QML - Lesson 005. Using a Sprite and AnimatedSprite in QML Qt

QML, Qt, animatedsprite, sprite, sprite sequence

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.



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 


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.


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