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CarChallenge Demo

 import QtQuick 2.0
 import Felgo 3.0

 GameWindow {
     id: window
     screenWidth: 960
     screenHeight: 640

     activeScene: scene

     // You get free licenseKeys from https://felgo.com/licenseKey
     // With a licenseKey you can:
     //  * Publish your games & apps for the app stores
     //  * Remove the Felgo Splash Screen or set a custom one (available with the Pro Licenses)
     //  * Add plugins to monetize, analyze & improve your apps (available with the Pro Licenses)
     //licenseKey: "<generate one from https://felgo.com/licenseKey>"

     // for creating and destroying entities at runtime (rockets)
     EntityManager {
         id: entityManager
         entityContainer: level

     Scene {
         id: scene
         width: 640
         height: 640

         // background image
         Image {
             id: background
             source: "../assets/img/asphalt_background.png"
             // since we are using a simple Image element to define our background, we stretch it to avoid any kind of black borders on any device
             width: parent.width*1.8
             height: parent.height*1.8
             anchors.centerIn: parent

         // use a physics world because we need collision detection
         PhysicsWorld {
             id: world
             updatesPerSecondForPhysics: 60

         Level {
             // this gets accessed by its id from JoystickControllerHUD below
             id: level


         focus: true
         // forward the input keys to both players
         Keys.forwardTo: [level.player_red.controller, level.player_blue.controller]

     JoystickControllerHUD {
         anchors.bottom: parent.bottom

         // the joystick width is the space from the left to the start of the logical scene, so the radius is its half
         joystickRadius: scene.x/2

         // this allows setting custom images for the JoystickControllerHUD component
         source: "../assets/img/joystick_background.png"
         thumbSource: "../assets/img/joystick_thumb.png"

         // this is the mapping between the output of the JoystickControllerHUD to the input of the player's TwoAxisController
         // this is a performance improvement, to not have to bind every time the position changes
         property variant playerTwoxisController: level.player_red.getComponent("TwoAxisController")
         onControllerXPositionChanged: playerTwoxisController.xAxis = controllerXPosition;
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