAnimation(smoothXSelection)
        stateMachine.addDefaultAnimation(smoothYSelection)
        stateMachine.setInitialState(splashState)

        anyKeyTransition = QEventTransition(self, QEvent.KeyPress, splashState)
        anyKeyTransition.setTargetState(frontState)
        anyKeyTransition.addAnimation(smoothSplashMove)
        anyKeyTransition.addAnimation(smoothSplashOpacity)

        enterTransition = QKeyEventTransition(self, QEvent.KeyPress,
                                              Qt.Key_Enter, backState)
        returnTransition = QKeyEventTransition(self, QEvent.KeyPress,
                                               Qt.Key_Return, backState)
        backEnterTransition = QKeyEventTransition(self, QEvent.KeyPress,
                                                  Qt.Key_Enter, frontState)
        backReturnTransition = QKeyEventTransition(self, QEvent.KeyPress,
                                                   Qt.Key_Return, frontState)
        enterTransition.setTargetState(historyState)
        returnTransition.setTargetState(historyState)
        backEnterTransition.setTargetState(backState)
        backReturnTransition.setTargetState(backState)
        enterTransition.addAnimation(flipAnimation)
        returnTransition.addAnimation(flipAnimation)
        backEnterTransition.addAnimation(flipAnimation)
        backReturnTransition.addAnimation(flipAnimation)

        columns = size.width()
        rows = size.height()
        stateGrid = []
        for y in range(rows):
            stateGrid.append([QState(frontState) for _ in range(columns)])

        frontState.setInitialState(stateGrid[0][0])
        selectionItem.setPos(pad.iconAt(0, 0).pos())

        for y in range(rows):
            for x in range(columns):
                state = stateGrid[y][x]

                rightTransition = QKeyEventTransition(self, QEvent.KeyPress,
                                                      Qt.Key_Right, state)
                leftTransition = QKeyEventTransition(self, QEvent.KeyPress,
                                                     Qt.Key_Left, state)
                downTransition = QKeyEventTransition(self, QEvent.KeyPress,
                                                     Qt.Key_Down, state)
                upTransition = QKeyEventTransition(self, QEvent.KeyPress,
                                                   Qt.Key_Up, state)

                rightTransition.setTargetState(stateGrid[y][(x + 1) % columns])
                leftTransition.setTargetState(
                    stateGrid[y][((x - 1) + columns) % columns])
                downTransition.setTargetState(stateGrid[(y + 1) % rows][x])
                upTransition.setTargetState(stateGrid[((y - 1) + rows) %
                                                      rows][x])

                icon = pad.iconAt(x, y)
                state.assignProperty(xRotation, "angle", -icon.x() / 6.0)
                state.assignProperty(yRotation, "angle", icon.y() / 6.0)
                state.assignProperty(selectionItem, "x", icon.x())
                state.assignProperty(selectionItem, "y", icon.y())
                frontState.assignProperty(icon, "visible", True)
                backState.assignProperty(icon, "visible", False)

                setIconVisibleAnimation = QPropertyAnimation(icon)
                setIconVisibleAnimation.setDuration(0)
                setVariablesSequence.addAnimation(setIconVisibleAnimation)

        scene = QGraphicsScene(self)
        scene.setBackgroundBrush(
            QBrush(QPixmap(":/images/blue_angle_swirl.jpg")))
        scene.setItemIndexMethod(QGraphicsScene.NoIndex)
        scene.addItem(pad)
        scene.setSceneRect(scene.itemsBoundingRect())
        self.setScene(scene)

        sbr = splash.boundingRect()
        splash.setPos(-sbr.width() / 2, scene.sceneRect().top() - 2)
        frontState.assignProperty(splash, "y", splash.y() - 100.0)
        scene.addItem(splash)

        self.setHorizontalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
        self.setVerticalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
        self.setMinimumSize(50, 50)
        self.setViewportUpdateMode(QGraphicsView.FullViewportUpdate)
        self.setCacheMode(QGraphicsView.CacheBackground)
        self.setRenderHints(QPainter.Antialiasing
                            | QPainter.SmoothPixmapTransform
                            | QPainter.TextAntialiasing)

        if QGLFormat.hasOpenGL():
            self.setViewport(QGLWidget(QGLFormat(QGL.SampleBuffers)))

        stateMachine.start()
Exemple #5
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class LifeCycle(object):
    def __init__(self, stickMan, keyReceiver):
        self.m_stickMan = stickMan
        self.m_keyReceiver = keyReceiver

