In our game, we want the player to control the hamburger* movement using the keyboard input. It should be possible to move it from left to right and up and down. Furthermore, the orientation should depend on the current acceleration.
In order to achieve realistic flight behavior, the movement is controlled using some basic movement equations. For the sake of good order, we will be implementing the logic code of our game into a new Gamelogic.qml file.
Before we implement the movement equations, we do need an update timer that periodically updates the hamburger*`s position and acceleration. An interval value of 50ms should be sufficient for achieving fluent movement.
Later on, within the onTriggereed signal handler, the movement equations will be processed and the hamburger* position should be updated.
//Gamelogic.qml
import QtQuick 2.0
Item {
Timer {
id: gameTimer
running: true
interval: 50
repeat: true
onTriggered: {
...
// update position...
}
}
}
To handle the keybord input, we first need to set the value of the focus property of the root item to true to handle the key events. We also need four new variables (one for each key), which are either set to true or false depending on the press state of the keys. Within onPressed and onReleased we handle the eventual key events as shown in the code below:
This whole construct is necessary because we want to allow the user to press and hold more then one key at a time. We also need four new variables (one for each key), which are either set to true or false depending on the press state of the keys. Movement processing is then performed in the update-timer’s onTriggered signal:
Item {
...
focus: true
property bool upPressed: false
property bool downPressed: false
property bool leftPressed: false
property bool rightPressed: false
//Handling of basic key events
Keys.onPressed: {
if(event.key == Qt.Key_A)
leftPressed = true
if(event.key == Qt.Key_D)
rightPressed = true
if(event.key == Qt.Key_W)
upPressed = true
if(event.key == Qt.Key_S)
downPressed = true
if(event.key == Qt.Key_Space)
fireLaser();
}
Keys.onReleased: {
if(event.key == Qt.Key_A)
leftPressed = false
if(event.key == Qt.Key_D)
rightPressed = false
if(event.key == Qt.Key_W)
upPressed = false
if(event.key == Qt.Key_S)
downPressed = false
}
}
Later we will perform the movement processing in the update-timer’s onTriggered signal handler.
Then we have to instantiate the Gamelogic component in the main game.qml file.
//game.qml
Viewport {
...
Gamelogic {id: gameLogic}
...
}
In the our SpaceBurger game, the hamburger* will be seen from the back (if there is any for a hamburger). So we set the camera’s eye position to (0, 0,-30). The player can then move it on the y and x axes. To make sure that the hamburger will remain in the screen view, we define x and y boundaries that will restrict the movement. The x and y bounds could be calculated from the camera parameters, but a we can simply set 4.5 value for the x-bound and 5 value for the y-bound.
Note
The y and x bound parameters will change with the aspect ratio of the viewport you are using and in general with the camera parameters!
//game.qml
...
Viewport {
...
property real x_bound: 4.5
property real y_bound: 5
...
}
To move the hamburger* object, we will be using the two basic motion equations for constant acceleration [http://en.wikipedia.org/wiki/Motion_equation#Constant_linear_acceleration] . The motion equations are based on the acceleration, the current speed and the position values.
//Velocity is acceleration multiplied with time plus the initial speed v = a t + v0 //Distance is velocity multiplied with time plus the initial distance s = v t + s0
We create a new Player.qml file to define the Hamburger as a separate component, and calculate its speed and acceleration for the x and y axes an. Those values are then saved in the vx, vy, ax and ay properties as shown in the code below:
//Player.qml
import QtQuick 2.0
import Qt3D 1.0
Item3D {
property real vx: 0
property real vy: 0
property real ax: 0
property real ay: 0
mesh: Mesh { source: "hamburger/models/hamburger.dae" }
scale: 0.1
}
Since we can build a tree structure with an Item3D, we will define a root Item3D for the top level which contains all the visible 3D items of the scene. The player object will then be a child of an Item3D element. Furthermore, we set the camera to a position behind the burger:
//game.qml
Viewport {
...
