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Offer me a good QML exercise

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  • tomyT tomy

    @J.Hilk
    Hi,
    It seems very good. A wide picture! It will be 3D I think.
    (Although I didn't mean only the last chapter, 5, all chapters 1 to 5!) :)

    Is it useful as well, or just a test criterion for me!? I'm ready to get my hands dirty but what about this idea:
    Up to now I've created a very good calculator program and a spreadsheet app using Qt. Although I'm not as familiar with QML as Qt but what's your opinion to plan the infrastructure of a good & useful QML app?
    If you agree, of course, I can fill the blanks of the puzzle (the whole useful program) using what I've learnt until now, and go on and complete the app alongside with reading and progressing with the next chapters of the book, until the program will be completed and useful for users.

    J.HilkJ Offline
    J.HilkJ Offline
    J.Hilk
    Moderators
    wrote on last edited by
    #7

    @tomy
    hi, sory for the late reply, I was away, friday till monday.

    3d is cool, I myself have jet to really do anything in 3D, so I would not be able to help you much.

    If you have a clear idea of an program in mind, that would be useful for you, than there is no need to go for the intersection.

    The intersection is just an idea for when you're bored. Go with your idea :-)


    Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


    Q: What's that?
    A: It's blue light.
    Q: What does it do?
    A: It turns blue.

    tomyT 1 Reply Last reply
    2
    • J.HilkJ J.Hilk

      @tomy
      hi, sory for the late reply, I was away, friday till monday.

      3d is cool, I myself have jet to really do anything in 3D, so I would not be able to help you much.

      If you have a clear idea of an program in mind, that would be useful for you, than there is no need to go for the intersection.

      The intersection is just an idea for when you're bored. Go with your idea :-)

      tomyT Offline
      tomyT Offline
      tomy
      wrote on last edited by
      #8

      @J.Hilk
      Hi my friend. Thanks for having you.

      What about a simple game. I've seen it but have forgotten its name for the time being but allow me please to describe it.

      There is room in which there is a ball. The gamer has a plate in hand at the bottom of the room. The ball comes down from up, naturally. The gamer moves the plate at the bottom of the room to the position the ball is coming down that way hitting and making it go up again. If the user doesn't move the plate properly and fast, the ball hits the bottom of the room and the game is over. With passing the time and the gamer's not allowing the ball to hit the bottom of the room, the speed of moving of the ball increases and the score of the user also goes upper! The winner between gamers is the one who gets the highest score.
      What do you think of this? :)

      J.HilkJ 1 Reply Last reply
      0
      • tomyT tomy

        @J.Hilk
        Hi my friend. Thanks for having you.

        What about a simple game. I've seen it but have forgotten its name for the time being but allow me please to describe it.

        There is room in which there is a ball. The gamer has a plate in hand at the bottom of the room. The ball comes down from up, naturally. The gamer moves the plate at the bottom of the room to the position the ball is coming down that way hitting and making it go up again. If the user doesn't move the plate properly and fast, the ball hits the bottom of the room and the game is over. With passing the time and the gamer's not allowing the ball to hit the bottom of the room, the speed of moving of the ball increases and the score of the user also goes upper! The winner between gamers is the one who gets the highest score.
        What do you think of this? :)

        J.HilkJ Offline
        J.HilkJ Offline
        J.Hilk
        Moderators
        wrote on last edited by
        #9

        @tomy you mean Pong ? :-)

        Go for it, always fun to recreate classic games in a fraction of the time the original took.


        Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


        Q: What's that?
        A: It's blue light.
        Q: What does it do?
        A: It turns blue.

        tomyT 1 Reply Last reply
        1
        • J.HilkJ J.Hilk

          @tomy you mean Pong ? :-)

          Go for it, always fun to recreate classic games in a fraction of the time the original took.

          tomyT Offline
          tomyT Offline
          tomy
          wrote on last edited by
          #10

          @J.Hilk
          Pong is much cooler but how to play such a two-player game on a smartphone? We need joysticks. So I go for the one-player version of the game.

          J.HilkJ 1 Reply Last reply
          1
          • tomyT tomy

            @J.Hilk
            Pong is much cooler but how to play such a two-player game on a smartphone? We need joysticks. So I go for the one-player version of the game.

            J.HilkJ Offline
            J.HilkJ Offline
            J.Hilk
            Moderators
            wrote on last edited by
            #11

            @tomy ok,
            but fyi, Most, if not all, smartphones have a multi touch screen, So it should be possible to play with 2 players.

            alternatively, this could also be a good option for you to get into networking, to play on 2 phones via bluetooth or wlan. ;-)


            Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


            Q: What's that?
            A: It's blue light.
            Q: What does it do?
            A: It turns blue.

            tomyT 2 Replies Last reply
            1
            • J.HilkJ J.Hilk

              @tomy ok,
              but fyi, Most, if not all, smartphones have a multi touch screen, So it should be possible to play with 2 players.

              alternatively, this could also be a good option for you to get into networking, to play on 2 phones via bluetooth or wlan. ;-)

              tomyT Offline
              tomyT Offline
              tomy
              wrote on last edited by tomy
              #12

              @J.Hilk

              alternatively, this could also be a good option for you to get into networking, to play on 2 phones via bluetooth or wlan. ;-)

              I guess we have two parts, the first is designing the stuff and the last part is networking (via wlan).
              I think it's too advanced for me, but I like it and go for that.

              1 Reply Last reply
              0
              • J.HilkJ J.Hilk

                @tomy ok,
                but fyi, Most, if not all, smartphones have a multi touch screen, So it should be possible to play with 2 players.

                alternatively, this could also be a good option for you to get into networking, to play on 2 phones via bluetooth or wlan. ;-)

                tomyT Offline
                tomyT Offline
                tomy
                wrote on last edited by tomy
                #13

                @J.Hilk

                I started by a project named PingPong! I've reached that point up to now:

                main.qml:

                import QtQuick 2.8
                import QtQuick.Window 2.2
                
                Window {
                    visible: true
                    width: 800
                    height: 600
                    title: qsTr("The Ping Pong game")
                
                    Rectangle {
                        id: root
                        width: 700; height: 500
                        border.width: 10
                        border.color: "black"
                        color: "royalblue"
                        property int duration: 1000
                
                   Racket {
                       x: 630; y: 100
                       color: "red"
                   }
                
                   Racket {
                       x: 50; y: 100
                       color: "black"
                   }
                
                   Ball {
                       id: ball
                       x: root.width/2 - 50
                       y: root.height/2
                   }
                
                   Rectangle {
                       x: root.width/2
                       y: 10
                       width: 10
                       height: root.height - 20
                       color: "white"
                    }
                       
                  }
                
                }
                

                Ball.qml:

                import QtQuick 2.8
                
                Rectangle {
                    width: 20; height: 20
                    x: 250; y: 250
                    color: "white"
                    radius: width/2
                }
                

                Racket.qml:

                import QtQuick 2.8
                
                Rectangle {
                    id: root
                    width: 15; height: 50
                    x: 400; y: 100
                    color: "red"
                
                    MouseArea {
                        anchors.fill: parent
                        drag.target: root
                        drag.axis: Drag.YAxis
                        drag.minimumY: 10
                        drag.maximumY: 440
                    }
                }
                

                I have this up to now:
                0_1512464003457_Capture.PNG

                The rackets work good with the mouse button but will they work as well with touching on smartphones?

                Now what I need is animating the ball using Easing.Linear. The ball also should start animating when the program starts and recognizes the rackets and the top and down part of the table to reflect.
                what should I read for these please?

