blob: a91b8f2e95099386c3ba574f86f92bc862b79f3f (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
|
// Copyright (C) 2017 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only
/*!
\example pingpong
\title Bluetooth QML Ping Pong example
\brief A QML example showing Bluetooth communication.
The Bluetooth QML Ping Pong example presents the socket communication between two
Bluetooth devices. The basic concept is the ping pong game where two players
communicate via sockets.
\image qmlpingpong_intro.png
\include examples-run.qdocinc
At the beginning, the user selects the role. One device acts as a server and the second
one as a client. The server side starts a service named "PingPong server".
\snippet pingpong/pingpong.cpp Starting the server
On the client side, the full service discovery on the nearby Bluetooth devices is done.
\snippet pingpong/pingpong.cpp Searching for the service
When the ping pong service is discovered, the client connects to the server using the socket.
\snippet pingpong/pingpong.cpp Connecting the socket
On the server side, the connected signal is emitted initiating that the client is connected.
The necessary signals and slots on the server side are connected.
\snippet pingpong/pingpong.cpp Initiating server socket
The game starts after the devices are connected and the screen is adjusted.
\snippet pingpong/pingpong.cpp Start the game
The server updates the ball direction and coordinates. The coordinates of pedals are sent
to each other every 10ms.
\snippet pingpong/pingpong.cpp Updating coordinates
The coordinates are updated and exchanged via sockets. As presented, the server sends its
pedal's y coordinate and the ball coordinates whereas, the client sends only its pedal
y coordinate.
\snippet pingpong/pingpong.cpp Checking the boundaries
In the code above, it was shown how the server checks whether the ball has reached
the boundaries of the board. In case of a collision with a pedal, a convex surface
is simulated. The part of the velocity normal to the simulated surface is inverted
and increased by 10% to speed up the game. In the case of the goal, the server updates
the results via its socket.
\image intro1.png
*/
|