Qt Quick 3D - Quick Ball 示例

演示如何使用 Quick3D 创建一个简单的游戏。

本示例演示了如何结合Qt QuickQt Quick 3D 创建一个简单的 3D 游戏。游戏的目标是通过投球击中目标框。得分取决于击倒所有目标的速度和用球的数量。瞄准要准,速度要快!

考虑到这是一款完全可玩的游戏,我们将源代码放在一个 QML 文件中,以突出本示例的紧凑性。我们先来看看主要属性。这些属性不言自明,你可以轻松调整它们,了解它们对游戏的影响。

// Scaling helpper
readonly property real px: 0.2 + Math.min(width, height) / 800
// This is false until the first game has started
property bool playingStarted: false
// This is true whenever game is on
property bool gameOn: false
// Sizes of our 3D models
readonly property real ballSize: 40
readonly property real targetSize: 120
// Playing time in seconds
readonly property real gameTime: 60
property real currentTime: 0
// Amount of balls per game
readonly property int gameBalls: 20
property int currentBalls: 0
// Scores
property int score: 0
property int timeBonus: 0
property int ballsBonus: 0

View3D 包含一个启动游戏的函数,该函数会(重新)初始化所有必要的变量并创建关卡目标。它还包含一个在游戏结束时计算最终积分的函数。

function createLevel1() {
    // Simple level of target items
    var level1 = [{ "x": 0, "y": 100, "z": -100, "points": 10 },
                  { "x": -300, "y": 100, "z": -400, "points": 10 },
                  { "x": 300, "y": 100, "z": -400, "points": 10 },
                  { "x": -200, "y": 400, "z": -600, "points": 20 },
                  { "x": 0, "y": 400, "z": -600, "points": 20 },
                  { "x": 200, "y": 400, "z": -600, "points": 20 },
                  { "x": 0, "y": 700, "z": -600, "points": 30 }];
    targetsNode.addTargets(level1);
}

function startGame() {
    ballModel.resetBall();
    targetsNode.resetTargets();
    createLevel1();
    score = timeBonus = ballsBonus = 0;
    currentBalls = gameBalls;
    gameOn = true;
    playingStarted = true;
}

function endGame() {
    if (targetsNode.currentTargets == 0) {
        // If we managed to get all targets down -> bonus points!
        timeBonus = mainWindow.currentTime;
        ballsBonus = currentBalls * 10;
    }
    gameOn = false;
    ballModel.resetBall();
}

视图还包含一个PointLight 节点,用于点亮场景。它位于物体上方,并被设置为投射阴影。请注意亮度是如何在游戏结束时使游戏区域变暗的。ambientColor 属性用于弱化光线对比度,因为如果没有它,物体的底部会非常暗。

PointLight {
    x: 400
    y: 1200
    castsShadow: true
    shadowMapQuality: Light.ShadowMapQualityHigh
    shadowFactor: 50
    quadraticFade: 2
    ambientColor: "#202020"
    brightness: mainWindow.gameOn ? 200 : 40
    Behavior on brightness {
        NumberAnimation {
            duration: 1000
            easing.type: Easing.InOutQuad
        }
    }
}

扔球使用Qt Quick MouseArea 项,只有在游戏开启且球尚未移动时才会启用。

MouseArea {
    anchors.fill: parent
    enabled: mainWindow.gameOn && !ballModel.ballMoving
    onPressed: {
        ballModel.moveBall(mouseX, mouseY);
    }
    onPositionChanged: {
        ballModel.moveBall(mouseX, mouseY);
    }
    onReleased: {
        ballModel.throwBall();
    }
}

然后我们进入实际的 3D 模型。球模型是最大的模型,因为它包含了球的行为逻辑、动画和击球检测。让我们先看看球的属性。球使用内置的球体模型,根据ballSize 缩放。我们使用PrincipledMaterial 以及baseColorMapnormalMap 来创建网球的外观。

