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Offer me a good QML exercise

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  • 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 Online
    J.HilkJ Online
    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 Online
        J.HilkJ Online
        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 Online
            J.HilkJ Online
            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 Online
                J.HilkJ Online
                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 Online
                    J.HilkJ Online
                    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 Online
                        J.HilkJ Online
                        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 Online
                            J.HilkJ Online
                            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
                                • tomyT tomy

                                  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 Online
                                  J.HilkJ Online
                                  J.Hilk
                                  Moderators
                                  wrote on last edited by
                                  #29

                                  Hi @tomy , sorry for the late response.

                                  I had a lengthly break, sickness and holiday - thankfully not overlapping. But I'm back now and will take a look later today. I actually managed not to touch my laptop during that time, that was difficult I'll tell ya.

                                  Any progress in the last 23 days ?

                                  Greetings.


                                  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

                                    Hi @tomy , sorry for the late response.

                                    I had a lengthly break, sickness and holiday - thankfully not overlapping. But I'm back now and will take a look later today. I actually managed not to touch my laptop during that time, that was difficult I'll tell ya.

                                    Any progress in the last 23 days ?

                                    Greetings.

                                    tomyT Offline
                                    tomyT Offline
                                    tomy
                                    wrote on last edited by
                                    #30

                                    @J.Hilk
                                    Hi J.Hilk, welcome back. :)
                                    I'm very glad that your sickness and holiday haven't had overlapping. :)
                                    I hope you're very well now. And Happy New Year to you. :)

                                    I see and it's OK. I'm appreciative for your assistance. :) Thanks.
                                    Welcome back once again.

                                    Any progress in the last 23 days ?

                                    That last version was actually modified many times. :) That is, each time I modified it and edited the code here in that last version making it the most recent one for you when you'll get back.

                                    The problem was that and I found no remedy so I thought of using a ParallelAnimation as the tool for moving the ball hoping it resolves the issue with the effect of moving the rackets on the ball's movement.

                                    I'm still working on it and today or tomorrow will test this new version and post it here too. Can it be a good solution to the problem in your point of view please?

                                    1 Reply Last reply
                                    1
                                    • tomyT Offline
                                      tomyT Offline
                                      tomy
                                      wrote on last edited by
                                      #31

                                      Well, to cope with that problem I tried Animations in the code the way below.
                                      Other components are as before and here is the code after the stopGame() function in main.qml:

                                      ...
                                      ParallelAnimation {
                                                 id: anim
                                                 NumberAnimation {
                                                     target: ball
                                                     properties: "x"
                                                     to: in_timer.xMove
                                                 }
                                                 NumberAnimation {
                                                     target: ball
                                                     properties: "y"
                                                     to: in_timer.yMove
                                                 }
                                             }
                                             
                                             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: {
                                                     in_timer.xMove += ball.xincrement * table.step
                                                     in_timer.yMove += ball.yincrement * table.step
                                                     anim.restart()
                                                     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: {
                                                     in_timer.xMove += ball.xincrement * table.step
                                                     in_timer.yMove += ball.yincrement * table.step
                                                     anim.restart()
                                                     if(ball.x > blackRacket.x + blackRacket.width) {
                                                         running = false
                                                         in_timer.running = true
                                                     }
                                                 }
                                             }
                                             Timer {
                                                 id: in_timer
                                                 interval: table.duration; repeat: true; running: false
                                                 property double xMove: ball.x
                                                 property double yMove: ball.y
                                                 
                                                 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)
                                                         return true
                                                     else if (ball.y + ball.height >= table.height)
                                                         return true
                                                     return false
                                                 }
                                                 function hitsRightWall() {
                                                     if (ball.x + ball.width >= table.width)
                                                         return true
                                                     return false
                                                 }
                                                 function hitsLeftWall() {
                                                     if (ball.x <= 0) return true
                                                     else return false
                                                 }
                                                 
