Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Mastering Qt 5

You're reading from   Mastering Qt 5 Create stunning cross-platform applications

Arrow left icon
Product type Paperback
Published in Dec 2016
Publisher Packt
ISBN-13 9781786467126
Length 526 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Authors (2):
Arrow left icon
Robin Penea Robin Penea
Author Profile Icon Robin Penea
Robin Penea
Guillaume Lazar Guillaume Lazar
Author Profile Icon Guillaume Lazar
Guillaume Lazar
Arrow right icon
View More author details
Toc

Table of Contents (15) Chapters Close

Preface 1. Get Your Qt Feet Wet FREE CHAPTER 2. Discovering QMake Secrets 3. Dividing Your Project and Ruling Your Code 4. Conquering the Desktop UI 5. Dominating the Mobile UI 6. Even Qt Deserves a Slice of Raspberry Pi 7. Third-Party Libraries Without a Headache 8. Animations - Its Alive, Alive! 9. Keeping Your Sanity with Multithreading 10. Need IPC? Get Your Minions to Work 11. Having Fun with Serialization 12. You Shall (Not) Pass with QTest 13. All Packed and Ready to Deploy 14. Qt Hat Tips and Tricks

Assembling your Qt3D entities


We will now proceed to create the building blocks of the game, each in the form of an Entity element:

  • Wall: This represents the limit of where the snake cannot go

  • SnakePart: This represents a part of the snake's body

  • Apple: This represents the apple (no way!) spawned at a random location

  • Background: This represents a good-looking background behind the snake and the apple

Each entity will be placed on a grid handled by the engine and will have a type identifier to make it easier to find. To factorize these properties, let's create a parent QML file named GameEntity.qml:

import Qt3D.Core 2.0 
 
Entity { 
    property int type: 0 
    property vector2d gridPosition: Qt.vector2d(0, 0) 
} 

This Entity element only defines a type property and a gridPosition property , which will be used by the engine to lay out the content on the grid.

The first item we will build is the Wall.qml file:

import Qt3D.Core 2.0 
 
GameEntity { 
    id: root 
 
    property alias position: transform...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime