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 the coins explode


The implementation of checkColliding() looks like this:

QList<QGraphicsItem*> items =  collidingItems(m_player);
for (int i = 0, total = items.count(); i < total; ++i) {
  if (Coin *c = qgraphicsitem_cast<Coin*>(items.at(i)))
    c->explode();
}

What just happened?

First we call the scene's QGraphicsScene::collidingItems() function, which takes the item for which colliding items should be detected as a first argument. With the second, optional argument, you could define how the collision should be detected. The type of that argument is Qt::ItemSelectionMode, which was explained earlier. In our case, a list of all the items that collide with m_player will be returned. So we loop through that list and check whether the current item is a Coin object. This is done by trying to cast the pointer to Coin. If it is successful, we explode the coin by calling explode(). Calling the explode() function multiple times is no problem since it...