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Offer me a good QML exercise

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  • 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
                                      • J.HilkJ J.Hilk

                                        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

                                        tomyT Offline
                                        tomyT Offline
                                        tomy
                                        wrote on last edited by tomy
                                        #27

                                        @J.Hilk
                                        Hi, thanks.

                                        Well, I laid those factors and ran the code. Unfortunately it made the issue more prominent! The ball passes through the ball obliquely.

                                        So I think I must return back to the version without them and the issue is subtle! It happens when a racket tries to hit the ball from the top/down moving downwards/upwards and the ball gets stuck in the upper/lower edge of the racket. I think I should work on this.

                                        Previously I was thinking of making the racket thinner to prevent this bug. But I try to find a more logical way.

                                        1 Reply Last reply
                                        0
                                        • tomyT Offline
                                          tomyT Offline
                                          tomy
                                          wrote on last edited by tomy
                                          #28

                                          Hi,

                                          For a while I was trying to use contains(point p), mapFromItem(...) or mapToItem(...). But unfortunately, no success! So I got back to the prior method, which was using the X and Y coordinates as follows.

                                          Please run it on your system. It works fine for me. The bug is also solved.
                                          But there's another bug!

                                          • Moving the racket when playing the game on the Desktop kit (Windows) doesn't affect the speed of ball's movement but when run on an Android device, moving the racket affects the speed of ball's movement as though their movements have been tied together.

                                          I also tried to manipulate the MouseArea in the Racket.qml to cope with that, but no change in the result! :(

                                          Please check it and express your idea how to solve that issue.

                                          QML files Ball, Counter, Light and Winbox are as before.

                                          Racket.qml:

                                          import QtQuick 2.9
                                          
                                          Rectangle {
                                              id: root
                                              width: 15; height: 65
                                              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
                                                  anchors.margins: -root.height
                                                  drag.target: root
                                                  focus: true
                                                  hoverEnabled: true
                                                  pressAndHoldInterval: 0
                                                  drag.axis: Drag.YAxis
                                                  drag.minimumY: table.y
                                                  drag.maximumY: table.height - root.height - 10
                                              }
                                          }
                                          
                                          
                                          

                                          main.qml:

                                          import QtQuick 2.9
                                          import QtQuick.Window 2.2
                                          import QtQuick.Controls 2.1
                                          
                                          Window {
                                              id: window
                                              visibility: Window.Maximized
                                              title: qsTr("The PingPong Game - A QML Game")
                                              color: "gray"
                                              
                                              Rectangle {
                                                  id: table
                                                  width: window.width / 1.15; height: window.height / 1.15
                                                  x: window.x + 100; y: 10;
                                                  border.width: 10
                                                  border.color: "white"
                                                  color: "royalblue"
                                                  property int count: 1
                                                  property bool turn: false
                                                  property bool lightState: false
                                                  property double step: 3.0
                                                  property int duration: 4
                                                  
                                                  Racket {
                                                      id: blackRacket
                                                      anchors.left: table.left
                                                      anchors.leftMargin: width * 2
                                                      y: height
                                                      color: "black"
                                                  }
                                                  Racket {
                                                      id: redRacket
                                                      anchors.right: table.right
                                                      anchors.rightMargin: width * 2
                                                      y: height
                                                      color: "red"
                                                  }
                                                  
                                                  
                                                  Ball {
                                                      id: ball
                                                      x: table.width/2
                                                      y: table.height/2
                                                  }
                                                  
                                                  Column {
                                                      spacing: 3
                                                      anchors.centerIn: table
                                                      anchors.top: table.top
                                                      Repeater {
                                                          model: table.height/(blackRacket.height / 2 + 3)
                                                          delegate: Rectangle {
                                                              width: 5
                                                              height: blackRacket.height / 2
                                                              color: "white"
                                                          }
                                                      }
                                                  }
                                                  
                                                  Counter {
                                                      id: leftCounter
                                                      x: table.width / 2 - height - 100
                                                      y: 50
                                                  }
                                                  Counter {
                                                      id: rightCounter
                                                      x: table.width / 2 + 100
                                                      y: 50
                                                  }
                                                  
