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
About the Authors
About the Reviewers

Time for action – using animations to move items smoothly

In order to use it, we add a new private member called m_animation of type QPropertyAnimation and initialize it in the constructor of Player:

m_animation = new QPropertyAnimation(this);
m_animation->setKeyValueAt(0.5, 1);

What just happened?

For the instance of QPropertyAnimation created here, we define the item as parent; thus, the animation will get deleted when the scene deletes the item and we don't have to worry about freeing the used memory. Then we define the target of the animation—our Player class—and the property that should be animated—jumpFactor, in this case. Then we define the start and the end value of that property, and in addition to that we also define a value in between by...