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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

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...
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