                J.HilkJ 1 Reply Last reply
                2
                • tomyT tomy

                  @J.Hilk

                  I started by a project named PingPong! I've reached that point up to now:

                  main.qml:

                  import QtQuick 2.8
                  import QtQuick.Window 2.2
                  
                  Window {
                      visible: true
                      width: 800
                      height: 600
                      title: qsTr("The Ping Pong game")
                  
                      Rectangle {
                          id: root
                          width: 700; height: 500
                          border.width: 10
                          border.color: "black"
                          color: "royalblue"
                          property int duration: 1000
                  
                     Racket {
                         x: 630; y: 100
                         color: "red"
                     }
                  
                     Racket {
                         x: 50; y: 100
                         color: "black"
                     }
                  
                     Ball {
                         id: ball
                         x: root.width/2 - 50
                         y: root.height/2
                     }
                  
                     Rectangle {
                         x: root.width/2
                         y: 10
                         width: 10
                         height: root.height - 20
                         color: "white"
                      }
                         
                    }
                  
                  }
                  

                  Ball.qml:

                  import QtQuick 2.8
                  
                  Rectangle {
                      width: 20; height: 20
                      x: 250; y: 250
                      color: "white"
                      radius: width/2
                  }
                  

                  Racket.qml:

                  import QtQuick 2.8
                  
                  Rectangle {
                      id: root
                      width: 15; height: 50
                      x: 400; y: 100
                      color: "red"
                  
                      MouseArea {
                          anchors.fill: parent
                          drag.target: root
                          drag.axis: Drag.YAxis
                          drag.minimumY: 10
                          drag.maximumY: 440
                      }
                  }
                  

                  I have this up to now:
                  0_1512464003457_Capture.PNG

                  The rackets work good with the mouse button but will they work as well with touching on smartphones?

                  Now what I need is animating the ball using Easing.Linear. The ball also should start animating when the program starts and recognizes the rackets and the top and down part of the table to reflect.
                  what should I read for these please?

                  J.HilkJ Offline
                  J.HilkJ Offline
                  J.Hilk
                  Moderators
                  wrote on last edited by
                  #14

                  @tomy
                  Hiho,

                  Internaly Qt does not differ between mouse clicks and touch events, so if it works fine with the mouse, than it should work fine on the phone display.

                  I don't think there is much to read upon for you, you should be able to do that "collision" with what you know.

                  E.g
                  You monitor the x-position of your ball. If it hits the x-position of one of the rackets, check if the y-positions of ball and racket overlap.
                  If yes : Stop old animation of ball and start new one if not, let animation finish and change score counter.


                  Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


                  Q: What's that?
                  A: It's blue light.
                  Q: What does it do?
                  A: It turns blue.

                  tomyT 1 Reply Last reply
                  1
                  • J.HilkJ J.Hilk

                    @tomy
                    Hiho,

                    Internaly Qt does not differ between mouse clicks and touch events, so if it works fine with the mouse, than it should work fine on the phone display.

                    I don't think there is much to read upon for you, you should be able to do that "collision" with what you know.

                    E.g
                    You monitor the x-position of your ball. If it hits the x-position of one of the rackets, check if the y-positions of ball and racket overlap.
                    If yes : Stop old animation of ball and start new one if not, let animation finish and change score counter.

                    tomyT Offline
                    tomyT Offline
                    tomy
                    wrote on last edited by tomy
                    #15

                    @J.Hilk

                    For this point I changed the main.qml to this:

                    import QtQuick 2.8
                    import QtQuick.Window 2.2
                    
                    Window {
                        visible: true
                        width: 800
                        height: 600
                        title: qsTr("The Ping Pong game")
                    
                        Rectangle {
                            id: root
                            width: 700; height: 500
                            border.width: 10
                            border.color: "black"
                            color: "royalblue"
                            property int duration: 1000
                            property real xPos: root.width
                            property real yPos: Math.random()
                    
                       Racket {
                           id: redRacket
                           x: 630; y: 100
                           color: "red"
                       }
                    
                       Racket {
                           id: blackRacket
                           x: 50; y: 100
                           color: "black"
                       }
                    
                       Ball {
                           id: ball
                           x: root.width/2 - 50
                           y: root.height/2
                       }
                    
                       Column {
                           spacing: 3
                           x: root.width/2
                           y: 10
                    
                             Repeater {
                               model: 21
                                 delegate:  Rectangle {
                                          width: 5
                                          height: 20
                                          color: "white"
                                    }
                                 }
                         }
                    
                       ParallelAnimation {
                                id: anim1
                                   NumberAnimation
                                   {
                                       target: ball
                                       properties: "x"
                                       to: root.xPos
                                       duration: root.duration
                                       easing.type: Easing.Linear
                                   }
                                   NumberAnimation
                                   {
                                       target: ball
                                       properties: "y"
                                       to: root.yPos
                                       duration: root.duration
                                       easing.type: Easing.Linear
                                   }
                              }
                       function nextPos()
                       {
                         if(ball.x == redRacket.x && ball.y == redRacket.y)
                         {
                             ParallelAnimation {
                                id: anim2
                                   NumberAnimation
                                   {
                                       target: ball
                                       properties: "x"
                                       to: -root.xPos
                                       duration: root.duration
                                       easing.type: Easing.Linear
                                   }
                                   NumberAnimation
                                   {
                                       target: ball
                                       properties: "y"
                                       to: root.yPos
                                       duration: root.duration
                                       easing.type: Easing.Linear
                                   }
                              }
                          }
                       }
                       
                        MouseArea {
                            anchors.fill: ball
                            onClicked:
                            { anim1.restart(); anim2.restart() }
                        }
                      }
                    }
                    

                    The net is better and also I tried to make the ball animate on two opposite directions. But I get these errors:

                    qrc:/main.qml:76 Expected token ,'
                    qrc:/main.qml:78 Expected token `}'

                    By the way, the Math.random() function seems not to work!

                    J.HilkJ 1 Reply Last reply
                    2
                    • tomyT tomy

                      @J.Hilk

                      For this point I changed the main.qml to this:

                      import QtQuick 2.8
                      import QtQuick.Window 2.2
                      
                      Window {
                          visible: true
                          width: 800
                          height: 600
                          title: qsTr("The Ping Pong game")
                      
                          Rectangle {
                              id: root
                              width: 700; height: 500
                              border.width: 10
                              border.color: "black"
                              color: "royalblue"
                              property int duration: 1000
                              property real xPos: root.width
                              property real yPos: Math.random()
                      
                         Racket {
                             id: redRacket
                             x: 630; y: 100
                             color: "red"
                         }
                      
                         Racket {
                             id: blackRacket
                             x: 50; y: 100
                             color: "black"
                         }
                      
                         Ball {
                             id: ball
                             x: root.width/2 - 50
                             y: root.height/2
                         }
                      
                         Column {
                             spacing: 3
                             x: root.width/2
                             y: 10
                      
                               Repeater {
                                 model: 21
                                   delegate:  Rectangle {
                                            width: 5
                                            height: 20
                                            color: "white"
                                      }
                                   }
                           }
                      
                         ParallelAnimation {
                                  id: anim1
                                     NumberAnimation
                                     {
                                         target: ball
                                         properties: "x"
                                         to: root.xPos
                                         duration: root.duration
                                         easing.type: Easing.Linear
                                     }
                                     NumberAnimation
                                     {
                                         target: ball
                                         properties: "y"
                                         to: root.yPos
                                         duration: root.duration
                                         easing.type: Easing.Linear
                                     }
                                }
                         function nextPos()
                         {
                           if(ball.x == redRacket.x && ball.y == redRacket.y)
                           {
                               ParallelAnimation {
                                  id: anim2
                                     NumberAnimation
                                     {
                                         target: ball
                                         properties: "x"
                                         to: -root.xPos
                                         duration: root.duration
                                         easing.type: Easing.Linear
                                     }
                                     NumberAnimation
                                     {
                                         target: ball
                                         properties: "y"
                                         to: root.yPos
                                         duration: root.duration
                                         easing.type: Easing.Linear
                                     }
                                }
                            }
                         }
                         
                          MouseArea {
                              anchors.fill: ball
                              onClicked:
                              { anim1.restart(); anim2.restart() }
                          }
                        }
                      }
                      

                      The net is better and also I tried to make the ball animate on two opposite directions. But I get these errors:

                      qrc:/main.qml:76 Expected token ,'
                      qrc:/main.qml:78 Expected token `}'

                      By the way, the Math.random() function seems not to work!