                                                 onTriggered: {
                                                     if (hitsRightWall()) {
                                                         stop()
                                                         leftCounter.count++
                                                         out_timer.interval = 2000
                                                         out_timer.running = true
                                                     }
                                                     else if (hitsLeftWall()) {
                                                         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 = ball.yincrement > 0 ?
                                                                             -ball.yincrement: ball.yincrement
                                                             interval = (table.duration/4)
                                                         }
                                                         else if (redRacket.yDwards) {
                                                             if (ball.yincrement == 0)
                                                                 ball.yincrement = ball.ran
                                                             else if (ball.yincrement < 0)
                                                                 ball.yincrement = ball.yincrement > 0 ?
                                                                             -ball.yincrement: ball.yincrement
                                                             interval = (table.duration/4)
                                                         }
                                                         else {
                                                             ball.yincrement = 0
                                                             interval = (table.duration/2)
                                                         }
                                                         ball.xincrement = ball.xincrement > 0 ?
                                                                     -ball.xincrement: ball.xincrement
                                                         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 = ball.yincrement > 0 ?
                                                                             -ball.yincrement: ball.yincrement
                                                             interval = (table.duration/4)
                                                         }
                                                         else if (blackRacket.yDwards) {
                                                             if (ball.yincrement == 0)
                                                                 ball.yincrement = ball.ran
                                                             else if (ball.yincrement < 0)
                                                                 ball.yincrement = ball.yincrement > 0 ?
                                                                             -ball.yincrement: ball.yincrement
                                                             interval = (table.duration/4)
                                                         }
                                                         else {
                                                             ball.yincrement = 0
                                                             interval = (table.duration/2)
                                                         }
                                                         ball.xincrement = ball.xincrement > 0 ?
                                                                     -ball.xincrement: ball.xincrement
                                                         running = false
                                                         left_return_timer.running = true
                                                     }
                                                     else if (hitsUpperOrLowerWall())
                                                         ball.yincrement = ball.yincrement > 0 ?
                                                                     -ball.yincrement: ball.yincrement
                                                     
                                                     // Move Ball
                                                     xMove += (ball.xincrement * table.step);
                                                     yMove += (ball.yincrement * table.step);
                                                     anim.restart()
                                                     
                                                     if(rightCounter.count + leftCounter.count == 21) {
                                                         stop()
                                                         if (rightCounter.count > leftCounter.count)
                                                             rightWin.visible = true
                                                         else
                                                             leftWin.visible = true
                                                     }
                                                 }
                                             }
                                         }
                                      }
                                      

                                      This code also has several problems! One of them is that the ball doesn't stop when it hits the right or left wall. I tired several statements, like:
                                      stop()
                                      in_timer.stop()
                                      running = false
                                      anim.stop()
                                      but neither works!

                                      J.HilkJ 1 Reply Last reply
                                      0
                                      • tomyT tomy

                                        Well, to cope with that problem I tried Animations in the code the way below.
                                        Other components are as before and here is the code after the stopGame() function in main.qml:

                                        ...
                                        ParallelAnimation {
                                                   id: anim
                                                   NumberAnimation {
                                                       target: ball
                                                       properties: "x"
                                                       to: in_timer.xMove
                                                   }
                                                   NumberAnimation {
                                                       target: ball
                                                       properties: "y"
                                                       to: in_timer.yMove
                                                   }
                                               }
                                               
                                               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: {
                                                       in_timer.xMove += ball.xincrement * table.step
                                                       in_timer.yMove += ball.yincrement * table.step
                                                       anim.restart()
                                                       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: {
                                                       in_timer.xMove += ball.xincrement * table.step
                                                       in_timer.yMove += ball.yincrement * table.step
                                                       anim.restart()
                                                       if(ball.x > blackRacket.x + blackRacket.width) {
                                                           running = false
                                                           in_timer.running = true
                                                       }
                                                   }
                                               }
                                               Timer {
                                                   id: in_timer
                                                   interval: table.duration; repeat: true; running: false
                                                   property double xMove: ball.x
                                                   property double yMove: ball.y
                                                   
                                                   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)
                                                           return true
                                                       else if (ball.y + ball.height >= table.height)
                                                           return true
                                                       return false
                                                   }
                                                   function hitsRightWall() {
                                                       if (ball.x + ball.width >= table.width)
                                                           return true
                                                       return false
                                                   }
                                                   function hitsLeftWall() {
                                                       if (ball.x <= 0) return true
                                                       else return false
                                                   }
                                                   
