Once on the sprites was written three lessons by drawing them to their practical application in Qt in this and this article, I believe that we can not ignore the use of sprites in QML Qt.
Sprites are used in QML is even easier than in Qt / C ++, QML because there are classes that are specifically designed to work with sprites: Sprite and AnimatedSprite.
The project structure to work with Sprite and AnimatedSprite
The project is created as a standard project QtQuick with controls, and then I throw out all superfluous Tipo menyubara and buttons. I am leaving only that we will use for demonstration.
- main.cpp - the main project file that runs qml file;
- main.qml - application window;
- MainForm.ui.qml - form to work with the designer;
- sprite_sheet.png - the image of our sprite.
sprite_sheet.png
main.qml
As a lesson in itself is quite simple, it will focus on the code only this file.
In this tutorial, I suggest two options for the use of sprites. One embodiment - is the application via SpriteSequence , which can be placed in different sprites with different sources. The second option - is using AnimatedSprite , which is taken one source. Both the use of sprites in this lesson will give the same result.
In SpriteSequence is given sprite size and its position in the main window of the application, while the frame size of the sprite and the number of its personnel is defined already in the Sprite object, which is placed in SpriteSequence . In the SpriteSequence you can put a few of these objects Sprite.
In the case of all parameters AnimatedSprite sizes and locations, as well as its size and frame number are specified in the AnimatedSprite. The difference is that only one image can be taken as a source of sprites.
Also, you must specify frameSync like true. Then sprites will work synchronously, if you do not, then they will run slowly and alternately.
import QtQuick 2.5 import QtQuick.Controls 1.4 import QtQuick.Dialogs 1.2 ApplicationWindow { visible: true width: 640 height: 480 title: qsTr("Hello World") MainForm { // Stretch the shape of the main window over the application window anchors.fill: parent /* Stretch the shape of the main window over the application window. * Object sprites sequence. * This object can be set different sprites with different pictures and their sequence * */ SpriteSequence { id: image width: 20 // The width of the area under the sprite height: 20 // The height of the area under the sprite // Sprite is located at the top left of the application window anchors.left: parent.left anchors.leftMargin: 100 anchors.top: parent.top anchors.topMargin: 100 Sprite { id: sprite source: "sprite_sheet.png" frameCount: 15 frameWidth: 20 frameHeight: 20 frameSync: true } } AnimatedSprite { id: animatedSprite width: 20 // The width of the area under the sprite height: 20 // The height of the area under the sprite // Sprite is located at the top right of the application window anchors.right: parent.right anchors.rightMargin: 100 anchors.top: parent.top anchors.topMargin: 100 source: "sprite_sheet.png" frameCount: 15 frameWidth: 20 frameHeight: 20 frameSync: true } } }
Conclusion
As a result, you will receive an application in the left and right corner which will house works equally sprites explosions. Demonstration applications, see the video tutorial, are also shown in the video tutorial behaviors sprites if not configured properly.