        # Create animation group to be used for all transitions.
        self.m_animationGroup = QParallelAnimationGroup()
        stickManNodeCount = self.m_stickMan.nodeCount()
        self._pas = []
        for i in range(stickManNodeCount):
            pa = QPropertyAnimation(self.m_stickMan.node(i), b"pos")
            self._pas.append(pa)
            self.m_animationGroup.addAnimation(pa)

        # Set up intial state graph.
        self.m_machine = QStateMachine()
        self.m_machine.addDefaultAnimation(self.m_animationGroup)

        self.m_alive = QState(self.m_machine)
        self.m_alive.setObjectName("alive")

        # Make it blink when lightning strikes before entering dead animation.
        lightningBlink = QState(self.m_machine)
        lightningBlink.assignProperty(self.m_stickMan.scene(), "backgroundBrush", Qt.white)
        lightningBlink.assignProperty(self.m_stickMan, "penColor", Qt.black)
        lightningBlink.assignProperty(self.m_stickMan, "fillColor", Qt.white)
        lightningBlink.assignProperty(self.m_stickMan, "isDead", True)

        timer = QTimer(lightningBlink)
        timer.setSingleShot(True)
        timer.setInterval(100)
        lightningBlink.entered.connect(timer.start)
        lightningBlink.exited.connect(timer.stop)

        self.m_dead = QState(self.m_machine)
        self.m_dead.assignProperty(self.m_stickMan.scene(), "backgroundBrush", Qt.black)
        self.m_dead.assignProperty(self.m_stickMan, "penColor", Qt.white)
        self.m_dead.assignProperty(self.m_stickMan, "fillColor", Qt.black)
        self.m_dead.setObjectName("dead")

        # Idle state (sets no properties).
        self.m_idle = QState(self.m_alive)
        self.m_idle.setObjectName("idle")

        self.m_alive.setInitialState(self.m_idle)

        # Lightning strikes at random.
        self.m_alive.addTransition(LightningStrikesTransition(lightningBlink))
        lightningBlink.addTransition(timer.timeout, self.m_dead)

        self.m_machine.setInitialState(self.m_alive)

    def setDeathAnimation(self, fileName):
        deathAnimation = self.makeState(self.m_dead, fileName)
        self.m_dead.setInitialState(deathAnimation)

    def start(self):
        self.m_machine.start()

    def addActivity(self, fileName, key):
        state = self.makeState(self.m_alive, fileName)
        self.m_alive.addTransition(KeyPressTransition(self.m_keyReceiver, key, state))

    def makeState(self, parentState, animationFileName):
        topLevel = QState(parentState)

        animation = Animation()

        file = QFile(animationFileName)
        if file.open(QIODevice.ReadOnly):
            animation.load(file)

        frameCount = animation.totalFrames()
        previousState = None
        for i in range(frameCount):
            animation.setCurrentFrame(i)

            frameState = QState(topLevel)
            nodeCount = animation.nodeCount()
            for j in range(nodeCount):
                frameState.assignProperty(self.m_stickMan.node(j), "pos", animation.nodePos(j))

            frameState.setObjectName("frame %d" % i)

            if previousState is None:
                topLevel.setInitialState(frameState)
            else:
                previousState.addTransition(previousState.propertiesAssigned, frameState)

            previousState = frameState

        previousState.addTransition(previousState.propertiesAssigned, topLevel.initialState())

        return topLevel