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Offer me a good QML exercise

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  • tomyT tomy

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

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

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

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

    @tomy

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

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

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

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

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


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


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

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

      @tomy

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

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

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

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

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

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

      @J.Hilk

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

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

      J.HilkJ 1 Reply Last reply
      0
      • tomyT tomy

        @J.Hilk

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

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

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

        @tomy

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

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

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

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

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


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


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

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

          @tomy

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

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

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

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

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

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

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

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

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

          Ball.qml:

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

          Counter.qml:

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

          Light.qml:

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

          Racket.qml:

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

          WinBox.qml:

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

          main.qml:

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

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

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


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


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

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

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

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

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

              @J.Hilk
              Hi, thanks.

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

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

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

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

                Hi,

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

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

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

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

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

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

                Racket.qml:

                import QtQuick 2.9
                
                Rectangle {
                    id: root
                    width: 15; height: 65
                    property int oldY: y
                    property bool yUwards: false
                    property bool yDwards: false
                
                    onYChanged: {
                        if(y > oldY)  yDwards = true
                        else if (y < oldY)  yUwards = true
                        oldY = y
                    }
                
                    MouseArea {
                        anchors.fill: parent
                        anchors.margins: -root.height
                        drag.target: root
                        focus: true
                        hoverEnabled: true
                        pressAndHoldInterval: 0
                        drag.axis: Drag.YAxis
                        drag.minimumY: table.y
                        drag.maximumY: table.height - root.height - 10
                    }
                }
                
                
                

                main.qml:

                import QtQuick 2.9
                import QtQuick.Window 2.2
                import QtQuick.Controls 2.1
                
                Window {
                    id: window
                    visibility: Window.Maximized
                    title: qsTr("The PingPong Game - A QML Game")
                    color: "gray"
                    
                    Rectangle {
                        id: table
                        width: window.width / 1.15; height: window.height / 1.15
                        x: window.x + 100; y: 10;
                        border.width: 10
                        border.color: "white"
                        color: "royalblue"
                        property int count: 1
                        property bool turn: false
                        property bool lightState: false
                        property double step: 3.0
                        property int duration: 4
                        
                        Racket {
                            id: blackRacket
                            anchors.left: table.left
                            anchors.leftMargin: width * 2
                            y: height
                            color: "black"
                        }
                        Racket {
                            id: redRacket
                            anchors.right: table.right
                            anchors.rightMargin: width * 2
                            y: height
                            color: "red"
                        }
                        
                        
                        Ball {
                            id: ball
                            x: table.width/2
                            y: table.height/2
                        }
                        
                        Column {
                            spacing: 3
                            anchors.centerIn: table
                            anchors.top: table.top
                            Repeater {
                                model: table.height/(blackRacket.height / 2 + 3)
                                delegate: Rectangle {
                                    width: 5
                                    height: blackRacket.height / 2
                                    color: "white"
                                }
                            }
                        }
                        
                        Counter {
                            id: leftCounter
                            x: table.width / 2 - height - 100
                            y: 50
                        }
                        Counter {
                            id: rightCounter
                            x: table.width / 2 + 100
                            y: 50
                        }
                        
                        
                        Light {
                            id: leftLight
                            x: table.width/2 - 280
                            y: table.height + 10
                            color: "lime"
                        }
                        Light {
                            id: rightLight
                            x: table.width/2 + 220
                            y: table.height + 10
                            color: "silver"
                        }
                        
                        WinBox {
                            id: rightWin
                            x: table.width/2 + 380
                            y: table.height + 10
                        }
                        WinBox {
                            id: leftWin
                            x: table.x + 40
                            y: table.height + 10
                        }
                        
                        Button {
                            x: table.width/2 - 45
                            y: table.height + 10
                            
                            contentItem: Text {
                                id: st_tx
                                horizontalAlignment: Text.AlignHCenter
                                verticalAlignment: Text.AlignVCenter
                                text: qsTr("START")
                                font.bold: true
                                font.pixelSize: 20
                                color: "green"
                            }
                            background: Rectangle {
                                implicitHeight: 60
                                implicitWidth: 100
                                color: "lightGrey"
                                border.width: 8
                                border.color: "lightBlue"
                                radius: 20
                            }
                            onClicked: table.startGame()
                        }
                        Button {
                            x: table.width/2 - 150
                            y: table.height + 10
                            
                            contentItem: Text {
                                id: pu_tx
                                horizontalAlignment: Text.AlignHCenter
                                verticalAlignment: Text.AlignVCenter
                                text: qsTr("PAUSE")
                                font.bold: true
                                font.pixelSize: 20
                                color: "green"
                            }
                            background: Rectangle {
                                id: pu_rec
                                implicitHeight: 60
                                implicitWidth: 100
                                color: "lightGrey"
                                border.width: 8
                                border.color: "lightBlue"
                                radius: 20
                            }
                            onClicked: table.pauseGame()
                        }
                        Button {
                            x: table.width/2 + 60
                            y: table.height + 10
                            
                            contentItem: Text {
                                id: sp_tx
                                horizontalAlignment: Text.AlignHCenter
                                verticalAlignment: Text.AlignVCenter
                                text: qsTr("STOP")
                                font.bold: true
                                font.pixelSize: 20
                                color: "green"
                            }
                            background: Rectangle {
                                implicitHeight: 60
                                implicitWidth: 100
                                color: "lightGrey"
                                border.width: 8
                                border.color: "lightBlue"
                                radius: 20
                                
                            }
                            onClicked: table.stopGame()
                        }
                        
                        Text {
                            x: window.x; y: table.height + 50
                            color: "white"
                            text: "Ver: 1.1"
                            font.family: "Helvetica"
                            font.pointSize: 15
                        }
                        Text {
                            x: table.width - 200; y: table.height + 50
                            color: "white"
                            text: " Programmed By S.R. Abbasi (Tomy)"
                            font.family: "Helvetica"
                            font.pointSize: 10
                        }
                        
