Book Image

Game Programming Using Qt: Beginner's Guide

By : Witold Wysota, Witold Wysota, Lorenz Haas
Book Image

Game Programming Using Qt: Beginner's Guide

By: 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 – making Benjamin move


The first thing we want to do is to make our elephant movable. In order to achieve that, we use a QTimer parameter called m_timer, which is a private member of MyScene. In the constructor we set up the timer with the following code:

m_timer.setInterval(30);
connect(&m_timer, &QTimer::timeout, this, &MyScene::movePlayer);

First we define that the timer emits a timeout signal every 30 milliseconds. Then we connect that signal to the scene's slot called movePlayer(), but we do not start the timer yet. This is done by the arrow keys in a way we have already discussed when the m_direction variable of the class Player was introduced. Here is the implementation of what was described there:

void MyScene::keyPressEvent(QKeyEvent *event) {
  if (event->isAutoRepeat())
    return;

  switch (event->key()) {
    case Qt::Key_Right:
      m_player->addDirection(1);
      checkTimer();
      break;
    case Qt::Key_Left:
      m_player->addDirection...