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Offer me a good QML exercise

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  • 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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