                                                  
                                                  Light {
                                                      id: leftLight
                                                      x: table.width/2 - 280
                                                      y: table.height + 10
                                                      color: "lime"
                                                  }
                                                  Light {
                                                      id: rightLight
                                                      x: table.width/2 + 220
                                                      y: table.height + 10
                                                      color: "silver"
                                                  }
                                                  
                                                  WinBox {
                                                      id: rightWin
                                                      x: table.width/2 + 380
                                                      y: table.height + 10
                                                  }
                                                  WinBox {
                                                      id: leftWin
                                                      x: table.x + 40
                                                      y: table.height + 10
                                                  }
                                                  
                                                  Button {
                                                      x: table.width/2 - 45
                                                      y: table.height + 10
                                                      
                                                      contentItem: Text {
                                                          id: st_tx
                                                          horizontalAlignment: Text.AlignHCenter
                                                          verticalAlignment: Text.AlignVCenter
                                                          text: qsTr("START")
                                                          font.bold: true
                                                          font.pixelSize: 20
                                                          color: "green"
                                                      }
                                                      background: Rectangle {
                                                          implicitHeight: 60
                                                          implicitWidth: 100
                                                          color: "lightGrey"
                                                          border.width: 8
                                                          border.color: "lightBlue"
                                                          radius: 20
                                                      }
                                                      onClicked: table.startGame()
                                                  }
                                                  Button {
                                                      x: table.width/2 - 150
                                                      y: table.height + 10
                                                      
                                                      contentItem: Text {
                                                          id: pu_tx
                                                          horizontalAlignment: Text.AlignHCenter
                                                          verticalAlignment: Text.AlignVCenter
                                                          text: qsTr("PAUSE")
                                                          font.bold: true
                                                          font.pixelSize: 20
                                                          color: "green"
                                                      }
                                                      background: Rectangle {
                                                          id: pu_rec
                                                          implicitHeight: 60
                                                          implicitWidth: 100
                                                          color: "lightGrey"
                                                          border.width: 8
                                                          border.color: "lightBlue"
                                                          radius: 20
                                                      }
                                                      onClicked: table.pauseGame()
                                                  }
                                                  Button {
                                                      x: table.width/2 + 60
                                                      y: table.height + 10
                                                      
                                                      contentItem: Text {
                                                          id: sp_tx
                                                          horizontalAlignment: Text.AlignHCenter
                                                          verticalAlignment: Text.AlignVCenter
                                                          text: qsTr("STOP")
                                                          font.bold: true
                                                          font.pixelSize: 20
                                                          color: "green"
                                                      }
                                                      background: Rectangle {
                                                          implicitHeight: 60
                                                          implicitWidth: 100
                                                          color: "lightGrey"
                                                          border.width: 8
                                                          border.color: "lightBlue"
                                                          radius: 20
                                                          
                                                      }
                                                      onClicked: table.stopGame()
                                                  }
                                                  
                                                  Text {
                                                      x: window.x; y: table.height + 50
                                                      color: "white"
                                                      text: "Ver: 1.1"
                                                      font.family: "Helvetica"
                                                      font.pointSize: 15
                                                  }
                                                  Text {
                                                      x: table.width - 200; y: table.height + 50
                                                      color: "white"
                                                      text: " Programmed By S.R. Abbasi (Tomy)"
                                                      font.family: "Helvetica"
                                                      font.pointSize: 10
                                                  }
                                                  
                                                  function startGame() {
                                                      st_tx.text = qsTr("START")
                                                      if (leftWin.visible)
                                                          leftWin.visible = false
                                                      if (rightWin.visible)
                                                          rightWin.visible = false
                                                      in_timer.restart()
                                                  }
                                                  function pauseGame() {
                                                      st_tx.text = qsTr("RESUME")
                                                      in_timer.running = false
                                                  }
                                                  function stopGame() {
                                                      st_tx.text = qsTr("START")
                                                      in_timer.running = false
                                                      rightCounter.count = 0
                                                      leftCounter.count = 0
                                                      ball.x = table.width/2
                                                      ball.y = table.height/2
                                                      table.count = 1
                                                      table.turn = false
                                                      rightLight.color = "silver"
                                                      leftLight.color = "lime"
                                                      