Item3D {
id: level
Player {
id: player
}
}
camera: Camera {
id: cam
eye: Qt.vector3d(0, 0,-30)
}
...
}
We will also define a variable called maneuverability in the Gamelogic.qml in order to have better control over the flight parameters. A convenient value for the maneuverability will be 0.3:
// Gamelogic.qml
...
property real maneuverability: 0.3
//The game timer is our event loop. It processes the key events
//and updates the position of the hamburger
Timer {
id: gameTimer
running: true
interval: 50
repeat: true
onTriggered: {
//Velocity is updated
player.vx+=player.ax 0.05
player.vy+=player.ay 0.05
//Acceleration is updated
player.ax=(player.ax+maneuverability leftPressed
+ maneuverability*rightPressed)/1.1
player.ay=(player.ay+maneuverability downPressed
+ maneuverability*upPressed)/1.1
//Position is updated
player.position.x += player.vx 0.05
player.position.y += player.vy 0.05
//If the player exceeds a boundary, the movement is stopped
if (player.position.x>x_bound) {
player.position.x = x_bound
player.vx = 0;
if (player.ax>0)
player.ax = 0
}
else if (player.position.x<-x_bound) {
player.position.x = -x_bound
player.vx = 0
if (player.ax<0)
player.ax = 0
}
else if (player.position.y<-y_bound) {
player.position.y = -y_bound
player.vy = 0
if (player.ay<0)
player.ay = 0
}
else if (player.position.y>y_bound) {
player.position.y = y_bound
player.vy = 0
if (player.ay>0)
player.ay = 0
}
}
}
...
Now we should be able to move the hamburger* smoothly over the screen and the movement should stop on the viewport boundaries.
Note
For a realistic flight behavior, the hamburger* should turn into the flight direction.
There are currently four transformation types available in the Qt3D module: Rotation3D, Scale3D, Translation3D and LookAtTransform. The names should be fairly self-explanatory.
One or more transformations can be applied to an Item3D‘s transform or pretransform properties. The pretransform property however is intended to transform the model before all other transformations, because it may be in an unconventional scale, rotation or translation after loading.
As explained above, we want the hamburger* to rotate in the flight direction, so we need to achieve three things:
- When moving hamburger along the x axis (left or right), the hamburger should roll a bit into flight direction. (the rotation axis is the z axis)
- When moving hamburger along the x axis (left or right), it should move the nose in flight direction. (the rotation axis is the y axis)
- When moving hamburger along the y axis (up or down), the hamburger should move its front up or down. (the rotation axis is the x axis)
Now we can add the different transformations to the transform property in the Player.qml and specify their axis. We are connecting the angle of each rotation directly to the acceleration, which will have a fairly good-looking result. The scalar factors have been obtained by trial and error:
//Player.qml
...
transform: [
Rotation3D {
angle: -10 ay
axis: "1, 0, 0"
},
Rotation3D {
angle: 5 ax
axis: "0, 1, 0"
},
Rotation3D {
angle: -20 ax
axis: "0, 0, 1"
}
]
...
When moving the hamburger*, you might notice that the rolling behavior is a bit strange. That is because the balance point of the object is not at the origin. We can however correct this very easily by applying a Translation3D to the pretransform property. In addition to this, the scaling was moved into pretransform as well (i.e we have to remove the scale property in the Player). Furthermore a rotation of 45° on the y axis was added for aesthetic reasons.
//Player.qml
pretransform: [
Scale3D {
scale: 0.1
},
//Moving the objects origin into the balance point
Translation3D {
translate: "0,-1,0"
},
Rotation3D {
angle: 45
axis: "0, 1, 0"
}
]
...
The hamburger* object could now be controlled by the player:
What’s Next?
Next we add the onion rings to be hit by the player in our game. For this, we will introduce dynamic object creation, collision detection and how to use textures and predefined shapes.