Qt Sensors - Maze QML Example

The Maze example demonstrates the TiltSensor QML type.

Maze in QML

To write a QML application that will use the TiltSensor QML sensors type you need to do the following steps:

Import the QtSensors 5.x declarative plugin:

 import QtSensors 5.0

Add the Sensor QML types into your qml file.

In this example we use the TiltSensor with values based in degrees and an accuracy of 5 degree:

     TiltSensor {
         id: tiltSensor
         active: true
     }

Starting the sensor can be done by setting the 'enabled' property to true:

         onTriggered: {
             if (!tiltSensor.enabled)
                 tiltSensor.active = true;

The mouse should move by a factor of the tilt value:

                 var xstep = 0;
                 xstep = tiltSensor.reading.yRotation * 0.1 //acceleration

                 var ystep = 0;
                 ystep = tiltSensor.reading.xRotation * 0.1 //acceleration

The walk direction of the mouse takes into account some collision detection:

                 if (xstep < 1 && xstep > 0)
                     xstep = 0
                 else if (xstep > -1 && xstep < 0)
                     xstep = 0

                 if (ystep < 1 && ystep > 0)
                     ystep = 0;
                 else if (ystep > -1 && ystep < 0)
                     ystep = 0;

                 if ((xstep < 0 && mouseCtrl.x > 0
                      && Lib.canMove(mouseCtrl.x + xstep,mouseCtrl.y))) {
                     xval = mouseCtrl.x + xstep;

                 } else if (xstep > 0 && mouseCtrl.x < (Lib.cellDimension * (Lib.dimension - 1))
                     && Lib.canMove(mouseCtrl.x + xstep,mouseCtrl.y)) {
                     xval = mouseCtrl.x + xstep;
                 } else
                     xval = mouseCtrl.x;

                 if (ystep < 0 && mouseCtrl.y > 0
                      && Lib.canMove(mouseCtrl.x, mouseCtrl.y + ystep)) {
                     yval = mouseCtrl.y + ystep;
                 } else if (ystep > 0 && (mouseCtrl.y < (Lib.cellDimension * (Lib.dimension - 1)))
                          && Lib.canMove(mouseCtrl.x, mouseCtrl.y + ystep)) {
                     yval = mouseCtrl.y + ystep;
                 } else
                     yval = mouseCtrl.y

                 mouseCtrl.move(xval, yval);

The rotation of the mouse image is determined according to the angle that the mouse is moving.

         var a = newy - mouse.y
         var b = newx - mouse.x
         angle = Math.atan2(-b, a) * mouse.radians_to_degrees
         if (angle < 0)
             angle = 360 + angle

         img.rotation = angle
         mouse.x = newx;
         mouse.y = newy;

Example project @ code.qt.io

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