                        function startGame() {
                            st_tx.text = qsTr("START")
                            if (leftWin.visible)
                                leftWin.visible = false
                            if (rightWin.visible)
                                rightWin.visible = false
                            in_timer.restart()
                        }
                        function pauseGame() {
                            st_tx.text = qsTr("RESUME")
                            in_timer.running = false
                        }
                        function stopGame() {
                            st_tx.text = qsTr("START")
                            in_timer.running = false
                            rightCounter.count = 0
                            leftCounter.count = 0
                            ball.x = table.width/2
                            ball.y = table.height/2
                            table.count = 1
                            table.turn = false
                            rightLight.color = "silver"
                            leftLight.color = "lime"
                            
                            if(ball.xincrement < 0 )
                                ball.xincrement *= -1
                        }
                        
                        Timer {
                            interval: 40; repeat: true; running: true
                            
                            onTriggered: {
                                redRacket.yUwards = false
                                redRacket.yDwards = false
                                blackRacket.yUwards = false
                                blackRacket.yDwards = false
                            }
                        }
                        Timer {
                            id: out_timer
                            interval: 1; repeat: false; running: false
                            
                            function lightChange() {
                                if (table.lightState) {
                                    rightLight.color = "silver"
                                    leftLight.color= "lime"
                                }
                                else {
                                    rightLight.color = "lime"
                                    leftLight.color= "silver"
                                }
                                table.lightState = !table.lightState
                            }
                            
                            onTriggered: {
                                ball.xincrement = Math.random() + 0.5
                                ball.yincrement = Math.random() + 0.5
                                
                                if (table.count % 5 == 0) {
                                    table.turn = !table.turn
                                    lightChange()
                                }
                                
                                if (table.turn)
                                    ball.xincrement *= -1
                                
                                ball.x = table.width/2
                                ball.y = table.height/2
                                
                                if (ball.yincrement > 1.1)
                                    ball.yincrement *= -1
                                
                                in_timer.restart()
                                table.count++
                            }
                        }
                        Timer {
                            id: right_return_timer
                            interval: 1; repeat: true; running: false
                            onTriggered: {
                                ball.x = ball.x + (ball.xincrement * table.step)
                                ball.y = ball.y + (ball.yincrement * table.step)
                                if(ball.x + ball.width < redRacket.x) {
                                    running = false
                                    in_timer.running = true
                                }
                            }
                        }
                        Timer {
                            id: left_return_timer
                            interval: 1; repeat: true; running: false
                            onTriggered: {
                                ball.x = ball.x + (ball.xincrement * table.step)
                                ball.y = ball.y + (ball.yincrement * table.step)
                                if(ball.x > blackRacket.x + blackRacket.width) {
                                    running = false
                                    in_timer.running = true
                                }
                            }
                        }
                        Timer {
                            id: in_timer
                            interval: table.duration; repeat: true; running: false
                            
                            
                            function hitsRightRacket() {
                                if ((ball.x + ball.width >= redRacket.x &&
                                     ball.x <= redRacket.x + redRacket.width) &&
                                        (ball.y + ball.height >= redRacket.y &&
                                         ball.y <= redRacket.y + redRacket.height))
                                    return true
                                return false
                            }
                            function hitsLeftRacket() {
                                if ((ball.x + ball.width >= blackRacket.x &&
                                     ball.x < blackRacket.x + blackRacket.width)  &&
                                        (ball.y + ball.height >= blackRacket.y &&
                                         ball.y <= blackRacket.y + blackRacket.height))
                                    return true
                                return false
                            }
                            function hitsUpperOrLowerWall(){
                                if (ball.y <= 0 || ball.y + ball.height >= table.height)
                                    return true
                                return false
                            }
                            function hitsRightWall() {
                                if (ball.x + ball.width >= table.width)
                                    return true
                                else return false
                            }
                            function hitsLeftWall() {
                                if (ball.x <= 0) return true
                                else return false
                            }
                            
                            onTriggered: {
                                if (hitsRightWall()) {
                                    in_timer.stop()
                                    leftCounter.count++
                                    out_timer.interval = 2000
                                    out_timer.running = true
                                }
                                else if (hitsLeftWall()) {
                                    in_timer.stop()
                                    rightCounter.count++
                                    out_timer.interval = 2000
                                    out_timer.running = true
                                }
                                else if (hitsRightRacket()) {
                                    if (redRacket.yUwards) {
                                        if (ball.yincrement == 0)
                                            ball.yincrement = -ball.ran
                                        else if (ball.yincrement > 0)
                                            ball.yincrement *= -1
                                        interval = (table.duration/4)
                                    }
                                    else if (redRacket.yDwards) {
                                        if (ball.yincrement == 0)
                                            ball.yincrement = ball.ran
                                        else if (ball.yincrement < 0)
                                            ball.yincrement *= -1
                                        interval = (table.duration/4)
                                    }
                                    else {
                                        ball.yincrement = 0
                                        interval = (table.duration/2)
                                    }
                                    ball.xincrement *= -1
                                    running = false
                                    right_return_timer.running = true
                                }
                                else if (hitsLeftRacket()) {
                                    if(blackRacket.yUwards) {
                                        if (ball.yincrement == 0)
                                            ball.yincrement = -ball.ran
                                        else if (ball.yincrement > 0)
                                            ball.yincrement *= -1
                                        interval = (table.duration/4)
                                    }
                                    else if (blackRacket.yDwards) {
                                        if (ball.yincrement == 0)
                                            ball.yincrement = ball.ran
                                        else if (ball.yincrement < 0)
                                            ball.yincrement *= -1
                                        interval = (table.duration/4)
                                    }
                                    else {
                                        ball.yincrement = 0
                                        interval = (table.duration/2)
                                    }
                                    ball.xincrement *= -1
                                    running = false
                                    left_return_timer.running = true
                                }
                                else if (hitsUpperOrLowerWall())
                                    ball.yincrement *= -1
                                
                                // Move Ball
                                ball.x = ball.x + (ball.xincrement * table.step);
                                ball.y = ball.y + (ball.yincrement * table.step);
                                
                                if(rightCounter.count + leftCounter.count == 21) {
                                    in_timer.stop()
                                    if (rightCounter.count > leftCounter.count)
                                        rightWin.visible = true
                                    else
                                        leftWin.visible = true
                                }
                            }
                        }
                    }
                }
                
                
                J.HilkJ 1 Reply Last reply
                1
                • 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 Offline
                  J.HilkJ Offline
                  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 Offline
                        J.HilkJ Offline
                        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
                          • J.HilkJ J.Hilk

                            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.

