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

Summary


In the first part of this chapter, you have learned how the Graphics View architecture works. First, we had a look at the items. There you learned how to create your own items by using QPainter and which kinds of standard item Qt has to offer. Later on, we also discussed how to transform these items and what the point of origin for that transformation has to do with it. Next we went through the coordinate system of the items, the scene, and the view. We also saw how these three parts work together, for example. how to put items on a scene. Lastly, we learned how to scale and move the scene inside the view. At the same time, you read about advanced topics, such as taking the zoom level into account when painting an item.

In the second part you, deepened your knowledge about items, about the scene, and about the view. While developing the game, you became familiar with different approaches on how to animate items, and you were taught how to detect collisions. As an advanced topic, you...