Model {
    id: ballModel
    property real directionX: 0
    property real directionY: 0
    // How many ms the ball flies
    readonly property real speed: 2000
    readonly property real ballScale: mainWindow.ballSize / 100
    property var moves: []
    readonly property int maxMoves: 5
    readonly property bool ballMoving: ballAnimation.running

    source: "#Sphere"
    scale: Qt.vector3d(ballScale, ballScale, ballScale)

    materials: PrincipledMaterial {
        baseColorMap: Texture {
            source: "images/ball.jpg"
        }
        normalMap: Texture {
            source: "images/ball_n.jpg"
        }
        normalStrength: 1.0
    }

当鼠标移动或触摸屏轻扫时,释放球之前的最后maxMoves 位置将存储到moves 数组中。当用户释放球时,throwBall() 将被调用,它将根据这些最新位置计算出球的方向,并开始制作动画。

function resetBall() {
    moves = [];
    x = 0;
    y = mainWindow.ballSize/2;
    z = 400;
}

function moveBall(posX, posY) {
    if (!mainWindow.gameOn) return;
    var pos = view3D.mapTo3DScene(Qt.vector3d(posX, posY, ballModel.z + mainWindow.ballSize));
    pos.y = Math.max(mainWindow.ballSize / 2, pos.y);
    var point = {"x": pos.x, "y": pos.y };
    moves.push(point);
    if (moves.length > maxMoves) moves.shift();
    // Apply position into ball model
    ballModel.x = pos.x;
    ballModel.y = pos.y;
}

function throwBall() {
    if (!mainWindow.gameOn) return;
    mainWindow.currentBalls--;
    var moveX = 0;
    var moveY = 0;
    if (moves.length >= 2) {
        var first = moves.shift();
        var last = moves.pop();
        moveX = last.x - first.x;
        moveY = last.y - first.y;
        if (moveY < 0) moveY = 0;
    }
    directionX = moveX * 20;
    directionY = moveY * 4;
    ballAnimation.start();
}

球的位置在不同的轴上分别进行动画。这些动画使用之前分配的directionXdirectionY 来定义球的移动位置,并使用speed 来定义球的飞行时间。垂直位置有两个连续的动画,因此我们可以使用缓和来实现球的弹跳。位置动画结束后,我们将检查是否还有球,或者游戏是否应该结束。最后,我们还要制作球的旋转动画,以便用户可以投掷曲线球。

ParallelAnimation {
    id: ballAnimation
    running: false
    // Move forward
    NumberAnimation {
        target: ballModel
        property: "z"
        duration: ballModel.speed
        to: -ballModel.directionY * 5
        easing.type: Easing.OutQuad
    }
    // Move up & down with a bounce
    SequentialAnimation {
        NumberAnimation {
            target: ballModel
            property: "y"
            duration: ballModel.speed * (1 / 3)
            to: ballModel.y + ballModel.directionY
            easing.type: Easing.OutQuad
        }
        NumberAnimation {
            target: ballModel
            property: "y"
            duration: ballModel.speed * (2 / 3)
            to: mainWindow.ballSize / 4
            easing.type: Easing.OutBounce
        }
    }
    // Move sideways
    NumberAnimation {
        target: ballModel
        property: "x"
        duration: ballModel.speed
        to: ballModel.x + ballModel.directionX
    }

    onFinished: {
        if (mainWindow.currentBalls <= 0)
            view3D.endGame();
        ballModel.resetBall();
    }
}

NumberAnimation on eulerRotation.z {
    running: ballModel.ballMoving
    loops: Animation.Infinite
    from: ballModel.directionX < 0 ? 0 : 720
    to: 360
    duration: 10000 / (2 + Math.abs(ballModel.directionX * 0.05))
}

游戏的重要部分是检测球何时击中目标。每当球的 Z 位置发生变化时,我们就会在targets 数组中循环,并使用fuzzyEquals() 检测球是否触碰到其中任何一个目标。每当检测到目标被击中时,我们就会调用目标hit() 函数,检查是否所有目标都被击中。

onZChanged: {
    // Loop through target items and detect collisions
    var hitMargin = mainWindow.ballSize / 2 + mainWindow.targetSize / 2;
    for (var i = 0; i < targetsNode.targets.length; ++i) {
        var target = targetsNode.targets[i];
        var targetPos = target.scenePosition;
        var hit = ballModel.scenePosition.fuzzyEquals(targetPos, hitMargin);
        if (hit) {
            target.hit();
            if (targetsNode.currentTargets <= 0)
                view3D.endGame();
        }
    }
}