                            tomyT Offline
                            tomyT Offline
                            tomy
                            wrote on last edited by tomy
                            #34

                            @J.Hilk

                            For me it works flawlessly, no slowdown at all.
                            Take a look at this video:
                            Video
                            Edit: video link fixed, thanks to @mrjj

                            Hallo, Thank you very much.

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

                            I think by increasing table.duration it will be solved

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

                            Well, when testing on the Desktop kit on my Windows, the program has no problem. It's fine. When switching to "Android for armeabi-v7a (GCC 4.9, Qt 5.10.0 for Android armv7)" kit in both Debug and Release modes, I get these two issues in the Issues window which are the same apparently. I don't know if it's related to the problem on Android devices or not.

                            :-1: warning: "D:\android-ndk-r10e\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64\bin\arm-linux-androideabi-gcc" is used by qmake, but "D:\android-ndk-r10e\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64\bin\arm-linux-androideabi-gcc.exe" is configured in the kit.
                            Please update your kit or choose a mkspec for qmake that matches your target environment better.

                            :-1: warning: "D:\android-ndk-r10e\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64\bin\arm-linux-androideabi-g++" is used by qmake, but "D:\android-ndk-r10e\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64\bin\arm-linux-androideabi-g++.exe" is configured in the kit.
                            Please update your kit or choose a mkspec for qmake that matches your target environment better.

                            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.

                            I'm not sure I can understand it well. Probably it's a too advanced for me. If it can be a lead, is there any solution for that please?

                            J.HilkJ 1 Reply Last reply
                            0
                            • tomyT tomy

                              @J.Hilk

                              For me it works flawlessly, no slowdown at all.
                              Take a look at this video:
                              Video
                              Edit: video link fixed, thanks to @mrjj

                              Hallo, Thank you very much.

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

                              I think by increasing table.duration it will be solved

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

                              Well, when testing on the Desktop kit on my Windows, the program has no problem. It's fine. When switching to "Android for armeabi-v7a (GCC 4.9, Qt 5.10.0 for Android armv7)" kit in both Debug and Release modes, I get these two issues in the Issues window which are the same apparently. I don't know if it's related to the problem on Android devices or not.

                              :-1: warning: "D:\android-ndk-r10e\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64\bin\arm-linux-androideabi-gcc" is used by qmake, but "D:\android-ndk-r10e\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64\bin\arm-linux-androideabi-gcc.exe" is configured in the kit.
                              Please update your kit or choose a mkspec for qmake that matches your target environment better.

                              :-1: warning: "D:\android-ndk-r10e\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64\bin\arm-linux-androideabi-g++" is used by qmake, but "D:\android-ndk-r10e\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64\bin\arm-linux-androideabi-g++.exe" is configured in the kit.
                              Please update your kit or choose a mkspec for qmake that matches your target environment better.

                              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.

                              I'm not sure I can understand it well. Probably it's a too advanced for me. If it can be a lead, is there any solution for that please?

                              J.HilkJ Offline
                              J.HilkJ Offline
                              J.Hilk
                              Moderators
                              wrote on last edited by
                              #35

                              @tomy mmh, my Idea would be to marry your QMl-program with a cpp class, that does the heavy stuff.

                              Your cpp-class could/should have Q_properties that are bound to ball.x and ball.y and right/leftracket position.

                              That class could emit signals when the ball hits something and trigger the new ball position etc.

                              Thats a bit more work than I can justify right now, but I'll look into it a bit more during lunch-break ;-)


                              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 mmh, my Idea would be to marry your QMl-program with a cpp class, that does the heavy stuff.

                                Your cpp-class could/should have Q_properties that are bound to ball.x and ball.y and right/leftracket position.

                                That class could emit signals when the ball hits something and trigger the new ball position etc.

                                Thats a bit more work than I can justify right now, but I'll look into it a bit more during lunch-break ;-)

                                tomyT Offline
                                tomyT Offline
                                tomy
                                wrote on last edited by
                                #36

                                @J.Hilk
                                Hi, thank you for your suggestion. I've used C++ for console applications on Visual Studio and also used it on Qt Creator for a few Qt programs. And also have used QML on Qt Creator as in this program. But I've never used C++ in a QML program! So it seems hard for me. But if it's the solution to make the program run correctly on Android devices, OK, I will go for that. But where to start?

                                J.HilkJ 1 Reply Last reply
                                0
                                • tomyT tomy

                                  @J.Hilk
                                  Hi, thank you for your suggestion. I've used C++ for console applications on Visual Studio and also used it on Qt Creator for a few Qt programs. And also have used QML on Qt Creator as in this program. But I've never used C++ in a QML program! So it seems hard for me. But if it's the solution to make the program run correctly on Android devices, OK, I will go for that. But where to start?

                                  J.HilkJ Offline
                                  J.HilkJ Offline
                                  J.Hilk
                                  Moderators
                                  wrote on last edited by
                                  #37

                                  @tomy

                                  theres a very basic example in the docu, that is really good to get general understanding of a c++ backend for a qml program:

                                  Let me link that for you


                                  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.

