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OverviewFelgo 2 Support (Qt 5) › Pacman Felgo

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  • #18622

    Charlie Hdz

    Hiya,

    I would like to create a pacman using Felgo, I got the way to move the character and QML basics, but I couldn’t find a Felgo example where is related to a grid enabling some spaces to move and other like walls.

    Thanks in advance.

    #18631

    Marcin

    Hi Charlie,
    One way to do is to use Level Editor.
    You can treat the “blocks/walls” as a normal element in your level editor, for example use Collider with Body.Static, and so on.
    Search for platformer/level editor example, maybe it will help you.

    For sure there are other ways to do it but this seems like a good place to look at.

    I am not sure what perspective are you going to use, for example.
    This decision can complicate your life a little 🙂

    #18632

    Marcin

    If you want more examples from Felgo, definitely Squaby demo is quite similar in many cases to Pac Mac.
    The code is a little old and it is quite advanced so keep this in mind Squaby demo
    Something much simpler that also uses grid approach is Juicy – like candy crush demo.

    Game is quite different but there are plenty of grid calculations.

    #18633

    Charlie Hdz
    #18634

    Alex
    Felgo Team

    Hi Charlie,

    check out the CarChallenge demo, where we fire rockets in the direction the car is facing (space and enter button).

    Cheers,
    Alex

     

    #18663

    Charlie Hdz

    Thanks Alex, I could make it work by the following code:

     

    import Felgo 3.0
    import QtQuick 2.0
    GameWindow{
        id:gameWindow
        Rectangle{
            id: background
            anchors.fill: parent
        }
        onSplashScreenFinished:{
            mov.running=true
            world.running=true
        }
        EntityManager{
            id:mng
            entityContainer: scene
        }
        Scene{
            id: scene
            Component{
                id: wrapBullet
                EntityBase{
                    id: bullet
                    entityId: "bullet1"
                    entityType: "bullet"
                    property int firingX:0
                    property int firingY:0
                    Component.onCompleted: {
                        anim.running= true
                        console.log("A"+firingX)
                        console.log("S"+firingY)
                    }
                    Rectangle{
                        id:bulletRect
                        color:"red"
                        width:10; height: 10
                    }
                    MovementAnimation{
                        id:anim
                        running: false
                        property: "pos"
                        target: parent
                        velocity: Qt.point(parent.firingX, parent.firingY)
                    }
                }
            }
            EntityBase{
                Rectangle{
                    id:tank
                    width: 32; height:32;
                    color: "blue"
                    focus: true
                    property string direction: "Down"
                    Keys.onPressed: {
                        if(event.key  === Qt.Key_Up){
                            console.log("Going Up")
                            y=y-5
                            tank.direction="Up"
                        }
                        else if(event.key === Qt.Key_Down){
                            console.log("Going Down")
                            y=y+5
                            tank.direction="Down"
                        }
                        else if(event.key === Qt.Key_Left)
                        {
                            console.log("Going Left")
                            x=x-5
                            tank.direction="Left"
                        }
                        else if(event.key === Qt.Key_Right){
                            console.log("Going Right")
                            x=x+5
                            tank.direction="Right"
                        }
                        else if(event.key === Qt.Key_Space){
                            //Create Entity
                            var bulletPoint=mapToItem(parent,tank.x,tank.y)
                            //Fire entity
                            if(tank.direction==="Up"){
                                console.log("Firing Up")
                                mng.createEntityFromComponentWithProperties(wrapBullet,
                                                                  {"x":tank.x,
                                                                   "y": tank.y,
                                                                  "firingX": 0,
                                                                  "firingY": -200});}
                            else if(tank.direction==="Down"){
                                console.log("Firing Down")
                                mng.createEntityFromComponentWithProperties(wrapBullet,
                                                                  {"x":tank.x,
                                                                   "y": tank.y,
                                                                  "firingX": 0,
                                                                  "firingY": 200});}
                            else if(tank.direction==="Left"){
                                console.log("Firing Left")
                                mng.createEntityFromComponentWithProperties(wrapBullet,
                                                                  {"x":tank.x,
                                                                   "y": tank.y,
                                                                  "firingX": -200,
                                                                  "firingY": 0});}
                            else if (tank.direction==="Right"){
                                console.log("Firing Right")
                                mng.createEntityFromComponentWithProperties(wrapBullet,
                                                                  {"x":tank.x,
                                                                   "y": tank.y,
                                                                  "firingX": 200,
                                                                  "firingY": 0});}
                        }
                    }
                }
                states:[
                    State{
                        name: "Up"
                        when: tank.direction=="Up"
                    },
                    State{
                        name: "Up"
                        when: tank.direction=="Up"
                    },
                    State{
                        name: "Down"
                        when: tank.direction=="Down"
                    },
                    State{
                        name: "Left"
                        when: tank.direction=="Left"
                    },
                    State{
                        name: "Right"
                        when: tank.direction=="Right"
                    }
                ]
            }
        }
    }

     

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