然后我们就可以切换到目标。这些目标会动态生成一个分组节点,其中包含辅助函数,并允许将所有目标作为一个组进行动画处理。需要注意的是currentTargets 属性,因为在 QML 数组中,变化不会触发绑定,所以我们将手动更新目标数量。

Node {
    id: targetsNode

    property var targets: []
    property int currentTargets: 0

    function addTargets(items) {
        items.forEach(function (item) {
            let instance = targetComponent.createObject(
                    targetsNode, { "x": item.x, "startPosY": item.y, "z": item.z, "points": item.points});
            targets.push(instance);
        });
        currentTargets = targets.length;
    }

    function removeTarget(item) {
        var index = targets.indexOf(item);
        targets.splice(index, 1);
        currentTargets = targets.length;
    }

    function resetTargets() {
        while (targets.length > 0)
            targets.pop().destroy();
        currentTargets = targets.length;
    }
}

目标是带有立方体模型和显示点的文本元素的节点。与球模型类似,我们使用baseColorMapnormalMap 纹理来创建带有 Qt XML 徽标的立方体。检测到击中目标后,我们会按顺序将立方体动画化,并显示从该目标获得的分数。动画完成后,我们将动态移除目标节点。

Component {
    id: targetComponent
    Node {
        id: targetNode

        property int points: 0
        property real hide: 0
        property real startPosY: 0
        property real posY: 0
        property real pointsOpacity: 0

        function hit() {
            targetsNode.removeTarget(this);
            mainWindow.score += points;
            hitAnimation.start();
            var burstPos = targetNode.mapPositionToScene(Qt.vector3d(0, 0, 0));
            hitParticleEmitter.burst(100, 200, burstPos);
        }

        y: startPosY + posY
        SequentialAnimation {
            running: mainWindow.gameOn && !hitAnimation.running
            loops: Animation.Infinite
            NumberAnimation {
                target: targetNode
                property: "posY"
                from: 0
                to: 150
                duration: 3000
                easing.type: Easing.InOutQuad
            }
            NumberAnimation {
                target: targetNode
                property: "posY"
                to: 0
                duration: 1500
                easing.type: Easing.InOutQuad
            }
        }

        SequentialAnimation {
            id: hitAnimation
            NumberAnimation {
                target: targetNode
                property: "hide"
                to: 1
                duration: 800
                easing.type: Easing.InOutQuad
            }
            NumberAnimation {
                target: targetNode
                property: "pointsOpacity"
                to: 1
                duration: 1000
                easing.type: Easing.InOutQuad
            }
            NumberAnimation {
                target: targetNode
                property: "pointsOpacity"
                to: 0
                duration: 200
                easing.type: Easing.InOutQuad
            }
            ScriptAction {
                script: targetNode.destroy();
            }
        }

        Model {
            id: targetModel

            readonly property real targetScale: (1 + targetNode.hide) * (mainWindow.targetSize / 100)

            source: "#Cube"
            scale: Qt.vector3d(targetScale, targetScale, targetScale)
            opacity: 0.99 - targetNode.hide * 2
            materials: PrincipledMaterial {
                baseColorMap: Texture {
                    source: "images/qt_logo.jpg"
                }
                normalMap: Texture {
                    source: "images/qt_logo_n.jpg"
                }
                normalStrength: 1.0
            }
            Vector3dAnimation on eulerRotation {
                loops: Animation.Infinite
                duration: 5000
                from: Qt.vector3d(0, 0, 0)
                to: Qt.vector3d(360, 360, 360)
            }
        }
        Text {
            anchors.centerIn: parent
            scale: 1 + targetNode.pointsOpacity
            opacity: targetNode.pointsOpacity
            text: targetNode.points
            font.pixelSize: 60 * mainWindow.px
            color: "#808000"
            style: Text.Outline
            styleColor: "#f0f000"
        }
    }
}