                                  1 Reply Last reply
                                  1
                                  • J.HilkJ Offline
                                    J.HilkJ Offline
                                    J.Hilk
                                    Moderators
                                    wrote on last edited by
                                    #38

                                    heres an quick example how your Backend could look like:

                                    //PropertyBase.h
                                    #ifndef PROPERTYBASE_H
                                    #define PROPERTYBASE_H
                                    
                                    #include <QObject>
                                    
                                    class PropertyBase : public QObject
                                    {
                                        Q_OBJECT
                                        
                                        Q_PROPERTY(double xBall READ xBall WRITE setXBall NOTIFY xBallChanged)
                                        Q_PROPERTY(double yBall READ yBall WRITE setYBall NOTIFY yBallChanged)
                                        Q_PROPERTY(double wBall READ wBall WRITE setWBall NOTIFY wBallChanged)
                                        Q_PROPERTY(double hBall READ hBall WRITE setHBall NOTIFY hBallChanged)
                                        
                                        Q_PROPERTY(double xRedRacket READ xRedRacket WRITE setXRedRacket NOTIFY xRedRacketChanged)
                                        Q_PROPERTY(double yRedRacket READ yRedRacket WRITE setYRedRacket NOTIFY yRedRacketChanged)
                                        Q_PROPERTY(double wRedRacket READ wRedRacket WRITE setWRedRacket NOTIFY wRedRacketChanged)
                                        Q_PROPERTY(double hRedRacket READ hRedRacket WRITE setHRedRacket NOTIFY hRedRacketChanged)
                                        
                                        Q_PROPERTY(double xBlackRacket READ xBlackRacket WRITE setXBlackRacket NOTIFY xBlackRacketChanged)
                                        Q_PROPERTY(double yBlackRacket READ yBlackRacket WRITE setYBlackRacket NOTIFY yBlackRacketChanged)
                                        Q_PROPERTY(double wBlackRacket READ wBlackRacket WRITE setWBlackRacket NOTIFY wBlackRacketChanged)
                                        Q_PROPERTY(double hBlackRacket READ hBlackRacket WRITE setHBlackRacket NOTIFY hBlackRacketChanged)
                                        
                                        Q_PROPERTY(double wScreen READ wScreen WRITE setWScreen NOTIFY wScreenChanged)
                                        Q_PROPERTY(double hScreen READ hScreen WRITE setHScreen NOTIFY hScreenChanged)
                                        
                                        inline double xBall(){return m_xBall;}
                                        inline double yBall(){return m_yBall;}
                                        inline double wBall(){return m_wBall;}
                                        inline double hBall(){return m_hBall;}
                                        
                                        inline double xRedRacket(){return m_xrRacket;}
                                        inline double yRedRacket(){return m_yrRacket;}
                                        inline double wRedRacket(){return m_wrRacket;}
                                        inline double hRedRacket(){return m_hrRacket;}
                                        
                                        inline double xBlackRacket(){return m_xbRacket;}
                                        inline double yBlackRacket(){return m_ybRacket;}
                                        inline double wBlackRacket(){return m_wbRacket;}
                                        inline double hBlackRacket(){return m_hbRacket;}
                                        
                                        inline double wScreen(){return m_wScreen;}
                                        inline double hScreen(){return m_hScreen;}
                                        
                                        void setXBall(const double &);
                                        void setYBall(const double &);
                                        void setWBall(const double &);
                                        void setHBall(const double &);
                                        
                                        void setXRedRacket(const double &);
                                        void setYRedRacket(const double &);
                                        void setWRedRacket(const double &);
                                        void setHRedRacket(const double &);
                                        
                                        void setXBlackRacket(const double &);
                                        void setYBlackRacket(const double &);
                                        void setWBlackRacket(const double &);
                                        void setHBlackRacket(const double &);
                                        
                                        void setWScreen(const double &);
                                        void setHScreen(const double &);
                                    public:
                                        explicit PropertyBase(QObject *parent = nullptr);
                                    
                                    signals:
                                        void xBallChanged();
                                        void yBallChanged();
                                        void wBallChanged();
                                        void hBallChanged();
                                        
                                        void xRedRacketChanged();
                                        void yRedRacketChanged();
                                        void wRedRacketChanged();
                                        void hRedRacketChanged();
                                        
                                        void xBlackRacketChanged();
                                        void yBlackRacketChanged();
                                        void wBlackRacketChanged();
                                        void hBlackRacketChanged();
                                        
                                        void wScreenChanged();
                                        void hScreenChanged();
                                    protected:
                                        double m_xBall;
                                        double m_yBall;
                                        double m_wBall;
                                        double m_hBall;
                                        
                                        double m_xrRacket;
                                        double m_yrRacket;
                                        double m_wrRacket;
                                        double m_hrRacket;
                                        
                                        double m_xbRacket;
                                        double m_ybRacket;
                                        double m_wbRacket;
                                        double m_hbRacket;
                                        
                                        double m_wScreen;
                                        double m_hScreen;
                                    };
                                    
                                    #endif // PROPERTYBASE_H
                                    

                                    //

                                    //PropertyBase.cpp
                                    #include "propertybase.h"
                                    
                                    
                                    PropertyBase::PropertyBase(QObject *parent) : QObject(parent)
                                    {
                                    
                                    }
                                    
                                    void PropertyBase::setXBall(const double &value)
                                    {
                                        if(value != m_xBall){
                                            m_xBall = value;
                                            emit xBallChanged();
                                        }
                                    }
                                    
                                    void PropertyBase::setYBall(const double &value)
                                    {
                                        if(value != m_YBall){
                                            m_yBall = value;
                                            emit yBallChanged();
                                        }
                                    }
                                    
                                    void PropertyBase::setWBall(const double &value)
                                    {
                                        if(value != m_wBall){
                                            m_wBall = value;
                                            emit wBallChanged();
                                        }
                                    }
                                    
                                    void PropertyBase::setHBall(const double &value)
                                    {
                                        if(value != m_hBall){
                                            m_hBall = value;
                                            emit hBallChanged();
                                        }
                                    }
                                    
                                    void PropertyBase::setXRedRacket(const double &value)
                                    {
                                        if(value != m_xrRacket){
                                            m_xrRacket = value;
                                            emit xRedRacketChanged();
                                        }
                                    }
                                    
