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

The jumping elephant or how to animate the scene

By now, you should have a good understanding of the items, the scene, and the view. With your knowledge of how to create items, standard and custom ones, of how to position them on the scene, and of how to set up the view to show the scene, you can make pretty awesome things. You can even zoom and move the scene with the mouse. That's surely good, but for a game, one crucial point is still missing—you have to animate the items.

Instead of going through all possibilities of how to animate a scene, let's develop a simple jump-and-run game where we recap parts of the previous topics and learn how to animate items on a screen. So let's meet Benjamin, the elephant:

The game play

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