                                                      if(ball.xincrement < 0 )
                                                          ball.xincrement *= -1
                                                  }
                                                  
                                                  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: right_return_timer
                                                      interval: 1; repeat: true; running: false
                                                      onTriggered: {
                                                          ball.x = ball.x + (ball.xincrement * table.step)
                                                          ball.y = ball.y + (ball.yincrement * table.step)
                                                          if(ball.x + ball.width < redRacket.x) {
                                                              running = false
                                                              in_timer.running = true
                                                          }
                                                      }
                                                  }
                                                  Timer {
                                                      id: left_return_timer
                                                      interval: 1; repeat: true; running: false
                                                      onTriggered: {
                                                          ball.x = ball.x + (ball.xincrement * table.step)
                                                          ball.y = ball.y + (ball.yincrement * table.step)
                                                          if(ball.x > blackRacket.x + blackRacket.width) {
                                                              running = false
                                                              in_timer.running = true
                                                          }
                                                      }
                                                  }
                                                  Timer {
                                                      id: in_timer
                                                      interval: table.duration; repeat: true; running: false
                                                      
                                                      
                                                      function hitsRightRacket() {
                                                          if ((ball.x + ball.width >= redRacket.x &&
                                                               ball.x <= redRacket.x + redRacket.width) &&
                                                                  (ball.y + ball.height >= 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)  &&
                                                                  (ball.y + ball.height >= blackRacket.y &&
                                                                   ball.y <= blackRacket.y + blackRacket.height))
                                                              return true
                                                          return false
                                                      }
                                                      function hitsUpperOrLowerWall(){
                                                          if (ball.y <= 0 || ball.y + ball.height >= table.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
                                                      }
                                                      
                                                      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
                                                          }
                                                          else if (hitsRightRacket()) {
                                                              if (redRacket.yUwards) {
                                                                  if (ball.yincrement == 0)
                                                                      ball.yincrement = -ball.ran
                                                                  else if (ball.yincrement > 0)
                                                                      ball.yincrement *= -1
                                                                  interval = (table.duration/4)
                                                              }
                                                              else if (redRacket.yDwards) {
                                                                  if (ball.yincrement == 0)
                                                                      ball.yincrement = ball.ran
                                                                  else if (ball.yincrement < 0)
                                                                      ball.yincrement *= -1
                                                                  interval = (table.duration/4)
                                                              }
                                                              else {
                                                                  ball.yincrement = 0
                                                                  interval = (table.duration/2)
                                                              }
                                                              ball.xincrement *= -1
                                                              running = false
                                                              right_return_timer.running = true
                                                          }
                                                          else if (hitsLeftRacket()) {
                                                              if(blackRacket.yUwards) {
                                                                  if (ball.yincrement == 0)
                                                                      ball.yincrement = -ball.ran
                                                                  else if (ball.yincrement > 0)
                                                                      ball.yincrement *= -1
                                                                  interval = (table.duration/4)
                                                              }
                                                              else if (blackRacket.yDwards) {
                                                                  if (ball.yincrement == 0)
                                                                      ball.yincrement = ball.ran
                                                                  else if (ball.yincrement < 0)
                                                                      ball.yincrement *= -1
                                                                  interval = (table.duration/4)
                                                              }
                                                              else {
                                                                  ball.yincrement = 0
                                                                  interval = (table.duration/2)
                                                              }
                                                              ball.xincrement *= -1
                                                              running = false
                                                              left_return_timer.running = true
                                                          }
                                                          else if (hitsUpperOrLowerWall())
                                                              ball.yincrement *= -1
                                                          
                                                          // Move Ball
                                                          ball.x = ball.x + (ball.xincrement * table.step);
                                                          ball.y = ball.y + (ball.yincrement * table.step);
                                                          
                                                          if(rightCounter.count + leftCounter.count == 21) {
                                                              in_timer.stop()
                                                              if (rightCounter.count > leftCounter.count)
                                                                  rightWin.visible = true
                                                              else
                                                                  leftWin.visible = true
                                                          }
                                                      }
                                                  }
                                              }
                                          }
                                          
                                          
                                          J.HilkJ 1 Reply Last reply
                                          1

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