Book Image

Game Programming Using Qt: Beginner's Guide

By : Lorenz Haas, Witold Wysota, Witold Wysota, Lorenz Haas
Book Image

Game Programming Using Qt: Beginner's Guide

By: Lorenz Haas, Witold Wysota, Witold Wysota, Lorenz Haas

Overview of this book

Qt is the leading cross-platform toolkit for all significant desktop, mobile, and embedded platforms and is becoming more popular by the day, especially on mobile and embedded devices. Despite its simplicity, it's a powerful tool that perfectly fits game developers’ needs. Using Qt and Qt Quick, it is easy to build fun games or shiny user interfaces. You only need to create your game once and deploy it on all major platforms like iOS, Android, and WinRT without changing a single source file. The book begins with a brief introduction to creating an application and preparing a working environment for both desktop and mobile platforms. It then dives deeper into the basics of creating graphical interfaces and Qt core concepts of data processing and display before you try creating a game. As you progress through the chapters, you’ll learn to enrich your games by implementing network connectivity and employing scripting. We then delve into Qt Quick, OpenGL, and various other tools to add game logic, design animation, add game physics, and build astonishing UI for the games. Towards the final chapters, you’ll learn to exploit mobile device features such as accelerators and sensors to build engaging user experiences. If you are planning to learn about Qt and its associated toolsets to build apps and games, this book is a must have.
Table of Contents (18 chapters)
Game Programming Using Qt
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Time for action – furnishing sun animation


The animation of the sun looks almost perfect right now. We can still improve it, though. If you look into the sky in the early morning and then again at noon, you will notice that the sun appears much bigger during sunrise or sunset compared to its size in zenith. We can simulate that effect by scaling the object.

In our scene document, add another sequential animation that operates on the scale property of the sun:

SequentialAnimation on scale {
  NumberAnimation {
    from: 1.6; to: 0.8
    duration: dayLength/2
    easing.type: Easing.OutCubic
  }
  NumberAnimation {
    from: 0.8; to: 1.6
    duration: dayLength/2
    easing.type: Easing.InCubic
  }
}

What just happened?

In this section, we just followed the path set for an earlier declaration—the vertical movement of the stellar body influences its perceived size; therefore, it seems like a good decision to bind the two animations together. Notice that instead of specifying a new property value...