Unsolved Offer me a good QML exercise
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@J.Hilk
Thank you.
Timer was very useful. I wrote this:import QtQuick 2.8 import QtQuick.Window 2.2 Window { visible: true width: 800 height: 600 title: qsTr("The Ping Pong game") Rectangle { id: table width: 700; height: 500 border.width: 10 border.color: "black" color: "royalblue" Racket { id: redRacket x: 630; y: 100 color: "red" } Racket { id: blackRacket x: 50; y: 100 color: "black" } Ball { id: ball x: table.width/2 - 50 y: table.height/2 property double ran: Math.random() + 0.5 property double xincrement: ran property double yincrement: ran } Column { spacing: 3 x: table.width/2 y: 10 Repeater { model: 21 delegate: Rectangle { width: 5 height: 20 color: "white" } } } Timer { interval: 5; repeat: true; running: true onTriggered: { ball.x = ball.x + (ball.xincrement * 2.0); ball.y = ball.y + (ball.yincrement * 2.0); if((ball.x + ball.width >= redRacket.x) && ((ball.y + ball.height >= redRacket.y) && (ball.y + ball.height <= redRacket.y + redRacket.height))) ball.xincrement *= (-1); if((ball.x - ball.width <= blackRacket.x) && ((ball.y + ball.height >= blackRacket.y) && (ball.y + ball.height <= blackRacket.y + blackRacket.height))) ball.xincrement *= (-1); if(ball.y <= 0 || ball.y + ball.height >= table.height) ball.yincrement *= (-1); } } } }
It works fine but the players can't shoot the ball towards a target they want! The rackets are this way only for defending. I need to alter the code so that when the racket has speed upward or downward hitting the ball, the ball goes and gets acceleration on that direction. The real game has that feature.
How can I do that, please?After that I'll go for other missing parts for the game.
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@tomy
well, first you'll need to somehow monitor if the racket moved up or down as its last movement.I don't see how in the code examples you posted how you manage the "Racket-Movement" .
but it doesn't matter much, it can be a property of the Racket Item
#untested Stuff
e.g:Rectangle { id: redRacket x: 630; y: 100 color: "red" property int oldY: 100 property bool upMovement: false onYChanged:{ upMovement = y -oldY < 0 ? true : false oldY = y } width: 50 height: 100 }
and when the Ball hits the racket you decrease the duration, and depending on the up or down movement you change the angle
function onCollisionWithRacket(){ root.duration = root.duration -10 if(redRacket.upMovement){ //Angle to the Top }else{ //Angle to the bottom } }
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@J.Hilk
Thanks.
I tried to make the work done and here is the code.
I don't use the prior versions of the code (above) but this one.Ball.qml
andRacket.qml
are as before butmain.qml
is completely as below.As you see I haven't used a function and I don't know if it's needed or not.
If possible please run that code to see its function. I don't think it's flawless.