                      J.HilkJ Offline
                      J.HilkJ Offline
                      J.Hilk
                      Moderators
                      wrote on last edited by
                      #16

                      @tomy
                      first of let me tell you, as a person with slight ocd-issues, the fact that your indenting is off, is driving me nuts x)

                      Anyway:

                      you define a function nextPos() and insinde the function-body you try to define a ParallelAnimation item and NumberAnimation items. That can't work.

                      only calculate assign values&properties in functions! Not new items.
                      In C++ you would, kind of, get way with it, but defenitly not in QML :-)


                      Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


                      Q: What's that?
                      A: It's blue light.
                      Q: What does it do?
                      A: It turns blue.

                      tomyT 1 Reply Last reply
                      2
                      • J.HilkJ J.Hilk

                        @tomy
                        first of let me tell you, as a person with slight ocd-issues, the fact that your indenting is off, is driving me nuts x)

                        Anyway:

                        you define a function nextPos() and insinde the function-body you try to define a ParallelAnimation item and NumberAnimation items. That can't work.

                        only calculate assign values&properties in functions! Not new items.
                        In C++ you would, kind of, get way with it, but defenitly not in QML :-)

                        tomyT Offline
                        tomyT Offline
                        tomy
                        wrote on last edited by
                        #17

                        @J.Hilk
                        Sorry, I don't know if there is an option that offer automatic indenting on Qt Creator. Do you mean the code looks ugly? :-)

                        Anyway,
                        The functions Math.random() and nextPos() and if-condition are fixed:

                        import QtQuick 2.8
                        import QtQuick.Window 2.2
                        
                        Window {
                            visible: true
                            width: 800
                            height: 600
                            title: qsTr("The Ping Pong game")
                        
                            Rectangle {
                                id: root
                                width: 700; height: 500
                                border.width: 10
                                border.color: "black"
                                color: "royalblue"
                                property int duration: 1000
                                property real xPos: root.width
                                property real yPos: Math.random() * root.height
                        
                           Racket {
                               id: redRacket
                               x: 630; y: 100
                               color: "red"
                           }
                        
                           Racket {
                               id: blackRacket
                               x: 50; y: 100
                               color: "black"
                           }
                        
                           Ball {
                               id: ball
                               x: root.width/2 - 50
                               y: root.height/2
                           }
                        
                           Column {
                               spacing: 3
                               x: root.width/2
                               y: 10
                                  Repeater {
                                    model: 21
                                     delegate: Rectangle {
                                              width: 5
                                              height: 20
                                              color: "white"
                                           }
                                     }
                               }
                        
                           ParallelAnimation {
                              id: anim1
                                  NumberAnimation {
                                           target: ball
                                           properties: "x"
                                           to: root.xPos
                                           duration: root.duration
                                           easing.type: Easing.Linear
                                       }
                                  NumberAnimation {
                                           target: ball
                                           properties: "y"
                                           to: root.yPos
                                           duration: root.duration
                                           easing.type: Easing.Linear
                                       }
                                  }
                        
                           ParallelAnimation {
                              id: anim2
                                 NumberAnimation {
                                     target: ball
                                     properties: "x"
                                     to: -root.xPos
                                     duration: root.duration
                                     easing.type: Easing.Linear
                                 }
                                 NumberAnimation {
                                     target: ball
                                     properties: "y"
                                     to: root.yPos
                                     duration: root.duration
                                     easing.type: Easing.Linear
                                 }
                            }
                        
                           function nextPos() {
                        
                             if(ball.x >= redRacket.x && ball.x <= redRacket.x + redRacket.height)
                             {
                               anim1.stop();
                               anim2.start();
                             }
                           }
                        
                            MouseArea {
                                anchors.fill: ball
                                onClicked: { anim1.start(); root.nextPos(); }
                            }
                          }
                        }
                        

                        The x position of the ball is for when it hasn't been animated yet so it won't work in the condition. I need something like:

                        if (hit(ball,redRacket))
                        

                        The second is that in:

                        anim1.stop();
                        anim2.start();
                        

                        anim2.start() doesn't let anim1.start() work!

                        J.HilkJ 1 Reply Last reply
                        0
                        • tomyT tomy

                          @J.Hilk
                          Sorry, I don't know if there is an option that offer automatic indenting on Qt Creator. Do you mean the code looks ugly? :-)

                          Anyway,
                          The functions Math.random() and nextPos() and if-condition are fixed:

                          import QtQuick 2.8
                          import QtQuick.Window 2.2
                          
                          Window {
                              visible: true
                              width: 800
                              height: 600
                              title: qsTr("The Ping Pong game")
                          
                              Rectangle {
                                  id: root
                                  width: 700; height: 500
                                  border.width: 10
                                  border.color: "black"
                                  color: "royalblue"
                                  property int duration: 1000
                                  property real xPos: root.width
                                  property real yPos: Math.random() * root.height
                          
                             Racket {
                                 id: redRacket
                                 x: 630; y: 100
                                 color: "red"
                             }
                          
                             Racket {
                                 id: blackRacket
                                 x: 50; y: 100
                                 color: "black"
                             }
                          
                             Ball {
                                 id: ball
                                 x: root.width/2 - 50
                                 y: root.height/2
                             }
                          
                             Column {
                                 spacing: 3
                                 x: root.width/2
                                 y: 10
                                    Repeater {
                                      model: 21
                                       delegate: Rectangle {
                                                width: 5
                                                height: 20
                                                color: "white"
                                             }
                                       }
                                 }
                          
                             ParallelAnimation {
                                id: anim1
                                    NumberAnimation {
                                             target: ball
                                             properties: "x"
                                             to: root.xPos
                                             duration: root.duration
                                             easing.type: Easing.Linear
                                         }
                                    NumberAnimation {
                                             target: ball
                                             properties: "y"
                                             to: root.yPos
                                             duration: root.duration
                                             easing.type: Easing.Linear
                                         }
                                    }
                          
                             ParallelAnimation {
                                id: anim2
                                   NumberAnimation {
                                       target: ball
                                       properties: "x"
                                       to: -root.xPos
                                       duration: root.duration
                                       easing.type: Easing.Linear
                                   }
                                   NumberAnimation {
                                       target: ball
                                       properties: "y"
                                       to: root.yPos
                                       duration: root.duration
                                       easing.type: Easing.Linear
                                   }
                              }
                          
                             function nextPos() {
                          
                               if(ball.x >= redRacket.x && ball.x <= redRacket.x + redRacket.height)
                               {
                                 anim1.stop();
                                 anim2.start();
                               }
                             }
                          
                              MouseArea {
                                  anchors.fill: ball
                                  onClicked: { anim1.start(); root.nextPos(); }
                              }
                            }
                          }
                          

                          The x position of the ball is for when it hasn't been animated yet so it won't work in the condition. I need something like:

                          if (hit(ball,redRacket))
                          

                          The second is that in:

                          anim1.stop();
                          anim2.start();
                          

                          anim2.start() doesn't let anim1.start() work!

                          J.HilkJ Offline
                          J.HilkJ Offline
                          J.Hilk
                          Moderators
                          wrote on last edited by J.Hilk
                          #18

                          @tomy Hiho

                          So, I took a look at your code. I'm not quite sure why it's not working like you want it to.
                          My guess would be, its quite difficult to click upon the ball when its in the window when its in the Racket.

