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Mastering Qt 5

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

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Product type Paperback
Published in Dec 2016
Publisher Packt
ISBN-13 9781786467126
Length 526 pages
Edition 1st Edition
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Authors (2):
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Robin Penea Robin Penea
Author Profile Icon Robin Penea
Robin Penea
Guillaume Lazar Guillaume Lazar
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Guillaume Lazar
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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

Crafting entities from the factory


Now that we have a board to receive items, we will create the game items factory. The factory is a design pattern that allows us to create an object without exposing the creation logic to the caller. This factory can be seen as a helper class that will handle all the dirty tasks required when you want to create a new game item from JavaScript. Do you remember GameEntity.qml? It is the parent class of Apple.qmlSnake.qml, and Wall.qml. The factory will be able to create a specific entity for a given a type and coordinates. We will use the property type to identify an entity kind. Here is the factory pattern schema used in our snake game:

We can now create the factory.js file, which begins like this:

var SNAKE_TYPE = 1; 
var WALL_TYPE  = 2; 
var APPLE_TYPE = 3; 
 
var snakeComponent = Qt.createComponent("Snake.qml"); 
var wallComponent = Qt.createComponent("Wall.qml"); 
var appleComponent = Qt.createComponent("Apple.qml"); 

First of all, we define all the...

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