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Offer me a good QML exercise

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  • 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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