OverviewV-Play 1 SupportMulti-touch for mouseJoint › Reply To: Multi-touch for mouseJoint

OverviewV-Play 1 SupportMulti-touch for mouseJoint › Reply To: Multi-touch for mouseJoint

V-Play Team


I see no reason why it is not possible.

You can take the Code from the StackTheBox demo game as a base, especially this part (i added some TODO comments about what i think needs to be added for your case):

    Component {
      id: mouseJoint
      MouseJoint {
        // make this high enough so the box with its density is moved quickly
        maxForce: window.maxForce
        // The damping ratio. 0 = no damping, 1 = critical damping. Default is 0.7
        dampingRatio: window.dampingRatio
        // The response speed, default is 5
        frequencyHz: window.frequencyHz

    // when the user presses a box, move it towards the touch position
    MouseArea {
      anchors.fill: parent
      // TODO add 2nd Body and MouseJoint property
      property Body selectedBody: null
      property MouseJoint mouseJointWhileDragging: null

      onPressed: {
        // TODO check if one of the joint properties is null (this is the case if only one or no ball is already being swiped)
        // if yes, create a new joint with the available (null) properties
        selectedBody = physicsWorld.bodyAt(Qt.point(mouseX, mouseY));
        console.debug("selected body at position", mouseX, mouseY, ":", selectedBody);
        // if the user selected a body, this if-check is true
        if(selectedBody) {
          // create a new mouseJoint
          mouseJointWhileDragging = mouseJoint.createObject(physicsWorld)

          // set the target position to the current touch position (initial position)
          mouseJointWhileDragging.targetPoint = Qt.point(mouseX, mouseY)

          // connect the joint with the body
          mouseJointWhileDragging.movingBody = selectedBody

          // set the physicsWorld where the joint should be created
 = physicsWorld

      onPositionChanged: {
        // TODO also add the 2nd joint
        // this check is necessary, because the user might also drag when no initial body was selected
        if (mouseJointWhileDragging)
          mouseJointWhileDragging.targetPoint = Qt.point(mouseX, mouseY)
      onReleased: {
        // TODO check which one of the bodies was released and destroy the corresponding joint
        // if the user pressed a body initially, remove the created MouseJoint
        if(selectedBody) {
          selectedBody = null
          if (mouseJointWhileDragging)

I hope this helps you a little bit, let me know if you managed to make it work.



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