The code also to me is very messy. If it can make the work done using little changes, what to do for removing the problems from that please?import QtQuick 2.8 import QtQuick.Window 2.2 Window { visible: true width: 800 height: 600 title: qsTr("The PingPong Game") Rectangle { id: table width: 700; height: 500 border.width: 10 border.color: "black" color: "royalblue" Racket { id: redRacket x: 630; y: 100 color: "red" property int rOldy: y property bool rYmovement: false onYChanged: { rYmovement = y - rOldy < 0 ? true : false rOldy = y } } Racket { id: blackRacket x: 50; y: 100 color: "black" property int bOldy: y property bool bYmovement: false onYChanged: { bYmovement = y - bOldy < 0 ? true : false bOldy = y } } Ball { id: ball x: table.width/2 - 50 y: table.height/2 property double ran: Math.random() + 0.5 property double xincrement: ran property double yincrement: ran } Column { spacing: 3 x: table.width/2 y: 10 Repeater { model: 21 delegate: Rectangle { width: 5 height: 20 color: "white" } } } Timer { interval: 15; repeat: true; running: true onTriggered: { ball.x = ball.x + (ball.xincrement * 2.0); ball.y = ball.y + (ball.yincrement * 2.0); if((ball.x + ball.width >= redRacket.x) && ((ball.y + ball.height >= redRacket.y) && (ball.y + ball.height <= redRacket.y + redRacket.height))) if(redRacket.rYmovement) { ball.yincrement *= -1 ball.xincrement *= -1 redRacket.rYmovement = false } else ball.xincrement *= -1 if((ball.x - ball.width <= blackRacket.x) && ((ball.y + ball.height >= blackRacket.y) && (ball.y + ball.height <= blackRacket.y + blackRacket.height))) if(blackRacket.bYmovement) { ball.yincrement *= -1 ball.xincrement *= -1 blackRacket.bYmovement = false } else ball.xincrement *= -1 if(ball.y <= 0 || ball.y + ball.height >= table.height) ball.yincrement *= -1 } } } }
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to make it a bit cleaner, if you for example moved some stuff to the Ball and Racket qml-files
//Racket import QtQuick 2.8 Rectangle { id: root width: 15; height: 50 x: 400; y: 100 color: "red" property int oldY: y property bool yMovement: false onYChanged: { yMovement = y - oldY < 0 ? true : false oldY = y } MouseArea { anchors.fill: parent drag.target: root drag.axis: Drag.YAxis drag.minimumY: 10 drag.maximumY: 440 } }
//Ball.qml import QtQuick 2.8 Rectangle { width: 20; height: 20 x: 250; y: 250 color: "white" radius: width/2 property double ran: Math.random() + 0.5 property double xincrement: ran property double yincrement: ran }
Besides that I don't see what the problem is, theres at least 1 bug I run into whilst playing, x) but thats part of coding.
If you thinks the animation is a but stuttery thats to be expected, you replaced a propertyanimation with a Timer and x/y changes.
I believe, PropertyAnimation does some internal stuff to make the animation as smooth as possible, a change each refresh frame e.g. Where as with a timer aproeach you are fixed to 5 ms updates and in that you only increase the distance the ball is moved. That gonna look like jumps eventually ;-)
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I replaced the PropertyAnimation with Timer because I didn't know how to achieve what I have now without Timer but with PropertyAnimation.
The Timer works fine with smoothness but in this example I'd changed the interval from 2 to 15 to slow the movement of the ball for better testing.The game has defects even in this point unfortunately. And it's the feature of targeting.
Theif(redRacket.rYmovement)
conditions code don't work as expected. I should think over them so that they work as needed.
But a question here, does the y coordinate change relate to the "last" movement of the racket before the ball hits it? -
I changed the timer stuff a bit, to make it more readable, what happens
Timer { interval: 15; repeat: true; running: true function hitsRightRacket(){ if(ball.x +ball.width >= redRacket.x && ball.x < redRacket.x + redRacket.width){ if(ball.y >= redRacket.y && ball.y <= redRacket.y+redRacket.height) return true } return false } function hitsLeftRacket(){ if(ball.x +ball.width >= blackRacket.x && ball.x < blackRacket.x + blackRacket.width){ if(ball.y >= blackRacket.y && ball.y <= blackRacket.y+blackRacket.height) return true } return false } function hitsRightWall(){ if(ball.x +ball.width >= table.width) return true else return false } function hitsLeftWall(){ if(ball.x <= 0) return true else return false } function hitsUpperOrLowerWall(){ if(ball.y <= 0 || ball.y + ball.height >= table.height) return true return false } property bool lastHitLeft: false property bool lastHitRight: false onTriggered: { if(hitsRightWall()){ console.log("Point Left Side") running = false }else if(hitsLeftWall()){ console.log("Point Right Side") running = false }else if(hitsLeftRacket() && !lastHitLeft){ console.log("Hits Black Racket",blackRacket.yMovement) lastHitLeft = true lastHitRight = false if(blackRacket.yMovement){ ball.yincrement *= -1 ball.xincrement *= -1 }else ball.xincrement *= -1 }else if(hitsRightRacket() && !lastHitRight){ console.log("Hits Red Racket",redRacket.yMovement) lastHitLeft = false lastHitRight = true if(redRacket.yMovement) { ball.yincrement *= -1 ball.xincrement *= -1 } else ball.xincrement *= -1 }else if(hitsUpperOrLowerWall()) ball.yincrement *= -1 //Move Ball ball.x = ball.x + (ball.xincrement * 2.0); ball.y = ball.y + (ball.yincrement * 2.0); } }
This showed me that you'll need a better case handleing for ball movement and racket movement,
- ball moves towards y = 0 and Racket moves towards y = 0
- ball moves towards y = 0 and Racket moves towards y = table height
- ball moves towards y = table and Racket moves towards y = 0
- ball moves towards y = table Racket moves towards y = table height
currently you're only checking in what direction the racket moved,
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@J.Hilk
Hi,
Thank you for your assistance.If we divide the task into part
I
andII
, the first part I think is almost done! Please take a look at the code below and if possible please run the program on your system. It works fine for me.In part
I
, I need two extra components I think: one, a series of buttons for starting, resuming and finishing the game when it's not over yet. And second, some sound for goals and when a player wins the game.
If we can complete partI
, I assume partII
will be about networking! :)Ball.qml
:import QtQuick 2.9 Rectangle { width: 12; height: 12 x: 250; y: 250 color: "white" radius: width/2 property double ran: Math.random() + 0.5 property double xincrement: ran property double yincrement: ran }
Counter.qml
:import QtQuick 2.9 Rectangle { width: 40; height: 50 color: "lightskyblue" property int count: 0 Text { id: text anchors.centerIn: parent text: count.toString() color: "gray" font.bold: true font.pixelSize: 30 } }
Light.qml
:import QtQuick 2.9 Rectangle { width: 50; height: 50 border.width: 5 border.color: "silver" radius: width/2 property bool start: false }
Racket.qml
:import QtQuick 2.9 Rectangle { id: root width: 12; height: 40 property int oldY: y property bool yUwards: false property bool yDwards: false onYChanged: { if(y > oldY) yDwards = true else if (y < oldY) yUwards = true oldY = y } MouseArea { anchors.fill: parent drag.target: root drag.axis: Drag.YAxis drag.minimumY: table.y - 20 drag.maximumY: table.y + table.height - 60 } }
WinBox.qml
:import QtQuick 2.9 Text { width: 50; height: 50 text: "WINNER" color: "royalblue" font.bold: true font.pixelSize: 40 visible: false }
main.qml
:import QtQuick 2.9 import QtQuick.Window 2.2 Window { visible: true width: 820 height: 620 title: qsTr("The PingPong Game") color: "gray" Rectangle { x: 10; y: 10 width: 800; height: 500 color: "white" } Rectangle { id: table x: 20; y: 20 width: 780; height: 480 color: "royalblue" property int count: 1 property bool turn: false property bool lightState: false Racket { id: redRacket x: table.width - 30; y: 100 color: "red" } Racket { id: blackRacket x: table.x; y: 100 color: "black" } Ball { id: ball x: table.width/2 y: table.height/2 } Column { spacing: 3 x: table.width/2 Repeater { model: 21 delegate: Rectangle { width: 5 height: 20 color: "white" } } } Counter { id: rightCounter x: table.width / 2 + 90 y: 50 } Counter { id: leftCounter x: table.width / 4 + 70 y: 50 } Light { id: rightLight x: table.width/2 + 80 y: table.height + 20 color: "silver" } Light { id: leftLight x: table.width/2 - 120 y: table.height + 20 color: "lime" } WinBox { id: rightWin x: table.width/2 + 160 y: table.height + 40 } WinBox { id: leftWin x: table.width/2 - 350 y: table.height + 40 } Timer { interval: 40; repeat: true; running: true onTriggered: { redRacket.yUwards = false redRacket.yDwards = false blackRacket.yUwards = false blackRacket.yDwards = false } } Timer { id: out_timer interval: 1; repeat: false; running: false function lightChange() { if (table.lightState) { rightLight.color = "silver" leftLight.color= "lime" } else { rightLight.color = "lime" leftLight.color= "silver" } table.lightState = !table.lightState } onTriggered: { ball.xincrement = Math.random() + 0.5 ball.yincrement = Math.random() + 0.5 if( table.count % 5 == 0) { table.turn = !table.turn lightChange() } if(table.turn) ball.xincrement *= -1 ball.x = table.width/2 ball.y = table.height/2 if (ball.yincrement > 1.1) ball.yincrement *= -1 in_timer.restart() table.count++ } } Timer { id: in_timer interval: duration; repeat: true; running: true property int duration: 2 function hitsRightWall() { if (ball.x + ball.width >= table.width) return true else return false } function hitsLeftWall() { if(ball.x <= 0) return true else return false } property bool lastHitLeft: false property bool lastHitRight: false onTriggered: { if(hitsRightWall()) { in_timer.stop() leftCounter.count++ out_timer.interval = 2000 out_timer.running = true } else if(hitsLeftWall()) { in_timer.stop() rightCounter.count++ out_timer.interval = 2000 out_timer.running = true } ball.x = ball.x + (ball.xincrement * 2.0); ball.y = ball.y + (ball.yincrement * 2.0); if ((ball.x + ball.width >= redRacket.x && ball.x < redRacket.x + redRacket.width / 3) && (ball.y + ball.height >= redRacket.y - 10 && ball.y <= redRacket.y + redRacket.height)) { if(redRacket.yUwards) { if(ball.yincrement == 0) ball.yincrement = -ball.ran else if(ball.yincrement > 0) ball.yincrement *= -1 interval = duration/2 } else if (redRacket.yDwards) { if(ball.yincrement == 0) ball.yincrement = ball.ran else if(ball.yincrement < 0) ball.yincrement *= -1 interval = duration/2 } else { ball.yincrement = 0 interval = duration } ball.xincrement *= -1 } if ((ball.x + ball.width >= blackRacket.x && ball.x < blackRacket.x + blackRacket.width) && (ball.y + ball.height >= blackRacket.y && ball.y <= blackRacket.y + blackRacket.height)) { if(blackRacket.yUwards) { if(ball.yincrement == 0) ball.yincrement = -ball.ran else if(ball.yincrement > 0) ball.yincrement *= -1 interval = duration/2 } else if (blackRacket.yDwards) { if(ball.yincrement == 0) ball.yincrement = ball.ran else if(ball.yincrement < 0) ball.yincrement *= -1 interval = duration/2 } else { ball.yincrement = 0 interval = duration } ball.xincrement *= -1 } if(ball.x <= 0 || ball.x + ball.width >= table.width) ball.xincrement *= (-1); if(ball.y <= 0 || ball.y + ball.height >= table.height) ball.yincrement *= -1 if(rightCounter.count + leftCounter.count == 21) { in_timer.stop() if(rightCounter.count > leftCounter.count) rightWin.visible = true else if (rightCounter.count < leftCounter.count) leftWin.visible = true else { rightWin.visible = true leftWin.visible = true } } } } } }
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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 propertieslastHitLeft
andlastHitRight
in my previous post. You still have them in your code, but they are not used.
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@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.
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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 theRacket.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
andWinbox
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 } } } } }
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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.
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@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?
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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 thestopGame()
function inmain.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! -
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 @mrjjIn 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. -
Hi
Video link didnt work for me but i could extract
https://vimeo.com/251451461 -
For me it works flawlessly, no slowdown at all.
Take a look at this video:
Video
Edit: video link fixed, thanks to @mrjjHallo, 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 solvedDid 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?
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@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 ;-)
-
@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? -
theres a very basic example in the docu, that is really good to get general understanding of a c++ backend for a qml program:
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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) } } .... } ..... }