                                    void PropertyBase::setYRedRacket(const double &value)
                                    {
                                        if(value != m_yrRacket){
                                            m_yrRacket = value;
                                            emit yRedRacketChanged();
                                        }
                                    }
                                    
                                    void PropertyBase::setWRedRacket(const double &value)
                                    {
                                        if(value != m_wrRacket){
                                            m_wrRacket = value;
                                            emit wRedRacketChanged();
                                        }
                                    }
                                    
                                    void PropertyBase::setHRedRacket(const double &value)
                                    {
                                        if(value != m_hrRacket){
                                            m_hrRacket = value;
                                            emit hRedRacketChanged();
                                        }
                                    }
                                    
                                    void PropertyBase::setXBlackRacket(const double &value)
                                    {
                                        if(value != m_xbRacket){
                                            m_xbRacket = value;
                                            emit xBlackRacketChanged();
                                        }
                                    }
                                    
                                    void PropertyBase::setYBlackRacket(const double &value)
                                    {
                                        if(value != m_ybRacket){
                                            m_ybRacket = value;
                                            emit yBlackRacketChanged();
                                        }
                                    }
                                    
                                    void PropertyBase::setWBlackRacket(const double &value)
                                    {
                                        if(value != m_wbRacket){
                                            m_wbRacket = value;
                                            emit wBlackRacketChanged();
                                        }
                                    }
                                    
                                    void PropertyBase::setHBlackRacket(const double &value)
                                    {
                                        if(value != m_hbRacket){
                                            m_hbRacket = value;
                                            emit hBlackRacketChanged();
                                        }
                                    }
                                    
                                    void PropertyBase::setWScreen(const double &value)
                                    {
                                        if(value != m_wScreen){
                                            m_wScreen = value;
                                            emit wScreenChanged();
                                        }
                                    }
                                    
                                    void PropertyBase::setHScreen(const double &value)
                                    {
                                        if(value != m_hScreen){
                                            m_hScreen = value;
                                            emit hScreenChanged();
                                        }
                                    }
                                    
                                    //Backend.h
                                    #ifndef BACKEND_H
                                    #define BACKEND_H
                                    
                                    #include "propertybase.h"
                                    #include <QTimer>
                                    
                                    class BackEnd : public PropertyBase
                                    {
                                        Q_OBJECT
                                        
                                    public:
                                        explicit BackEnd(PropertyBase *parent = nullptr);
                                    
                                        Q_INVOKABLE void timerStart(){m_BallTimer.start(m_timerInterval);}
                                        Q_INVOKABLE void timerStop(){m_BallTimer.stop();}
                                        
                                        Q_INVOKABLE void setInterval(int & interval){
                                            m_timerInterval = interval;
                                            m_BallTimer.setInterval(interval);
                                        }
                                        
                                    signals:
                                        void rightWallhit();
                                        void leftWallHit();
                                        void rightRacketHit();
                                        void leftRacketHit();
                                        void upperOrLowerWallHit();
                                        
                                        void moveBall();
                                    
                                    public slots:
                                        
                                    private:
                                        bool hitsRightRacket();
                                        bool hitsLeftRacket();
                                        
                                        bool hitsUpperOrLowerWall();
                                        bool hitsRightWall();
                                        bool hitsLeftWall();
                                        
                                    private slots:
                                        void doCalculation();
                                        
                                    protected:
                                        int m_timerInterval = 10;
                                        QTimer m_BallTimer;
                                    };
                                    
                                    #endif // BACKEND_H
                                    
                                    //Backend.cpp
                                    #include "backend.h"
                                    
                                    BackEnd::BackEnd(PropertyBase *parent) : PropertyBase(parent)
                                    {
                                        connect(&m_BallTimer, &QTimer::timeout, this, &BackEnd::doCalculation);
                                    }
                                    
                                    bool BackEnd::hitsRightRacket()
                                    {
                                        if( (xBall() + wBall() >= xRedRacket() && xBall() <= xRedRacket() + wRedRacket() ) &&
                                            (yBall() + hBall() >= yRedRacket() && yBall() <= yRedRacket() + hRedRacket() ))
                                            return true;
                                        
                                        return false;
                                    }
                                    
                                    bool BackEnd::hitsLeftRacket()
                                    {
                                        if( (xBall() + wBall() >= xBlackRacket() && xBall() <= xBlackRacket() + wBlackRacket() ) &&
                                            (yBall() + hBall() >= yBlackRacket() && yBall() <= yBlackRacket() + hBlackRacket() ))
                                            return true;
                                        
                                        return false;
                                    }
                                    
                                    bool BackEnd::hitsUpperOrLowerWall()
                                    {
                                        if(yBall() <= 0 || yBall() +hBall() >= hScreen())
                                            return true;
                                        
                                        return false;
                                    }
                                    
                                    bool BackEnd::hitsRightWall()
                                    {
                                        if(xBall() + wBall() >= wScreen())
                                            return true;
                                        
                                        return false;
                                    }
                                    
                                    bool BackEnd::hitsLeftWall()
                                    {
                                        if(xBall() <= 0)
                                            return true;
                                        
                                        return false;
                                    }
                                    
                                    void BackEnd::doCalculation()
                                    {
                                        if(hitsRightWall()){
                                            timerStop();
                                            emit rightWallhit();
                                        }
                                        
                                        if(hitsLeftWall()){
                                            timerStop();
                                            emit leftWallHit();
                                        }
                                        
                                        if(hitsRightRacket())
                                            emit rightRacketHit();
                                        
                                        if(hitsLeftRacket())
                                            emit leftRacketHit();
                                        
                                        if(hitsUpperOrLowerWall())
                                            emit upperOrLowerWallHit();
                                        
                                        emit moveBall();
                                    }
                                    
                                    
                                    //main.cpp
                                    #include <QGuiApplication>
                                    #include <QQmlApplicationEngine>
                                    
                                    #include "backend.h"
                                    
