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How to make a game like Pong with Felgo - Level Boundaries

\contentspageHow to make a game like Pong with Felgo - Level Boundaries

Tutorial Chapters

  1. Overview
  2. Creation of a Felgo game
  3. GameWindow, Scenes and Physical Worlds
  4. The Level and the Ball
  5. Level Boundaries
  6. Paddles
  7. HUD
  8. Menus
  9. AI
  10. Special Effects
  11. Music and Sound
  12. Further Perspectives

Level Boundaries

First you create a new Wall.qml file in the entities directory. Remove the Rectangle code and add more code which creates an entity, same as the ball before. Now it uses a BoxCollider instead the CircleCollider because the wall element will be rectangular. It consists of two Rectangles in different colors. The second Rectangle is a little bit smaller. The color of the Rectangle is changed when a collision was detected to give visual feedback to the player. Furthermore a timer is started which restores the original color after 500ms.

 import QtQuick 2.0

 import Felgo 4.0

 EntityBase {
     id: entity
     entityType: "wall"

     // Box Collider is used due to the boxed form
     BoxCollider {
         id: boxCollider
         // The wall should not move
         bodyType: Body.Static

         // When something collides with the box, this function is called
         fixture.onBeginContact: {
           // The color of the inner Rectangle changed to give visual feedback
           innerRect.color = "green"
           // start the timer
           timer.start()
         }
     }

     // When starting the timer it is triggered after 500ms
     Timer {
       id: timer
         interval: 500;
         onTriggered: {
           // set the color back to grey
           innerRect.color = "grey"
         }
     }

     // A Rectangle used as Wall element
     Rectangle {
         id: rect
         color: "black"
         anchors.fill: parent
     }

     // The inner Rectangle is a little bit smaller and changes color when hit by the ball
     Rectangle {
         id: innerRect
         color: "grey"
         anchors.fill: rect
         anchors.margins: 0.5
     }
 }

Now you can add some Wall elements to your level. You could add 6 elements on each side. It helps to define a fix width and height for the Walls. Although, the width needs to depend on gameWindowAnchorItem if it should be scalable to support different display sizes.

 ...

   // When using the game for several displays it should be anchored correctly
   anchors.fill: gameWindowAnchorItem

   property alias ball: ball

   // 3 Wall blocks for each player side. Use gameWindowAnchorItem for the correct scaling on different display sizes
   property int blockWidth: gameWindowAnchorItem.width/6
   property int blockHeight: 10

 ...

   // The ball started from the middle
   Ball {
     id: ball
     x: gameWindowAnchorItem.width/2
     y: parent.height/2
   }

   // Left Player Top
   Wall {
     id: partLeftTopP1
     height: blockHeight
     width: blockWidth
     anchors.left: parent.left
     anchors.top: parent.top
   }
   Wall {
     id: partMiddleTopP1
     height: blockHeight
     width: blockWidth
     anchors.left: partLeftTopP1.right
     anchors.top: parent.top
   }
   Wall {
     id: partRightTopP1
     height: blockHeight
     width: blockWidth
     anchors.left: partMiddleTopP1.right
     anchors.top: parent.top
   }

   // Left Player Bottom
   Wall {
     id: partLeftBottomP1
     height: blockHeight
     width: blockWidth
     anchors.left: parent.left
     anchors.bottom: parent.bottom
   }
   Wall {
     id: partMiddleBottomP1
     height: blockHeight
     width: blockWidth
     anchors.left: partLeftBottomP1.right
     anchors.bottom: parent.bottom
   }
   Wall {
     id: partRightBottomP1
     height: blockHeight
     width: blockWidth
     anchors.left: partMiddleBottomP1.right
     anchors.bottom: parent.bottom
   }

   // Right Player Top elements
   Wall {
     id: partLeftTopP2
     height: blockHeight
     width: blockWidth
     anchors.right: partMiddleTopP2.left
     anchors.top: parent.top
   }
   Wall {
     id: partMiddleTopP2
     height: blockHeight
     width: blockWidth
     anchors.right: partRightTopP2.left
     anchors.top: parent.top
   }
   Wall {
     id: partRightTopP2
     height: blockHeight
     width: blockWidth
     anchors.right: parent.right
     anchors.top: parent.top
   }

   // Right Player Bottom elements
   Wall {
     id: partLeftBottomP2
     height: blockHeight
     width: blockWidth
     anchors.right: partMiddleBottomP2.left
     anchors.bottom: parent.bottom
   }
   Wall {
     id: partMiddleBottomP2
     height: blockHeight
     width: blockWidth
     anchors.right: partRightBottomP2.left
     anchors.bottom: parent.bottom
   }
   Wall {
     id: partRightBottomP2
     height: blockHeight
     width: blockWidth
     anchors.right: parent.right
     anchors.bottom: parent.bottom
   }
 ...

12 pieces of wall, aligned to provide a barrier on each side where your ball can collide.

Now you wanna add some something to play with, let's continues with paddles.

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