                          So I simpliefied the situation a bit

                          I added 2 Properties and a timer to help:
                          The timer was needed in my testing, otherwise it would change animation an

                          property bool toTheRight: true
                          property bool delay: false
                          
                          Timer{
                                  id: delayTimer
                                  interval: 500; running:  false; repeat: false
                                  onTriggered: delay = false
                          }
                          onToTheRightChanged: {
                                  delay = true
                                  delayTimer.start()
                          }
                          

                          nextPos() was slighly changed, it currently only checks if the ball is past a line:

                          function nextPos() {
                                  if(!delay){
                                      if(ball.x + ball.width >= redRacket.x || ball.x <= blackRacket.x + blackRacket.width){
                                          toRight = !toRight
                                          console.log("Ball hits a racket")
                                          if(anim1.running)
                                              anim1.stop()
                                          else
                                              anim1.start()
                          
                                          if(anim2.running)
                                              anim2.stop()
                                          else
                                              anim2.start()
                                      }
                                 }
                          }
                          

                          The Ball item calls nextPos():

                          Ball {
                                 id: ball
                                 x: root.width/2 - 50
                                 y: root.height/2
                                 onXChanged: nextPos()
                          }
                          ...
                          MouseArea {
                                  anchors.fill: ball
                                  onClicked: { anim1.start(); /*root.nextPos();*/}
                              }
                          

                          This works fine for me, its results in the ball pinging from one wall to the other.
                          Next step would be to add the player input conditions.

                          hope this helps.


                          Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


                          Q: What's that?
                          A: It's blue light.
                          Q: What does it do?
                          A: It turns blue.

                          tomyT 1 Reply Last reply
                          2
                          • J.HilkJ J.Hilk

                            @tomy Hiho

                            So, I took a look at your code. I'm not quite sure why it's not working like you want it to.
                            My guess would be, its quite difficult to click upon the ball when its in the window when its in the Racket.

                            So I simpliefied the situation a bit

                            I added 2 Properties and a timer to help:
                            The timer was needed in my testing, otherwise it would change animation an

                            property bool toTheRight: true
                            property bool delay: false
                            
                            Timer{
                                    id: delayTimer
                                    interval: 500; running:  false; repeat: false
                                    onTriggered: delay = false
                            }
                            onToTheRightChanged: {
                                    delay = true
                                    delayTimer.start()
                            }
                            

                            nextPos() was slighly changed, it currently only checks if the ball is past a line:

                            function nextPos() {
                                    if(!delay){
                                        if(ball.x + ball.width >= redRacket.x || ball.x <= blackRacket.x + blackRacket.width){
                                            toRight = !toRight
                                            console.log("Ball hits a racket")
                                            if(anim1.running)
                                                anim1.stop()
                                            else
                                                anim1.start()
                            
                                            if(anim2.running)
                                                anim2.stop()
                                            else
                                                anim2.start()
                                        }
                                   }
                            }
                            

                            The Ball item calls nextPos():

                            Ball {
                                   id: ball
                                   x: root.width/2 - 50
                                   y: root.height/2
                                   onXChanged: nextPos()
                            }
                            ...
                            MouseArea {
                                    anchors.fill: ball
                                    onClicked: { anim1.start(); /*root.nextPos();*/}
                                }
                            

                            This works fine for me, its results in the ball pinging from one wall to the other.
                            Next step would be to add the player input conditions.

                            hope this helps.

                            tomyT Offline
                            tomyT Offline
                            tomy
                            wrote on last edited by tomy
                            #19

                            @J.Hilk
                            Thank you.
                            Timer was very useful. I wrote this:

                            import QtQuick 2.8
                            import QtQuick.Window 2.2
                            
                            Window {
                                visible: true
                                width: 800
                                height: 600
                                title: qsTr("The Ping Pong game")
                            
                                Rectangle {
                                    id: table
                                    width: 700; height: 500
                                    border.width: 10
                                    border.color: "black"
                                    color: "royalblue"
                            
                               Racket {
                                   id: redRacket
                                   x: 630; y: 100
                                   color: "red"
                               }
                            
                               Racket {
                                   id: blackRacket
                                   x: 50; y: 100
                                   color: "black"
                               }
                            
                               Ball {
                                   id: ball
                                   x: table.width/2 - 50
                                   y: table.height/2
                                   property double ran: Math.random() + 0.5
                                   property double xincrement: ran
                                   property double yincrement: ran
                               }
                            
                               Column {
                                   spacing: 3
                                   x: table.width/2
                                   y: 10
                                      Repeater {
                                        model: 21
                                         delegate: Rectangle {
                                                  width: 5
                                                  height: 20
                                                  color: "white"
                                               }
                                         }
                                   }
                            
                               Timer {
                                 interval: 5; repeat: true; running: true
                            
                                    onTriggered: {
                                        ball.x = ball.x + (ball.xincrement * 2.0);
                                        ball.y = ball.y + (ball.yincrement * 2.0);
                            
                                        if((ball.x + ball.width  >= redRacket.x)  &&
                                          ((ball.y + ball.height >= redRacket.y)  &&
                                           (ball.y + ball.height <= redRacket.y + redRacket.height)))
                                               ball.xincrement *= (-1);
                            
                                        if((ball.x - ball.width  <= blackRacket.x)  &&
                                          ((ball.y + ball.height >= blackRacket.y)  &&
                                           (ball.y + ball.height <= blackRacket.y + blackRacket.height)))
                                               ball.xincrement *= (-1);
                            
                                         if(ball.y <= 0 || ball.y + ball.height >= table.height)
                                              ball.yincrement *= (-1);
                                       }
                                    }
                                }
                             }
                            

                            It works fine but the players can't shoot the ball towards a target they want! The rackets are this way only for defending. I need to alter the code so that when the racket has speed upward or downward hitting the ball, the ball goes and gets acceleration on that direction. The real game has that feature.
                            How can I do that, please?

                            After that I'll go for other missing parts for the game.

                            J.HilkJ 1 Reply Last reply
                            0
                            • tomyT tomy

                              @J.Hilk
                              Thank you.
                              Timer was very useful. I wrote this:

                              import QtQuick 2.8
                              import QtQuick.Window 2.2
                              
                              Window {
                                  visible: true
                                  width: 800
                                  height: 600
                                  title: qsTr("The Ping Pong game")
                              
                                  Rectangle {
                                      id: table
                                      width: 700; height: 500
                                      border.width: 10
                                      border.color: "black"
                                      color: "royalblue"
                              
                                 Racket {
                                     id: redRacket
                                     x: 630; y: 100
                                     color: "red"
                                 }
                              
                                 Racket {
                                     id: blackRacket
                                     x: 50; y: 100
                                     color: "black"
                                 }
                              
                                 Ball {
                                     id: ball
                                     x: table.width/2 - 50
                                     y: table.height/2
                                     property double ran: Math.random() + 0.5
                                     property double xincrement: ran
                                     property double yincrement: ran
                                 }
                              
                                 Column {
                                     spacing: 3
                                     x: table.width/2
                                     y: 10
                                        Repeater {
                                          model: 21
                                           delegate: Rectangle {
                                                    width: 5
                                                    height: 20
                                                    color: "white"
                                                 }
                                           }
                                     }
                              
                                 Timer {
                                   interval: 5; repeat: true; running: true
                              
                                      onTriggered: {
                                          ball.x = ball.x + (ball.xincrement * 2.0);
                                          ball.y = ball.y + (ball.yincrement * 2.0);
                              
                                          if((ball.x + ball.width  >= redRacket.x)  &&
                                            ((ball.y + ball.height >= redRacket.y)  &&
                                             (ball.y + ball.height <= redRacket.y + redRacket.height)))
                                                 ball.xincrement *= (-1);
                              
                                          if((ball.x - ball.width  <= blackRacket.x)  &&
                                            ((ball.y + ball.height >= blackRacket.y)  &&
                                             (ball.y + ball.height <= blackRacket.y + blackRacket.height)))
                                                 ball.xincrement *= (-1);
                              
                                           if(ball.y <= 0 || ball.y + ball.height >= table.height)
                                                ball.yincrement *= (-1);
                                         }
                                      }
                                  }
                               }
                              

                              It works fine but the players can't shoot the ball towards a target they want! The rackets are this way only for defending. I need to alter the code so that when the racket has speed upward or downward hitting the ball, the ball goes and gets acceleration on that direction. The real game has that feature.
                              How can I do that, please?

