// Copyright (C) 2024 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause import QtQuick import QtQuick.Controls import QtActionStore ApplicationWindow { id: mainWindow visible: true width: 800 height: 600 title: "Platforms" Rectangle { id: gameArea width: parent.width height: parent.height color: "black" property int paddleWidth: 10 property int paddleHeight: 80 property double gravity: 0.5 GameObjectList { id: gameObjectList gameObjects: [p1, p2, p3, p4, p5] } Player { id: player width: 20 height: 20 color: "red" controller: Controller {} } Platform { id: p1 x: 0 y: 575 width: 800 height: 50 } Platform { id: p2 x: 30 y: 500 width: 300 height: 50 } Platform { id: p3 x: 100 y: 400 width: 300 height: 50 } Platform { id: p4 x: 0 y: 300 width: 300 height: 50 } Platform { id: p5 x: 300 y: 200 width: 300 height: 50 } function updateGame(delta : real) : void { // Gravity player.velocity.y += gravity // Updates position based on velocity player.update() // Handle collisions gameObjectList.gameObjects.forEach(gameObject => { if (player.colliding(gameObject)) player.handleCollision(gameObject) }) // Player bounds check if (player.x < 0) player.x = 0 else if (player.x > width - player.width) player.x = width - player.width if (player.y < 0) player.y = 0 else if (player.y > height - player.height) player.y = height - player.height } FrameAnimation { running: true onTriggered: gameArea.updateGame(frameTime) } } ActionStoreEventListener { id: actionEventListener actionStores: [player.controller] focus: true } }