我们还需要一些游戏区域的模型。地面模型是一个矩形,带有草地纹理,可以按比例填充更大的区域。

Model {
    source: "#Rectangle"
    scale: Qt.vector3d(50, 50, 1)
    eulerRotation.x: -90
    materials: PrincipledMaterial {
        baseColorMap: Texture {
            source: "images/grass.jpg"
            tilingModeHorizontal: Texture.Repeat
            tilingModeVertical: Texture.Repeat
            scaleU: 25.0
            scaleV: 25.0
        }
        normalMap: Texture {
            source: "images/grass_n.jpg"
        }
        normalStrength: 0.6
    }
}

天空模型位于更靠后的位置,我们不希望阴影投射到天空中,因此将receivesShadows 设置为 false。对于天空,我们还使用 Qt Quick Particles模块添加一些星星。与其他二维Qt Quick 元素类似,粒子也可以直接添加到三维节点中。

Model {
    id: sky
    property real scaleX: 100
    property real scaleY: 20
    source: "#Rectangle"
    scale: Qt.vector3d(sky.scaleX, sky.scaleY, 1)
    position: Qt.vector3d(0, 960, -2000)
    // We don't want shadows casted into sky
    receivesShadows: false
    materials: PrincipledMaterial {
        baseColorMap: Texture {
            source: "images/sky.jpg"
        }
    }
    // Star particles
    Node {
        z: 500
        y: 30
        // Stars are far away, scale up to half the resolution
        scale: Qt.vector3d(2 / sky.scaleX, 2 / sky.scaleY, 1)
        ParticleSystem {
            anchors.horizontalCenter: parent.horizontalCenter
            anchors.top: parent.top
            width: 3000
            height: 400
            ImageParticle {
                source: "qrc:///particleresources/star.png"
                rotationVariation: 360
                color: "#ffffa0"
                colorVariation: 0.1
            }
            Emitter {
                anchors.fill: parent
                emitRate: 4
                lifeSpan: 6000
                lifeSpanVariation: 4000
                size: 30
                sizeVariation: 20
            }
        }
    }
}

当我们将地面和天空模型组合在一起时,就会得到一个这样的 3D 世界:

最后,我们为目标添加了一些火花,这次使用的是QtQuick3D.Particles3D 模块。ParticleSystem3D 包含一个SpriteParticle3D ,我们分配了200 或它们,这足以让两个100 粒子同时爆发。ParticleEmitter3D 定义了粒子的发射属性,如缩放、旋转、速度和生命周期。我们还添加了Gravity3D affector,以适当的幅度拖拽粒子。

ParticleSystem3D {
    id: psystem
    SpriteParticle3D {
        id: sprite
        sprite: Texture {
            source: "images/particle.png"
        }
        color: Qt.rgba(1.0, 1.0, 0.0, 1.0)
        colorVariation: Qt.vector4d(0.4, 0.6, 0.0, 0.0)
        unifiedColorVariation: true
        maxAmount: 200
    }
    ParticleEmitter3D {
        id: hitParticleEmitter
        particle: sprite
        particleScale: 4.0
        particleScaleVariation: 2.0
        particleRotationVariation: Qt.vector3d(0, 0, 180)
        particleRotationVelocityVariation: Qt.vector3d(0, 0, 250)
        velocity: VectorDirection3D {
            direction: Qt.vector3d(0, 300, 0)
            directionVariation: Qt.vector3d(200, 150, 100)
        }
        lifeSpan: 800
        lifeSpanVariation: 200
        depthBias: 100
    }
    Gravity3D {
        magnitude: 600
    }
}

至此,游戏的 3D 部分结束。仍有一些 2DQt Quick 元素用于显示时间、分数、开始按钮等,这些元素对游戏很重要,但与本快速 3D 文档无关。

现在球在你这边(双关语)。请随意以不同方式扩展游戏,并生成新的古怪关卡!

示例项目 @ code.qt.io

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