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Offer me a good QML exercise

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  • 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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