                              After that I'll go for other missing parts for the game.

                              J.HilkJ Offline
                              J.HilkJ Offline
                              J.Hilk
                              Moderators
                              wrote on last edited by
                              #20

                              @tomy
                              well, first you'll need to somehow monitor if the racket moved up or down as its last movement.

                              I don't see how in the code examples you posted how you manage the "Racket-Movement" .

                              but it doesn't matter much, it can be a property of the Racket Item

                              #untested Stuff
                              e.g:

                              Rectangle {
                                     id: redRacket
                                     x: 630; y: 100
                                     color: "red"
                              
                                     property int oldY: 100
                                     
                                     property bool upMovement: false
                              
                                    onYChanged:{
                                        upMovement = y -oldY < 0  ? true : false
                                        oldY = y
                                    }
                              
                                     width: 50
                                     height: 100
                                 }
                              

                              and when the Ball hits the racket you decrease the duration, and depending on the up or down movement you change the angle

                              function onCollisionWithRacket(){
                                  root.duration = root.duration -10
                                  if(redRacket.upMovement){
                                      //Angle to the Top
                                  }else{
                                      //Angle to the bottom
                                  }
                              }
                              

                              Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


                              Q: What's that?
                              A: It's blue light.
                              Q: What does it do?
                              A: It turns blue.

                              tomyT 1 Reply Last reply
                              1
                              • J.HilkJ J.Hilk

                                @tomy
                                well, first you'll need to somehow monitor if the racket moved up or down as its last movement.

                                I don't see how in the code examples you posted how you manage the "Racket-Movement" .

                                but it doesn't matter much, it can be a property of the Racket Item

                                #untested Stuff
                                e.g:

                                Rectangle {
                                       id: redRacket
                                       x: 630; y: 100
                                       color: "red"
                                
                                       property int oldY: 100
                                       
                                       property bool upMovement: false
                                
                                      onYChanged:{
                                          upMovement = y -oldY < 0  ? true : false
                                          oldY = y
                                      }
                                
                                       width: 50
                                       height: 100
                                   }
                                

                                and when the Ball hits the racket you decrease the duration, and depending on the up or down movement you change the angle

                                function onCollisionWithRacket(){
                                    root.duration = root.duration -10
                                    if(redRacket.upMovement){
                                        //Angle to the Top
                                    }else{
                                        //Angle to the bottom
                                    }
                                }
                                
                                tomyT Offline
                                tomyT Offline
                                tomy
                                wrote on last edited by tomy
                                #21

                                @J.Hilk
                                Thanks.
                                I tried to make the work done and here is the code.
                                I don't use the prior versions of the code (above) but this one.

                                Ball.qml and Racket.qml are as before but main.qml is completely as below.

                                As you see I haven't used a function and I don't know if it's needed or not.
                                If possible please run that code to see its function. I don't think it's flawless.
                                The code also to me is very messy. If it can make the work done using little changes, what to do for removing the problems from that please?

                                import QtQuick 2.8
                                import QtQuick.Window 2.2
                                
                                Window {
                                    visible: true
                                    width: 800
                                    height: 600
                                    title: qsTr("The PingPong Game")
                                
                                    Rectangle {
                                        id: table
                                        width: 700; height: 500
                                        border.width: 10
                                        border.color: "black"
                                        color: "royalblue"
                                
                                   Racket {
                                       id: redRacket
                                       x: 630; y: 100
                                       color: "red"
                                       property int  rOldy: y
                                       property bool rYmovement: false
                                       onYChanged: {
                                           rYmovement = y - rOldy < 0 ? true : false
                                           rOldy = y
                                       }
                                   }
                                
                                   Racket {
                                       id: blackRacket
                                       x: 50; y: 100
                                       color: "black"
                                       property int  bOldy: y
                                       property bool bYmovement: false
                                       onYChanged: {
                                           bYmovement = y - bOldy < 0 ? true : false
                                           bOldy = y
                                       }
                                   }
                                
                                   Ball {
                                       id: ball
                                       x: table.width/2 - 50
                                       y: table.height/2
                                       property double ran: Math.random() + 0.5
                                       property double xincrement: ran
                                       property double yincrement: ran
                                   }
                                
                                   Column {
                                       spacing: 3
                                       x: table.width/2
                                       y: 10
                                          Repeater {
                                            model: 21
                                             delegate: Rectangle {
                                                      width: 5
                                                      height: 20
                                                      color: "white"
                                                   }
                                             }
                                       }
                                
                                   Timer {
                                     interval: 15; repeat: true; running: true
                                
                                        onTriggered: {
                                            ball.x = ball.x + (ball.xincrement * 2.0);
                                            ball.y = ball.y + (ball.yincrement * 2.0);
                                
                                            if((ball.x + ball.width  >= redRacket.x)  &&
                                              ((ball.y + ball.height >= redRacket.y)  &&
                                               (ball.y + ball.height <= redRacket.y + redRacket.height)))
                                                if(redRacket.rYmovement) {
                                                     ball.yincrement *= -1
                                                     ball.xincrement *= -1
                                                    redRacket.rYmovement = false
                                                   }
                                                 else ball.xincrement *= -1
                                
                                            if((ball.x - ball.width  <= blackRacket.x)  &&
                                              ((ball.y + ball.height >= blackRacket.y)  &&
                                               (ball.y + ball.height <= blackRacket.y + blackRacket.height)))
                                                if(blackRacket.bYmovement) {
                                                     ball.yincrement *= -1
                                                     ball.xincrement *= -1
                                                    blackRacket.bYmovement = false
                                                   }
                                                 else ball.xincrement *= -1
                                
                                             if(ball.y <= 0 || ball.y + ball.height >= table.height)
                                                  ball.yincrement *= -1
                                           }
                                       }
                                    }
                                 }
                                
                                
                                J.HilkJ 1 Reply Last reply
                                0
                                • tomyT tomy

                                  @J.Hilk
                                  Thanks.
                                  I tried to make the work done and here is the code.
                                  I don't use the prior versions of the code (above) but this one.

                                  Ball.qml and Racket.qml are as before but main.qml is completely as below.

                                  As you see I haven't used a function and I don't know if it's needed or not.
                                  If possible please run that code to see its function. I don't think it's flawless.
                                  The code also to me is very messy. If it can make the work done using little changes, what to do for removing the problems from that please?

                                  import QtQuick 2.8
                                  import QtQuick.Window 2.2
                                  
                                  Window {
                                      visible: true
                                      width: 800
                                      height: 600
                                      title: qsTr("The PingPong Game")
                                  
                                      Rectangle {
                                          id: table
                                          width: 700; height: 500
                                          border.width: 10
                                          border.color: "black"
                                          color: "royalblue"
                                  
                                     Racket {
                                         id: redRacket
                                         x: 630; y: 100
                                         color: "red"
                                         property int  rOldy: y
                                         property bool rYmovement: false
                                         onYChanged: {
                                             rYmovement = y - rOldy < 0 ? true : false
                                             rOldy = y
                                         }
                                     }
                                  
                                     Racket {
                                         id: blackRacket
                                         x: 50; y: 100
                                         color: "black"
                                         property int  bOldy: y
                                         property bool bYmovement: false
                                         onYChanged: {
                                             bYmovement = y - bOldy < 0 ? true : false
                                             bOldy = y
                                         }
                                     }
                                  
                                     Ball {
                                         id: ball
                                         x: table.width/2 - 50
                                         y: table.height/2
                                         property double ran: Math.random() + 0.5
                                         property double xincrement: ran
                                         property double yincrement: ran
                                     }
                                  
                                     Column {
                                         spacing: 3
                                         x: table.width/2
                                         y: 10
                                            Repeater {
                                              model: 21
                                               delegate: Rectangle {
                                                        width: 5
                                                        height: 20
                                                        color: "white"
                                                     }
                                               }
                                         }
                                  