                                    int main(int argc, char *argv[])
                                    {
                                        QGuiApplication app(argc, argv);
                                        
                                        qmlRegisterType<BackEnd>("myBackend",1,0,"BackEnd");
                                    
                                        QQmlApplicationEngine engine;
                                        engine.load(QUrl(QStringLiteral("qrc:/main.qml")));
                                        if (engine.rootObjects().isEmpty())
                                            return -1;
                                    
                                        return app.exec();
                                    }
                                    
                                    
                                    //main.qml
                                    Window {
                                        id: window
                                        visibility: Window.Maximized
                                        title: qsTr("The PingPong Game - A QML Game")
                                        color: "gray"
                                        
                                        
                                        BackEnd{
                                            id:myBackend
                                            
                                            xBall: ball.x
                                            yBall: ball.y
                                            wBall: ball.width
                                            hBall: ball.height
                                            
                                            xRedRacket: redRacket.x
                                            yRedRacket: redRacket.y
                                            //....
                                            
                                            onRightWallhit: {
                                                leftCounter.count++
                                                out_timer.interval = 2000
                                                out_timer.running = true
                                            }
                                            onLeftWallHit: {
                                                rightCounter.count++
                                                out_timer.interval = 2000
                                                out_timer.running = true
                                            }
                                            onRightRacketHit: {
                                                if (redRacket.yUwards) {
                                                    if (ball.yincrement == 0)
                                                        ball.yincrement = -ball.ran
                                                    else if (ball.yincrement > 0)
                                                        ball.yincrement *= -1
                                                    
                                                }
                                                else if (redRacket.yDwards) {
                                                    if (ball.yincrement == 0)
                                                        ball.yincrement = ball.ran
                                                    else if (ball.yincrement < 0)
                                                        ball.yincrement *= -1
                                                    setInterval(table.duration/4)
                                                }
                                            }
                                             ....
                                        }
                                    .....
                                    }
                                    

                                    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

                                      heres an quick example how your Backend could look like:

                                      //PropertyBase.h
                                      #ifndef PROPERTYBASE_H
                                      #define PROPERTYBASE_H
                                      
                                      #include <QObject>
                                      
                                      class PropertyBase : public QObject
                                      {
                                          Q_OBJECT
                                          
                                          Q_PROPERTY(double xBall READ xBall WRITE setXBall NOTIFY xBallChanged)
                                          Q_PROPERTY(double yBall READ yBall WRITE setYBall NOTIFY yBallChanged)
                                          Q_PROPERTY(double wBall READ wBall WRITE setWBall NOTIFY wBallChanged)
                                          Q_PROPERTY(double hBall READ hBall WRITE setHBall NOTIFY hBallChanged)
                                          
                                          Q_PROPERTY(double xRedRacket READ xRedRacket WRITE setXRedRacket NOTIFY xRedRacketChanged)
                                          Q_PROPERTY(double yRedRacket READ yRedRacket WRITE setYRedRacket NOTIFY yRedRacketChanged)
                                          Q_PROPERTY(double wRedRacket READ wRedRacket WRITE setWRedRacket NOTIFY wRedRacketChanged)
                                          Q_PROPERTY(double hRedRacket READ hRedRacket WRITE setHRedRacket NOTIFY hRedRacketChanged)
                                          
                                          Q_PROPERTY(double xBlackRacket READ xBlackRacket WRITE setXBlackRacket NOTIFY xBlackRacketChanged)
                                          Q_PROPERTY(double yBlackRacket READ yBlackRacket WRITE setYBlackRacket NOTIFY yBlackRacketChanged)
                                          Q_PROPERTY(double wBlackRacket READ wBlackRacket WRITE setWBlackRacket NOTIFY wBlackRacketChanged)
                                          Q_PROPERTY(double hBlackRacket READ hBlackRacket WRITE setHBlackRacket NOTIFY hBlackRacketChanged)
                                          
                                          Q_PROPERTY(double wScreen READ wScreen WRITE setWScreen NOTIFY wScreenChanged)
                                          Q_PROPERTY(double hScreen READ hScreen WRITE setHScreen NOTIFY hScreenChanged)
                                          
                                          inline double xBall(){return m_xBall;}
                                          inline double yBall(){return m_yBall;}
                                          inline double wBall(){return m_wBall;}
                                          inline double hBall(){return m_hBall;}
                                          
                                          inline double xRedRacket(){return m_xrRacket;}
                                          inline double yRedRacket(){return m_yrRacket;}
                                          inline double wRedRacket(){return m_wrRacket;}
                                          inline double hRedRacket(){return m_hrRacket;}
                                          
                                          inline double xBlackRacket(){return m_xbRacket;}
                                          inline double yBlackRacket(){return m_ybRacket;}
                                          inline double wBlackRacket(){return m_wbRacket;}
                                          inline double hBlackRacket(){return m_hbRacket;}
                                          
                                          inline double wScreen(){return m_wScreen;}
                                          inline double hScreen(){return m_hScreen;}
                                          
                                          void setXBall(const double &);
                                          void setYBall(const double &);
                                          void setWBall(const double &);
                                          void setHBall(const double &);
                                          
                                          void setXRedRacket(const double &);
                                          void setYRedRacket(const double &);
                                          void setWRedRacket(const double &);
                                          void setHRedRacket(const double &);
                                          
                                          void setXBlackRacket(const double &);
                                          void setYBlackRacket(const double &);
                                          void setWBlackRacket(const double &);
                                          void setHBlackRacket(const double &);
                                          
                                          void setWScreen(const double &);
                                          void setHScreen(const double &);
                                      public:
                                          explicit PropertyBase(QObject *parent = nullptr);
                                      
                                      signals:
                                          void xBallChanged();
                                          void yBallChanged();
                                          void wBallChanged();
                                          void hBallChanged();
                                          
                                          void xRedRacketChanged();
                                          void yRedRacketChanged();
                                          void wRedRacketChanged();
                                          void hRedRacketChanged();
                                          
