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OverviewV-Play 1 SupportBugs after update to version 1.4 › Reply To: Bugs after update to version 1.4

OverviewV-Play 1 SupportBugs after update to version 1.4 › Reply To: Bugs after update to version 1.4
#5740

GP

Hi,

we’ve created an demo example which shows our problem with EntityBaseDraggable. Here’s the code:

BoxPreview.qml

import QtQuick 1.1
import VPlay 1.0
import Box2D 1.0

BuildEntityButton {
    id: ballPreview
    toCreateEntityType: "Box.qml"
    width: 20
    height: 20

    property int shapeWidth: 20
    property int shapeHeight: 20

    creationProperties: {
        "sWidth": shapeWidth,
        "sHeight": shapeHeight,
        "isPlaced": true
    }

    onEntityPressed: {
        createdEntity.isPlaced = false;
    }

    onVisibleChanged: {
      if(!visible) {
        createdEntity.visible = false;
        createdEntity.preventFromRemovalFromEntityManager = false;
      }
    }

    Rectangle {
        height: 20
        width: 20
        color: "yellow"
        anchors.fill: parent
    }
}

Box.qml

// import QtQuick 1.0 // to target S60 5th Edition or Maemo 5
import QtQuick 1.1
import VPlay 1.0
import Box2D 1.0

EntityBaseDraggable {
    id: box
    entityType: "box"

    colliderComponent: boxCollider
    selectionMouseArea.anchors.fill: rect
    gridSize: 1
    height: 20
    width: 20
    dragOffset: Qt.point(0,0)
    allowedToBuild: true

    property alias sWidth: rect.width
    property alias sHeight: rect.height
    property bool isPlaced: false

    showRectangleWhenBuildingNotAllowed: false
    preventFromRemovalFromEntityManager: false

    Rectangle {
        id: rect
        width: 30
        height: 30
        color: "yellow"
    }

    BoxCollider {
        id: boxCollider
        anchors.fill:rect
        density:100

        friction: 1.6
        restitution: 0

        fixture.onBeginContact: {
            if(!isPlaced) {
                rect.color = "red";
                allowedToBuild = false;
            }
        }

        fixture.onEndContact:  {
            rect.color = "yellow"
            allowedToBuild = true
        }
    }
}

main.qml

import VPlay 1.0
import Box2D 1.0
import QtQuick 1.1

GameWindow {
    id: window
    // the size of the Window can be changed at runtime by pressing the number keys 1-6 with QML window active
    // the content of the logical scene size (480x320) gets scaled to the window size based on the scaleMode
    width: 960
    height: 640

    EntityManager {
        id: entityManager
        entityContainer: scene
    }

    Button {
        id: restartButton
        text: "Restart"
        width: 200
        height: 80
        anchors.centerIn: parent
        visible: false
        z:1

        onClicked: {
            entityManager.removeAllEntities();
            visible = false
        }
    }

    Scene {
        id: scene

        Row {
            spacing: 5
            anchors {
                top: parent.top
                horizontalCenter: parent.horizontalCenter
            }

            BoxPreview{shapeHeight: 50; shapeWidth: 50}
            BoxPreview{shapeHeight: 50; shapeWidth: 50}
            BoxPreview{shapeHeight: 50; shapeWidth: 50}
        }

        // platform (here you can place shapes)
        Rectangle {
            width: 300
            height: 30

            anchors.centerIn: parent

            color: "blue"

            BoxCollider {
                anchors.fill: parent
                bodyType: Body.Static
            }
        }

        // ground (if shape falls on ground, game is over)
        Rectangle {
            width: parent.width
            height: 5
            color: "grey"
            anchors.bottom: parent.bottom

            BoxCollider {
                anchors.fill: parent
                bodyType: Body.Static

                fixture.onBeginContact: {
                    restartButton.visible = true;
                }
            }
        }


        PhysicsWorld {
            id: physicsWorld
            gravity.y: -9.81
            z: 10

            updatesPerSecondForPhysics: 60
            velocityIterations: 5
            positionIterations: 5
        }
    }
}

 

The problem are the two methods “fixture.onBeginContact” and “fixture.onEndContact”. The entities are always allowed to build and the color does not change if it collides with an other entity. As I remember this worked fine with version 1.3.0, were there any API changes we’ve missed?

 

Cheers!

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