                                     Timer {
                                       interval: 15; repeat: true; running: true
                                  
                                          onTriggered: {
                                              ball.x = ball.x + (ball.xincrement * 2.0);
                                              ball.y = ball.y + (ball.yincrement * 2.0);
                                  
                                              if((ball.x + ball.width  >= redRacket.x)  &&
                                                ((ball.y + ball.height >= redRacket.y)  &&
                                                 (ball.y + ball.height <= redRacket.y + redRacket.height)))
                                                  if(redRacket.rYmovement) {
                                                       ball.yincrement *= -1
                                                       ball.xincrement *= -1
                                                      redRacket.rYmovement = false
                                                     }
                                                   else ball.xincrement *= -1
                                  
                                              if((ball.x - ball.width  <= blackRacket.x)  &&
                                                ((ball.y + ball.height >= blackRacket.y)  &&
                                                 (ball.y + ball.height <= blackRacket.y + blackRacket.height)))
                                                  if(blackRacket.bYmovement) {
                                                       ball.yincrement *= -1
                                                       ball.xincrement *= -1
                                                      blackRacket.bYmovement = false
                                                     }
                                                   else ball.xincrement *= -1
                                  
                                               if(ball.y <= 0 || ball.y + ball.height >= table.height)
                                                    ball.yincrement *= -1
                                             }
                                         }
                                      }
                                   }
                                  
                                  
                                  J.HilkJ Offline
                                  J.HilkJ Offline
                                  J.Hilk
                                  Moderators
                                  wrote on last edited by
                                  #22

                                  @tomy

                                  to make it a bit cleaner, if you for example moved some stuff to the Ball and Racket qml-files

                                  //Racket
                                  import QtQuick 2.8
                                  
                                  Rectangle {
                                      id: root
                                      width: 15; height: 50
                                      x: 400; y: 100
                                      color: "red"
                                  
                                      property int oldY: y
                                      property bool yMovement: false
                                      onYChanged: {
                                          yMovement = y - oldY < 0 ? true : false
                                          oldY = y
                                      }
                                  
                                      MouseArea {
                                          anchors.fill: parent
                                          drag.target: root
                                          drag.axis: Drag.YAxis
                                          drag.minimumY: 10
                                          drag.maximumY: 440
                                      }
                                  }
                                  
                                  //Ball.qml
                                  import QtQuick 2.8
                                  
                                  Rectangle {
                                      width: 20; height: 20
                                      x: 250; y: 250
                                      color: "white"
                                      radius: width/2
                                  
                                      property double ran: Math.random() + 0.5
                                      property double xincrement: ran
                                      property double yincrement: ran
                                  }
                                  

                                  Besides that I don't see what the problem is, theres at least 1 bug I run into whilst playing, x) but thats part of coding.

                                  If you thinks the animation is a but stuttery thats to be expected, you replaced a propertyanimation with a Timer and x/y changes.

                                  I believe, PropertyAnimation does some internal stuff to make the animation as smooth as possible, a change each refresh frame e.g. Where as with a timer aproeach you are fixed to 5 ms updates and in that you only increase the distance the ball is moved. That gonna look like jumps eventually ;-)


                                  Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


                                  Q: What's that?
                                  A: It's blue light.
                                  Q: What does it do?
                                  A: It turns blue.

                                  tomyT 1 Reply Last reply
                                  1
                                  • J.HilkJ J.Hilk

                                    @tomy

                                    to make it a bit cleaner, if you for example moved some stuff to the Ball and Racket qml-files

                                    //Racket
                                    import QtQuick 2.8
                                    
                                    Rectangle {
                                        id: root
                                        width: 15; height: 50
                                        x: 400; y: 100
                                        color: "red"
                                    
                                        property int oldY: y
                                        property bool yMovement: false
                                        onYChanged: {
                                            yMovement = y - oldY < 0 ? true : false
                                            oldY = y
                                        }
                                    
                                        MouseArea {
                                            anchors.fill: parent
                                            drag.target: root
                                            drag.axis: Drag.YAxis
                                            drag.minimumY: 10
                                            drag.maximumY: 440
                                        }
                                    }
                                    
                                    //Ball.qml
                                    import QtQuick 2.8
                                    
                                    Rectangle {
                                        width: 20; height: 20
                                        x: 250; y: 250
                                        color: "white"
                                        radius: width/2
                                    
                                        property double ran: Math.random() + 0.5
                                        property double xincrement: ran
                                        property double yincrement: ran
                                    }
                                    

                                    Besides that I don't see what the problem is, theres at least 1 bug I run into whilst playing, x) but thats part of coding.

                                    If you thinks the animation is a but stuttery thats to be expected, you replaced a propertyanimation with a Timer and x/y changes.

                                    I believe, PropertyAnimation does some internal stuff to make the animation as smooth as possible, a change each refresh frame e.g. Where as with a timer aproeach you are fixed to 5 ms updates and in that you only increase the distance the ball is moved. That gonna look like jumps eventually ;-)

                                    tomyT Offline
                                    tomyT Offline
                                    tomy
                                    wrote on last edited by tomy
                                    #23

                                    @J.Hilk

                                    I replaced the PropertyAnimation with Timer because I didn't know how to achieve what I have now without Timer but with PropertyAnimation.
                                    The Timer works fine with smoothness but in this example I'd changed the interval from 2 to 15 to slow the movement of the ball for better testing.

                                    The game has defects even in this point unfortunately. And it's the feature of targeting.
                                    The if(redRacket.rYmovement) conditions code don't work as expected. I should think over them so that they work as needed.
                                    But a question here, does the y coordinate change relate to the "last" movement of the racket before the ball hits it?

                                    J.HilkJ 1 Reply Last reply
                                    0
                                    • tomyT tomy

                                      @J.Hilk

                                      I replaced the PropertyAnimation with Timer because I didn't know how to achieve what I have now without Timer but with PropertyAnimation.
                                      The Timer works fine with smoothness but in this example I'd changed the interval from 2 to 15 to slow the movement of the ball for better testing.

                                      The game has defects even in this point unfortunately. And it's the feature of targeting.
                                      The if(redRacket.rYmovement) conditions code don't work as expected. I should think over them so that they work as needed.
                                      But a question here, does the y coordinate change relate to the "last" movement of the racket before the ball hits it?

                                      J.HilkJ Offline
                                      J.HilkJ Offline
                                      J.Hilk
                                      Moderators
                                      wrote on last edited by
                                      #24

                                      @tomy

                                      I changed the timer stuff a bit, to make it more readable, what happens

                                         Timer {
                                           interval: 15; repeat: true; running: true
                                      
                                           function hitsRightRacket(){
                                               if(ball.x +ball.width >= redRacket.x  && ball.x < redRacket.x + redRacket.width){
                                                   if(ball.y >= redRacket.y && ball.y <= redRacket.y+redRacket.height)
                                                       return true
                                               }
                                               return false
                                           }
                                      
                                           function hitsLeftRacket(){
                                               if(ball.x +ball.width >= blackRacket.x  && ball.x < blackRacket.x + blackRacket.width){
                                                   if(ball.y >= blackRacket.y && ball.y <= blackRacket.y+blackRacket.height)
                                                       return true
                                               }
                                               return false
                                           }
                                      
                                           function hitsRightWall(){
                                               if(ball.x +ball.width >= table.width)
                                                   return true
                                               else
                                                   return false
                                           }
                                      
                                           function hitsLeftWall(){
                                               if(ball.x <= 0)
                                                   return true
                                               else
                                                   return false
                                           }
                                      
                                           function hitsUpperOrLowerWall(){
                                               if(ball.y <= 0 || ball.y + ball.height >= table.height)
                                                    return true
                                               return false
                                           }
                                      
                                           property bool lastHitLeft: false
                                           property bool lastHitRight: false
                                      
