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Game programming using Qt:a complete guide to designing and building fun games with Qt and Qt Quick 2 using their associated toolsets:beginner's guide
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點閱:48
2人已收藏
- 作者: Witold Wysota, Lorenz Haas
- 出版社:Packt Publishing Ltd.
- 出版年:2016
- 集叢名:Learn by doing: less theory, more results
- ISBN:9781782168874; 9781782168881
- 格式:EPUB 流式,PDF,JPG
- 附註:Includes index.
Learn to create simple 2D to complex 3D graphics and games using all possible tools and widgets available for game development in Qt
Understand technologies such as QML, Qt Quick, OpenGL, and Qt Creator, and learn the best practices to use them to design games
Learn Qt with the help of many sample games introduced step-by-step in each chapter
- Preface
- Chapter 1 : Introduction to Qt
- The cross-platform programming
- A journey through time
- New in Qt 5
- Choosing the right license
- Summary
- Chapter 2 : Installation
- Installing the Qt SDK
- Time for action – installing Qt using an online installer
- Setting up Qt Creator
- Time for action – loading an example project
- Time for action – running the Affine Transformations project
- Building Qt from sources
- Time for action – setting up Qt sources using Git
- Time for action – configuring and building Qt
- Summary
- Chapter 3 : Qt GUI Programming
- Windows and dialogs
- Time for action – creating a Qt Desktop project
- Time for action – implementing a tic-tac-toe game board
- Qt meta-objects
- Time for action – functionality of a tic-tac-toe board
- Time for action – adding properties to the board class
- Designing GUIs
- Time for action – designing the game configuration dialog
- Time for action – polishing the dialog
- Time for action – the logic of the dialog
- Time for action – the main window of the application
- Time for action – adding a pull-down menu
- Time for action – creating a toolbar
- Time for action – filling in the central widget
- Time for action – putting it all together
- Summary
- Chapter 4 : Qt Core Essentials
- Text handling
- Time for action – a simple quiz game
- Data storage
- Time for action – implementing a device to encrypt data
- Time for action – serialization of a custom structure
- Time for action – implementing an XML parser for player data
- Time for action – the player data JSON serializer
- Time for action – implementing a JSON parser
- Summary
- Chapter 5 : Graphics with Qt
- Raster painting
- Time for action – custom-painted widgets
- Time for action – transforming the viewport
- Time for action – drawing an oscillogram
- Time for action – making oscillograms selectable
- Time for action – optimizing oscillogram drawing
- Time for action – developing the game architecture
- Time for action – implementing the game board class
- Time for action – understanding the ChessView class
- Time for action – rendering the pieces
- Time for action – making the chess game interactive
- Time for action – connecting the game algorithm
- OpenGL
- Time for action – drawing a triangle using Qt and OpenGL
- Time for action – scene-based rendering
- Time for action – drawing a textured cube
- Time for action – shaded objects
- Summary
- Chapter 6 : Graphics View
- Graphics View architecture
- Time for action – creating a black, rectangular item
- Time for action – reacting to an item's selection state
- Time for action – making the item's size definable
- Time for action – creating items with different origins
- Time for action – rotating an item
- Time for action – adding an item to a scene
- Time for action – rendering the scene's content to an image
- Time for action – transforming parent items and child items
- Time for action – putting it all together!
- Time for action – creating an item where transformations can easily be seen
- Time for action – implementing the ability to scale the scene
- Time for action – implementing the ability to move the scene
- Time for action – taking the zoom level into account
- The jumping elephant or how to animate the scene
- Time for action – creating an item for Benjamin
- Time for action – making Benjamin move
- Time for action – moving the background
- Time for action – using properties, signals, and slots with items
- Time for action – using animations to move items smoothly
- Time for action – keeping multiple animations in sync
- Time for action – making the coins explode
- Widgets inside Graphics View
- Optimization
- Summary
- Chapter 7 : Networking
- QNetworkAccessManager
- Time for action – downloading a file
- Time for action – displaying a proper error message
- Time for action – writing the OOP conform code using QSignalMapper
- Time for action – showing the download progress
- Connecting to Google, Facebook, Twitter, and co.
- Time for action – using Google's Distance Matrix API
- Time for action – constructing the query
- Time for action – parsing the server's reply
- Controlling the connectivity state
- Communicating between games
- Time for action – realizing a simple chat program
- The server – QTcpServer
- Time for action – setting up the server
- Time for action – reacting on a new pending connection
- Time for action – forwarding a new message
- Time for action – detecting a disconnect
- The client
- Time for action – setting up the client
- Time for action – receiving text messages
- Time for action – sending text messages
- Improvements
- Using UDP
- Time for action – sending a text via UDP
- Summary
- Chapter 8 : Scripting
- Why script?
- The basics of Qt Script
- Time for action – creating a Qt Script editor
- Time for action – sandboxed script evaluation
- Integrating Qt and Qt Script
- Time for action – employing scripting for npc AI
- Time for action – storing the script
- Time for action – providing an initialization function
- Time for action – implementing the heartbeat event
- Alternatives to JavaScript
- Time for action – writing a Qt wrapper for embedding Python
- Time for action – converting data between C++ and Python
- Time for action – calling functions and returning values
- Summary
- Chapter 9 : Qt Quick Basics
- Fluid user interfaces
- Declarative UI programming
- Time for action – creating a button component
- Time for action – adding button content
- Time for action – sizing the button properly
- Time for action – making the button a reusable component
- Event handlers
- Time for action – making the button clickable
- Time for action – visualizing button states
- Time for action – notifying the environment about button states
- Time for action – dragging an item around
- Time for action – rotating and scaling a picture by pinching
- Using components in Qt Quick
- Time for action – a simple analog clock application
- Time for action – adding needles to the clock
- Time for action – making the clock functional
- Time for action – preparing Canvas for heartbeat visualization
- Time for action – drawing a heartbeat
- Time for action – making the diagram more colorful
- Qt Quick and C++
- Time for action – self-updating car dashboard
- Time for action – grouping engine properties
- Extending QML
- Time for action – making CarInfo instantiable from QML
- Time for action – creating a regular polygon item
- Time for action – creating an item for drawing outlined text
- Summary
- Chapter 10 : Qt Quick
- Bringing life into static user interfaces
- Time for action – scene for an action game
- Time for action – animating the sun's horizontal movement
- Time for action – making the sun rise and set
- Time for action – improving the path of the sun
- Time for action – adjusting the sun's color
- Time for action – furnishing sun animation
- Time for action – animating the car dashboard
- Quick game programming
- Time for action – character navigation
- Time for action – another approach to character navigation
- Time for action – generating coins
- Time for action – implementing simple character animation
- Time for action – animating characters using sprites
- Time for action – adding jumping with sprite transitions
- Time for action – revisiting parallax scrolling
- Time for action – collecting coins
- Time for action – vanishing coins spawning particles
- Summary
- Appendix : Pop Quiz Answers
- Chapter 3, Qt GUI Programming
- Chapter 4, Qt Core Essentials
- Chapter 6, Graphics View
- Chapter 7, Networking
- Chapter 8, Scripting
- Chapter 11, Miscellaneous and Advanced Concepts
- Index
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