                                                   onTriggered: {
                                                       if (hitsRightWall()) {
                                                           stop()
                                                           leftCounter.count++
                                                           out_timer.interval = 2000
                                                           out_timer.running = true
                                                       }
                                                       else if (hitsLeftWall()) {
                                                           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 = ball.yincrement > 0 ?
                                                                               -ball.yincrement: ball.yincrement
                                                               interval = (table.duration/4)
                                                           }
                                                           else if (redRacket.yDwards) {
                                                               if (ball.yincrement == 0)
                                                                   ball.yincrement = ball.ran
                                                               else if (ball.yincrement < 0)
                                                                   ball.yincrement = ball.yincrement > 0 ?
                                                                               -ball.yincrement: ball.yincrement
                                                               interval = (table.duration/4)
                                                           }
                                                           else {
                                                               ball.yincrement = 0
                                                               interval = (table.duration/2)
                                                           }
                                                           ball.xincrement = ball.xincrement > 0 ?
                                                                       -ball.xincrement: ball.xincrement
                                                           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 = ball.yincrement > 0 ?
                                                                               -ball.yincrement: ball.yincrement
                                                               interval = (table.duration/4)
                                                           }
                                                           else if (blackRacket.yDwards) {
                                                               if (ball.yincrement == 0)
                                                                   ball.yincrement = ball.ran
                                                               else if (ball.yincrement < 0)
                                                                   ball.yincrement = ball.yincrement > 0 ?
                                                                               -ball.yincrement: ball.yincrement
                                                               interval = (table.duration/4)
                                                           }
                                                           else {
                                                               ball.yincrement = 0
                                                               interval = (table.duration/2)
                                                           }
                                                           ball.xincrement = ball.xincrement > 0 ?
                                                                       -ball.xincrement: ball.xincrement
                                                           running = false
                                                           left_return_timer.running = true
                                                       }
                                                       else if (hitsUpperOrLowerWall())
                                                           ball.yincrement = ball.yincrement > 0 ?
                                                                       -ball.yincrement: ball.yincrement
                                                       
                                                       // Move Ball
                                                       xMove += (ball.xincrement * table.step);
                                                       yMove += (ball.yincrement * table.step);
                                                       anim.restart()
                                                       
                                                       if(rightCounter.count + leftCounter.count == 21) {
                                                           stop()
                                                           if (rightCounter.count > leftCounter.count)
                                                               rightWin.visible = true
                                                           else
                                                               leftWin.visible = true
                                                       }
                                                   }
                                               }
                                           }
                                        }
                                        

                                        This code also has several problems! One of them is that the ball doesn't stop when it hits the right or left wall. I tired several statements, like:
                                        stop()
                                        in_timer.stop()
                                        running = false
                                        anim.stop()
                                        but neither works!

                                        J.HilkJ Online
                                        J.HilkJ Online
                                        J.Hilk
                                        Moderators
                                        wrote on last edited by J.Hilk
                                        #32

                                        hey @tomy ,

                                        I used the code from your previous post, the one before the last one, and brought it on my iphone.

                                        For me it works flawlessly, no slowdown at all.

                                        Take a look at this video:
                                        Video
                                        Edit: video link fixed, thanks to @mrjj

                                        In fact, the animation/movement of the ball is too fast in my opinion.

                                        Did you compile the release version for your android device? Debug versions are ressource demanding and may result in slow animations on old devices.

                                        The racket movment invokes a property binding recalculations, that is executed as soon as the event loop returns, I believe.
                                        The Movement of the ball and checks are all depending on timers, during the property binding induced calculations those timers may queue up, that then results in a slow Ball-Animation.


                                        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
                                        • mrjjM Offline
                                          mrjjM Offline
                                          mrjj
                                          Lifetime Qt Champion
                                          wrote on last edited by
                                          #33

                                          Hi
                                          Video link didnt work for me but i could extract
                                          https://vimeo.com/251451461

                                          1 Reply Last reply
                                          1

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