                                              onTriggered: {
                                                  if(hitsRightWall()){
                                                      console.log("Point Left Side")
                                                      running = false
                                                  }else if(hitsLeftWall()){
                                                      console.log("Point Right Side")
                                                      running = false
                                                  }else if(hitsLeftRacket() && !lastHitLeft){
                                                      console.log("Hits Black Racket",blackRacket.yMovement)
                                                      lastHitLeft = true
                                                      lastHitRight = false
                                                      if(blackRacket.yMovement){
                                                          ball.yincrement *= -1
                                                          ball.xincrement *= -1
                                                       }else
                                                          ball.xincrement *= -1
                                                  }else if(hitsRightRacket() && !lastHitRight){
                                                      console.log("Hits Red Racket",redRacket.yMovement)
                                                      lastHitLeft = false
                                                      lastHitRight = true
                                                      if(redRacket.yMovement) {
                                                           ball.yincrement *= -1
                                                           ball.xincrement *= -1
                                                         }
                                                       else ball.xincrement *= -1
                                                  }else if(hitsUpperOrLowerWall())
                                                      ball.yincrement *= -1
                                      
                                                  //Move Ball
                                                  ball.x = ball.x + (ball.xincrement * 2.0);
                                                  ball.y = ball.y + (ball.yincrement * 2.0);
                                                 }
                                             }
                                      

                                      This showed me that you'll need a better case handleing for ball movement and racket movement,

                                      • ball moves towards y = 0 and Racket moves towards y = 0
                                      • ball moves towards y = 0 and Racket moves towards y = table height
                                      • ball moves towards y = table and Racket moves towards y = 0
                                      • ball moves towards y = table Racket moves towards y = table height

                                      currently you're only checking in what direction the racket moved,


                                      Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


                                      Q: What's that?
                                      A: It's blue light.
                                      Q: What does it do?
                                      A: It turns blue.

                                      tomyT 1 Reply Last reply
                                      1
                                      • J.HilkJ J.Hilk

                                        @tomy

                                        I changed the timer stuff a bit, to make it more readable, what happens

                                           Timer {
                                             interval: 15; repeat: true; running: true
                                        
                                             function hitsRightRacket(){
                                                 if(ball.x +ball.width >= redRacket.x  && ball.x < redRacket.x + redRacket.width){
                                                     if(ball.y >= redRacket.y && ball.y <= redRacket.y+redRacket.height)
                                                         return true
                                                 }
                                                 return false
                                             }
                                        
                                             function hitsLeftRacket(){
                                                 if(ball.x +ball.width >= blackRacket.x  && ball.x < blackRacket.x + blackRacket.width){
                                                     if(ball.y >= blackRacket.y && ball.y <= blackRacket.y+blackRacket.height)
                                                         return true
                                                 }
                                                 return false
                                             }
                                        
                                             function hitsRightWall(){
                                                 if(ball.x +ball.width >= table.width)
                                                     return true
                                                 else
                                                     return false
                                             }
                                        
                                             function hitsLeftWall(){
                                                 if(ball.x <= 0)
                                                     return true
                                                 else
                                                     return false
                                             }
                                        
                                             function hitsUpperOrLowerWall(){
                                                 if(ball.y <= 0 || ball.y + ball.height >= table.height)
                                                      return true
                                                 return false
                                             }
                                        
                                             property bool lastHitLeft: false
                                             property bool lastHitRight: false
                                        
                                                onTriggered: {
                                                    if(hitsRightWall()){
                                                        console.log("Point Left Side")
                                                        running = false
                                                    }else if(hitsLeftWall()){
                                                        console.log("Point Right Side")
                                                        running = false
                                                    }else if(hitsLeftRacket() && !lastHitLeft){
                                                        console.log("Hits Black Racket",blackRacket.yMovement)
                                                        lastHitLeft = true
                                                        lastHitRight = false
                                                        if(blackRacket.yMovement){
                                                            ball.yincrement *= -1
                                                            ball.xincrement *= -1
                                                         }else
                                                            ball.xincrement *= -1
                                                    }else if(hitsRightRacket() && !lastHitRight){
                                                        console.log("Hits Red Racket",redRacket.yMovement)
                                                        lastHitLeft = false
                                                        lastHitRight = true
                                                        if(redRacket.yMovement) {
                                                             ball.yincrement *= -1
                                                             ball.xincrement *= -1
                                                           }
                                                         else ball.xincrement *= -1
                                                    }else if(hitsUpperOrLowerWall())
                                                        ball.yincrement *= -1
                                        
                                                    //Move Ball
                                                    ball.x = ball.x + (ball.xincrement * 2.0);
                                                    ball.y = ball.y + (ball.yincrement * 2.0);
                                                   }
                                               }
                                        

                                        This showed me that you'll need a better case handleing for ball movement and racket movement,

                                        • ball moves towards y = 0 and Racket moves towards y = 0
                                        • ball moves towards y = 0 and Racket moves towards y = table height
                                        • ball moves towards y = table and Racket moves towards y = 0
                                        • ball moves towards y = table Racket moves towards y = table height

                                        currently you're only checking in what direction the racket moved,

                                        tomyT Offline
                                        tomyT Offline
                                        tomy
                                        wrote on last edited by tomy
                                        #25

                                        @J.Hilk
                                        Hi,
                                        Thank you for your assistance.

                                        If we divide the task into part I and II, the first part I think is almost done! Please take a look at the code below and if possible please run the program on your system. It works fine for me.

                                        In part I, I need two extra components I think: one, a series of buttons for starting, resuming and finishing the game when it's not over yet. And second, some sound for goals and when a player wins the game.
                                        If we can complete part I, I assume part II will be about networking! :)

                                        Ball.qml:

                                        import QtQuick 2.9
                                        
                                        Rectangle {
                                            width: 12; height: 12
                                            x: 250; y: 250
                                            color: "white"
                                            radius: width/2
                                            property double ran: Math.random() + 0.5
                                            property double xincrement: ran
                                            property double yincrement: ran
                                        }
                                        
                                        

                                        Counter.qml:

                                        import QtQuick 2.9
                                        
                                        Rectangle {
                                            width: 40; height: 50
                                            color: "lightskyblue"
                                            property int count: 0
                                        
                                            Text {
                                                id: text
                                                anchors.centerIn: parent
                                                text: count.toString()
                                                color: "gray"
                                                font.bold: true
                                                font.pixelSize: 30
                                            }
                                        }
                                        

                                        Light.qml:

                                        import QtQuick 2.9
                                        
                                        Rectangle {
                                            width: 50; height: 50
                                            border.width: 5
                                            border.color: "silver"
                                            radius: width/2
                                            property bool start: false
                                        }
                                        
                                        

                                        Racket.qml:

                                        import QtQuick 2.9
                                        
                                        Rectangle {
                                            id: root
                                            width: 12; height: 40
                                            property int oldY: y
                                            property bool yUwards: false
                                            property bool yDwards: false
                                        
                                               onYChanged: {
                                                   if(y > oldY)
                                                       yDwards = true
                                                   else if (y < oldY)
                                                       yUwards = true
                                                   oldY = y
                                               }
                                        
                                            MouseArea {
                                                anchors.fill: parent
                                                drag.target: root
                                                drag.axis: Drag.YAxis
                                                drag.minimumY: table.y - 20
                                                drag.maximumY: table.y + table.height - 60
                                            }
                                        }
                                        
                                        

                                        WinBox.qml:

                                        import QtQuick 2.9
                                        
                                        Text {
                                             width: 50; height: 50
                                             text: "WINNER"
                                             color: "royalblue"
                                             font.bold: true
                                             font.pixelSize: 40
                                             visible: false
                                        }
                                        

                                        main.qml:

                                        import QtQuick 2.9
                                        import QtQuick.Window 2.2
                                        
                                        Window {
                                            visible: true
                                            width: 820
                                            height: 620
                                            title: qsTr("The PingPong Game")
                                            color: "gray"
                                        
                                            Rectangle {
                                                x: 10; y: 10
                                                width: 800; height: 500
                                                color: "white"
                                            }
                                        
