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 – rendering the pieces


Now that we can see the board, it is time to put the pieces on it. We are going to use images for that purpose. In my case, we found a number of SVG files with chess pieces and decided to use them. SVG is a vector graphics format where all curves are defined not as a fixed set of points but rather as mathematic curves. Their main benefit is that they scale very well without causing an aliasing effect.

Let's equip our view with a registry of images to be used for "stamping" a particular piece type. Since each piece type is identified with char, we can use it to generate keys for a map of images. Let's put the following API into ChessView:

public:
  void setPiece(char type, const QIcon &icon);
  QIcon piece(char type) const;
private:
  QMap<char,QIcon> m_pieces;

For the image type, we do not use QImage or QPixmap but rather QIcon. This is because QIcon can store many pixmaps of different sizes and use the most appropriate one when we request an...