                                          void xBlackRacketChanged();
                                          void yBlackRacketChanged();
                                          void wBlackRacketChanged();
                                          void hBlackRacketChanged();
                                          
                                          void wScreenChanged();
                                          void hScreenChanged();
                                      protected:
                                          double m_xBall;
                                          double m_yBall;
                                          double m_wBall;
                                          double m_hBall;
                                          
                                          double m_xrRacket;
                                          double m_yrRacket;
                                          double m_wrRacket;
                                          double m_hrRacket;
                                          
                                          double m_xbRacket;
                                          double m_ybRacket;
                                          double m_wbRacket;
                                          double m_hbRacket;
                                          
                                          double m_wScreen;
                                          double m_hScreen;
                                      };
                                      
                                      #endif // PROPERTYBASE_H
                                      

                                      //

                                      //PropertyBase.cpp
                                      #include "propertybase.h"
                                      
                                      
                                      PropertyBase::PropertyBase(QObject *parent) : QObject(parent)
                                      {
                                      
                                      }
                                      
                                      void PropertyBase::setXBall(const double &value)
                                      {
                                          if(value != m_xBall){
                                              m_xBall = value;
                                              emit xBallChanged();
                                          }
                                      }
                                      
                                      void PropertyBase::setYBall(const double &value)
                                      {
                                          if(value != m_YBall){
                                              m_yBall = value;
                                              emit yBallChanged();
                                          }
                                      }
                                      
                                      void PropertyBase::setWBall(const double &value)
                                      {
                                          if(value != m_wBall){
                                              m_wBall = value;
                                              emit wBallChanged();
                                          }
                                      }
                                      
                                      void PropertyBase::setHBall(const double &value)
                                      {
                                          if(value != m_hBall){
                                              m_hBall = value;
                                              emit hBallChanged();
                                          }
                                      }
                                      
                                      void PropertyBase::setXRedRacket(const double &value)
                                      {
                                          if(value != m_xrRacket){
                                              m_xrRacket = value;
                                              emit xRedRacketChanged();
                                          }
                                      }
                                      
                                      void PropertyBase::setYRedRacket(const double &value)
                                      {
                                          if(value != m_yrRacket){
                                              m_yrRacket = value;
                                              emit yRedRacketChanged();
                                          }
                                      }
                                      
                                      void PropertyBase::setWRedRacket(const double &value)
                                      {
                                          if(value != m_wrRacket){
                                              m_wrRacket = value;
                                              emit wRedRacketChanged();
                                          }
                                      }
                                      
                                      void PropertyBase::setHRedRacket(const double &value)
                                      {
                                          if(value != m_hrRacket){
                                              m_hrRacket = value;
                                              emit hRedRacketChanged();
                                          }
                                      }
                                      
                                      void PropertyBase::setXBlackRacket(const double &value)
                                      {
                                          if(value != m_xbRacket){
                                              m_xbRacket = value;
                                              emit xBlackRacketChanged();
                                          }
                                      }
                                      
                                      void PropertyBase::setYBlackRacket(const double &value)
                                      {
                                          if(value != m_ybRacket){
                                              m_ybRacket = value;
                                              emit yBlackRacketChanged();
                                          }
                                      }
                                      
                                      void PropertyBase::setWBlackRacket(const double &value)
                                      {
                                          if(value != m_wbRacket){
                                              m_wbRacket = value;
                                              emit wBlackRacketChanged();
                                          }
                                      }
                                      
                                      void PropertyBase::setHBlackRacket(const double &value)
                                      {
                                          if(value != m_hbRacket){
                                              m_hbRacket = value;
                                              emit hBlackRacketChanged();
                                          }
                                      }
                                      
                                      void PropertyBase::setWScreen(const double &value)
                                      {
                                          if(value != m_wScreen){
                                              m_wScreen = value;
                                              emit wScreenChanged();
                                          }
                                      }
                                      
                                      void PropertyBase::setHScreen(const double &value)
                                      {
                                          if(value != m_hScreen){
                                              m_hScreen = value;
                                              emit hScreenChanged();
                                          }
                                      }
                                      
                                      //Backend.h
                                      #ifndef BACKEND_H
                                      #define BACKEND_H
                                      
                                      #include "propertybase.h"
                                      #include <QTimer>
                                      
                                      class BackEnd : public PropertyBase
                                      {
                                          Q_OBJECT
                                          
                                      public:
                                          explicit BackEnd(PropertyBase *parent = nullptr);
                                      
                                          Q_INVOKABLE void timerStart(){m_BallTimer.start(m_timerInterval);}
                                          Q_INVOKABLE void timerStop(){m_BallTimer.stop();}
                                          
                                          Q_INVOKABLE void setInterval(int & interval){
                                              m_timerInterval = interval;
                                              m_BallTimer.setInterval(interval);
                                          }
                                          
                                      signals:
                                          void rightWallhit();
                                          void leftWallHit();
                                          void rightRacketHit();
                                          void leftRacketHit();
                                          void upperOrLowerWallHit();
                                          
                                          void moveBall();
                                      
                                      public slots:
                                          
                                      private:
                                          bool hitsRightRacket();
                                          bool hitsLeftRacket();
                                          
                                          bool hitsUpperOrLowerWall();
                                          bool hitsRightWall();
                                          bool hitsLeftWall();
                                          
                                      private slots:
                                          void doCalculation();
                                          
                                      protected:
                                          int m_timerInterval = 10;
                                          QTimer m_BallTimer;
                                      };
                                      
                                      #endif // BACKEND_H
                                      
                                      //Backend.cpp
                                      #include "backend.h"
                                      
                                      BackEnd::BackEnd(PropertyBase *parent) : PropertyBase(parent)
                                      {
                                          connect(&m_BallTimer, &QTimer::timeout, this, &BackEnd::doCalculation);
                                      }
                                      
