Summary
In this chapter, we have shown you how to extend your QML skills to make your applications dynamic and attractive. We've gone through the process of recreating and improving a game created earlier in C++ to familiarize you with such concepts as collision detection, state-driven objects, and time-based game loops. We also presented you with a tool in the form of ShaderEffect
, which can serve as a means to create stunning graphics without compromising performance, and we taught you to use a particle system.
Of course, Qt Quick is much richer than all this, but we had to stop somewhere. The set of skills we have hopefully passed on to you should be enough to develop many great games. However, many of the elements have more properties than we have described here. Whenever you want to extend your skills, you can check the reference manual to see if the element type has more interesting attributes.
This concludes our book on game programming using Qt. We have taught you the general...