                                            Rectangle {
                                                id: table
                                                x: 20; y: 20
                                                width: 780; height: 480
                                                color: "royalblue"
                                                property int count: 1
                                                property bool turn: false
                                                property bool lightState: false
                                        
                                                Racket {
                                                    id: redRacket
                                                    x: table.width - 30; y: 100
                                                    color: "red"
                                                }
                                        
                                                Racket {
                                                    id: blackRacket
                                                    x: table.x; y: 100
                                                    color: "black"
                                                }
                                        
                                                Ball {
                                                    id: ball
                                                    x: table.width/2
                                                    y: table.height/2
                                                }
                                        
                                                Column {
                                                    spacing: 3
                                                    x: table.width/2
                                                    Repeater {
                                                        model: 21
                                                        delegate: Rectangle {
                                                            width: 5
                                                            height: 20
                                                            color: "white"
                                                        }
                                                    }
                                                }
                                        
                                                Counter {
                                                    id: rightCounter
                                                    x: table.width / 2 + 90
                                                    y: 50
                                                }
                                        
                                                Counter {
                                                    id: leftCounter
                                                    x: table.width / 4 + 70
                                                    y: 50
                                                }
                                        
                                                Light {
                                                    id: rightLight
                                                    x: table.width/2 + 80
                                                    y: table.height + 20
                                                    color: "silver"
                                                }
                                        
                                                Light {
                                                    id: leftLight
                                                    x: table.width/2 - 120
                                                    y: table.height + 20
                                                    color: "lime"
                                                }
                                        
                                                WinBox {
                                                    id: rightWin
                                                    x: table.width/2 + 160
                                                    y: table.height + 40
                                                }
                                        
                                                WinBox {
                                                    id: leftWin
                                                    x: table.width/2 - 350
                                                    y: table.height + 40
                                                }
                                        
                                                Timer {
                                                    interval: 40; repeat: true; running: true
                                        
                                                    onTriggered: {
                                                        redRacket.yUwards = false
                                                        redRacket.yDwards = false
                                                        blackRacket.yUwards = false
                                                        blackRacket.yDwards = false
                                                    }
                                                }
                                        
                                                Timer {
                                                    id: out_timer
                                                    interval: 1; repeat: false; running: false
                                        
                                                    function lightChange() {
                                                        if (table.lightState) {
                                                            rightLight.color = "silver"
                                                            leftLight.color= "lime"
                                                          }
                                        
                                                        else {
                                                            rightLight.color = "lime"
                                                            leftLight.color= "silver"
                                                          }
                                                        table.lightState = !table.lightState
                                                    }
                                        
                                                    onTriggered: {
                                                        ball.xincrement = Math.random() + 0.5
                                                        ball.yincrement = Math.random() + 0.5
                                        
                                                        if( table.count % 5 == 0) {
                                                            table.turn = !table.turn
                                                            lightChange()
                                                        }
                                        
                                        
                                                         if(table.turn)
                                                            ball.xincrement *= -1
                                        
                                                        ball.x = table.width/2
                                                        ball.y = table.height/2
                                        
                                                        if (ball.yincrement > 1.1)
                                                            ball.yincrement *= -1
                                        
                                                        in_timer.restart()
                                                        table.count++
                                                    }
                                                }
                                        
                                                Timer {
                                                    id: in_timer
                                                    interval: duration; repeat: true; running: true
                                                    property int duration: 2
                                        
                                                    function hitsRightWall() {
                                                        if (ball.x + ball.width >= table.width)
                                                            return true
                                                        else return false
                                                    }
                                        
                                                    function hitsLeftWall() {
                                                        if(ball.x <= 0) return true
                                                        else return false
                                                    }
                                        
                                                    property bool lastHitLeft: false
                                                    property bool lastHitRight: false
                                        
                                                    onTriggered: {
                                        
                                                        if(hitsRightWall()) {
                                                            in_timer.stop()
                                                            leftCounter.count++
                                                            out_timer.interval = 2000
                                                            out_timer.running = true
                                                        }
                                        
                                                        else if(hitsLeftWall()) {
                                                            in_timer.stop()
                                                            rightCounter.count++
                                                            out_timer.interval = 2000
                                                            out_timer.running = true
                                                        }
                                        
                                                        ball.x = ball.x + (ball.xincrement * 2.0);
                                                        ball.y = ball.y + (ball.yincrement * 2.0);
                                        
                                                        if ((ball.x + ball.width >= redRacket.x  &&
                                                             ball.x < redRacket.x + redRacket.width / 3) &&
                                                                (ball.y + ball.height >= redRacket.y - 10 &&
                                                                 ball.y <= redRacket.y + redRacket.height))
                                                        {
                                                            if(redRacket.yUwards) {
                                                                if(ball.yincrement == 0)
                                                                    ball.yincrement = -ball.ran
                                                                else if(ball.yincrement > 0)
                                                                    ball.yincrement *= -1
                                                                interval = duration/2
                                                            }
                                                            else if (redRacket.yDwards) {
                                                                if(ball.yincrement == 0)
                                                                    ball.yincrement = ball.ran
                                                                else if(ball.yincrement < 0)
                                                                    ball.yincrement *= -1
                                                                interval = duration/2
                                                            }
                                                            else {
                                                                ball.yincrement = 0
                                                                interval = duration
                                                            }
                                        
                                                            ball.xincrement *= -1
                                                        }
                                        
                                                        if ((ball.x + ball.width >= blackRacket.x &&
                                                             ball.x < blackRacket.x + blackRacket.width)  &&
                                                                (ball.y + ball.height >= blackRacket.y &&
                                                                 ball.y <= blackRacket.y + blackRacket.height))
                                                        {
                                                            if(blackRacket.yUwards) {
                                                                if(ball.yincrement == 0)
                                                                    ball.yincrement = -ball.ran
                                                                else if(ball.yincrement > 0)
                                                                    ball.yincrement *= -1
                                                                interval = duration/2
                                                            }
                                                            else if (blackRacket.yDwards) {
                                                                if(ball.yincrement == 0)
                                                                    ball.yincrement = ball.ran
                                                                else if(ball.yincrement < 0)
                                                                    ball.yincrement *= -1
                                                                interval = duration/2
                                                            }
                                                            else {
                                                                ball.yincrement = 0
                                                                interval = duration
                                                            }
                                        
                                                            ball.xincrement *= -1
                                                        }
                                        
                                                        if(ball.x <= 0 || ball.x + ball.width >= table.width)
                                                            ball.xincrement *= (-1);
                                        
                                                        if(ball.y <= 0 || ball.y + ball.height >= table.height)
                                                            ball.yincrement *= -1
                                        
                                                        if(rightCounter.count + leftCounter.count == 21) {
                                                               in_timer.stop()
                                                            if(rightCounter.count > leftCounter.count)
                                                                rightWin.visible = true
                                                            else if (rightCounter.count < leftCounter.count)
                                                                leftWin.visible = true
                                                            else {
                                                                rightWin.visible = true
                                                                leftWin.visible = true
                                                            }
                                                        }
                                                    }            
                                                }
                                            }
                                        }
                                        
                                        
                                        1 Reply Last reply
                                        0
                                        • J.HilkJ Offline
                                          J.HilkJ Offline
                                          J.Hilk
                                          Moderators
                                          wrote on last edited by
                                          #26

                                          Looks great! You're defenitly on the right track.

                                          However I have a bug to report. I managed to catch the ball in the racket. That's the reasdon why I introtuced the 2 properties lastHitLeft and lastHitRight in my previous post. You still have them in your code, but they are not used.
                                          0_1513750776832_catch.PNG


                                          Be aware of the Qt Code of Conduct, when posting : https://forum.qt.io/topic/113070/qt-code-of-conduct


                                          Q: What's that?
                                          A: It's blue light.
                                          Q: What does it do?
                                          A: It turns blue.

                                          tomyT 1 Reply Last reply
                                          0

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