Book Image

Game Programming using Qt 5 Beginner's Guide - Second Edition

Book Image

Game Programming using Qt 5 Beginner's Guide - Second Edition

Overview of this book

Qt is the leading cross-platform toolkit for all significant desktop, mobile, and embedded platforms and is becoming popular by the day, especially on mobile and embedded devices. It's a powerful tool that perfectly fits the needs of game developers. This book will help you learn the basics of Qt and will equip you with the necessary toolsets to build apps and games. The book begins by how to create an application and prepare a working environment for both desktop and mobile platforms. You will learn how to use built-in Qt widgets and Form Editor to create a GUI application and then learn the basics of creating graphical interfaces and Qt's core concepts. Further, you'll learn to enrich your games by implementing network connectivity and employing scripting. You will learn about Qt's capabilities for handling strings and files, data storage, and serialization. Moving on, you will learn about the new Qt Gamepad module and how to add it in your game and then delve into OpenGL and Vulcan, and how it can be used in Qt applications to implement hardware-accelerated 2D and 3D graphics. You will then explore various facets of Qt Quick: how it can be used in games to add game logic, add game physics, and build astonishing UIs for your games. By the end of this book, you will have developed the skillset to develop interesting games with Qt.
Table of Contents (18 chapters)
16
Pop quiz answers

Coordinate systems

To use Graphics View correctly, you need to understand how the coordinate systems in this framework work. We'll go through all the levels of hierarchy and see how we can change the positioning of items and the whole scene, on each level. We will provide examples of the code that you can paste into our demo project and examine the effect.

The item's coordinate system

Each item has its own coordinate system. In our example of Post-it notes, the content of each note is defined relative to the top-left corner of the note. No matter how you move or rotate the item, these coordinates remain the same. The coordinates of a drawn object can usually be passed to the constructor of the class, like we did...