                                      bool BackEnd::hitsRightRacket()
                                      {
                                          if( (xBall() + wBall() >= xRedRacket() && xBall() <= xRedRacket() + wRedRacket() ) &&
                                              (yBall() + hBall() >= yRedRacket() && yBall() <= yRedRacket() + hRedRacket() ))
                                              return true;
                                          
                                          return false;
                                      }
                                      
                                      bool BackEnd::hitsLeftRacket()
                                      {
                                          if( (xBall() + wBall() >= xBlackRacket() && xBall() <= xBlackRacket() + wBlackRacket() ) &&
                                              (yBall() + hBall() >= yBlackRacket() && yBall() <= yBlackRacket() + hBlackRacket() ))
                                              return true;
                                          
                                          return false;
                                      }
                                      
                                      bool BackEnd::hitsUpperOrLowerWall()
                                      {
                                          if(yBall() <= 0 || yBall() +hBall() >= hScreen())
                                              return true;
                                          
                                          return false;
                                      }
                                      
                                      bool BackEnd::hitsRightWall()
                                      {
                                          if(xBall() + wBall() >= wScreen())
                                              return true;
                                          
                                          return false;
                                      }
                                      
                                      bool BackEnd::hitsLeftWall()
                                      {
                                          if(xBall() <= 0)
                                              return true;
                                          
                                          return false;
                                      }
                                      
                                      void BackEnd::doCalculation()
                                      {
                                          if(hitsRightWall()){
                                              timerStop();
                                              emit rightWallhit();
                                          }
                                          
                                          if(hitsLeftWall()){
                                              timerStop();
                                              emit leftWallHit();
                                          }
                                          
                                          if(hitsRightRacket())
                                              emit rightRacketHit();
                                          
                                          if(hitsLeftRacket())
                                              emit leftRacketHit();
                                          
                                          if(hitsUpperOrLowerWall())
                                              emit upperOrLowerWallHit();
                                          
                                          emit moveBall();
                                      }
                                      
                                      
                                      //main.cpp
                                      #include <QGuiApplication>
                                      #include <QQmlApplicationEngine>
                                      
                                      #include "backend.h"
                                      
                                      int main(int argc, char *argv[])
                                      {
                                          QGuiApplication app(argc, argv);
                                          
                                          qmlRegisterType<BackEnd>("myBackend",1,0,"BackEnd");
                                      
                                          QQmlApplicationEngine engine;
                                          engine.load(QUrl(QStringLiteral("qrc:/main.qml")));
                                          if (engine.rootObjects().isEmpty())
                                              return -1;
                                      
                                          return app.exec();
                                      }
                                      
                                      
                                      //main.qml
                                      Window {
                                          id: window
                                          visibility: Window.Maximized
                                          title: qsTr("The PingPong Game - A QML Game")
                                          color: "gray"
                                          
                                          
                                          BackEnd{
                                              id:myBackend
                                              
                                              xBall: ball.x
                                              yBall: ball.y
                                              wBall: ball.width
                                              hBall: ball.height
                                              
                                              xRedRacket: redRacket.x
                                              yRedRacket: redRacket.y
                                              //....
                                              
                                              onRightWallhit: {
                                                  leftCounter.count++
                                                  out_timer.interval = 2000
                                                  out_timer.running = true
                                              }
                                              onLeftWallHit: {
                                                  rightCounter.count++
                                                  out_timer.interval = 2000
                                                  out_timer.running = true
                                              }
                                              onRightRacketHit: {
                                                  if (redRacket.yUwards) {
                                                      if (ball.yincrement == 0)
                                                          ball.yincrement = -ball.ran
                                                      else if (ball.yincrement > 0)
                                                          ball.yincrement *= -1
                                                      
                                                  }
                                                  else if (redRacket.yDwards) {
                                                      if (ball.yincrement == 0)
                                                          ball.yincrement = ball.ran
                                                      else if (ball.yincrement < 0)
                                                          ball.yincrement *= -1
                                                      setInterval(table.duration/4)
                                                  }
                                              }
                                               ....
                                          }
                                      .....
                                      }
                                      
                                      tomyT Offline
                                      tomyT Offline
                                      tomy
                                      wrote on last edited by
                                      #39

                                      @J.Hilk
                                      Thank you many times. :-)
                                      I must analyse the code for both being familiar with the code and also the way C++ and QML have been mixed. :-)

                                      J.HilkJ 1 Reply Last reply
                                      1
                                      • tomyT tomy

                                        @J.Hilk
                                        Thank you many times. :-)
                                        I must analyse the code for both being familiar with the code and also the way C++ and QML have been mixed. :-)

                                        J.HilkJ Offline
                                        J.HilkJ Offline
                                        J.Hilk
                                        Moderators
                                        wrote on last edited by J.Hilk
                                        #40

                                        @tomy
                                        great,

                                        but keep in mind, its just an example.
                                        When I wrote it down, I realized quickly, that I would move a lot more into the c++ class.

                                        You could(should) do the new Ball-Position calculation also in the backend.

                                        you can set the Balls position through the QProperty-binding

                                        xBall: ball.x
                                        yBall: ball.y
                                        

                                        via calling setXBall() and setYBall inside the cpp-class.
                                        In the end there should than be no need for any QML-side timers.

                                        That should clean up and speed up your QML part significantly.


                                        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
                                          great,

                                          but keep in mind, its just an example.
                                          When I wrote it down, I realized quickly, that I would move a lot more into the c++ class.

                                          You could(should) do the new Ball-Position calculation also in the backend.

                                          you can set the Balls position through the QProperty-binding

                                          xBall: ball.x
                                          yBall: ball.y
                                          

                                          via calling setXBall() and setYBall inside the cpp-class.
                                          In the end there should than be no need for any QML-side timers.

                                          That should clean up and speed up your QML part significantly.

                                          tomyT Offline
                                          tomyT Offline
                                          tomy
                                          wrote on last edited by
                                          #41

                                          @J.Hilk
                                          OK, I do my best to make it clear for myself. I should thank you very much. Vielen Dank.

                                          1 Reply Last reply
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