Galaga

 by   DalenWBrauner C++ Version: Current License: No License

kandi X-RAY | Galaga Summary

kandi X-RAY | Galaga Summary

Galaga is a C++ library. Galaga has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Galaga
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            kandi-support Support

              Galaga has a low active ecosystem.
              It has 1 star(s) with 0 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              Galaga has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Galaga is current.

            kandi-Quality Quality

              Galaga has 0 bugs and 0 code smells.

            kandi-Security Security

              Galaga has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Galaga code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Galaga does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              Galaga releases are not available. You will need to build from source code and install.

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            Galaga Key Features

            No Key Features are available at this moment for Galaga.

            Galaga Examples and Code Snippets

            No Code Snippets are available at this moment for Galaga.

            Community Discussions

            QUESTION

            C# (Galaga Style Project) - Limit Projectile Prefab Clones based on Hierarchy
            Asked 2021-Nov-19 at 22:27

            I am trying to practice creating a clone of Galaga following the same ruleset as the original. I am currently stuck trying to attempt a limit on the amount of cloned prefabs that can be in the scene at any one time, in the same way that Galaga's projectiles are limited to 2 on screen at any time. I want to make it so the player can shoot up to two projectiles, which destroy after 2 seconds or when they collide (this part is functioning), followed by not being able to shoot if two projectile clones are active and not yet destroyed in the hierarchy (Not working as I can instantiate projectiles over the limit of 2).

            I have combed through Google for about 3 hours with no solutions that have worked for me, at least in the ways that I had attempted to implement them.

            Thank y'all so much for the help!

            ...

            ANSWER

            Answered 2021-Nov-19 at 22:27

            You could change the logic up a bit. An instance of the playerController class is active as long as the game is active, so it will know and retain the value of 'maxBullets' until you die or exit the program. So instead, every time you click "z", the first thing you should do is run the check. If the current amount of live projectiles equals the maximum, have the logic 'return' and exit out of the method.

            Source https://stackoverflow.com/questions/70038293

            QUESTION

            How to implement random enemy spawns libgdx
            Asked 2020-Sep-14 at 12:11

            I am a beginner in Libgdx and I have a simple Galaga type game setup where the player earns points through waves with different level enemies with various stats. The player can then upgrade certain ship stats with these points. Mostly everything is done all I am focused on now is making the gameplay balanced between player ship stats and the different enemy stats as the player progresses. I want the game to be infinite as in the player can go on for as long as they can last but I can't seem to figure out how to set up the enemy spawning so that as the player progresses the enemies have different/harder stats and there are more enemies.

            Here is my spawnEnemies method in my GameScreen class which adds the EnemyShip object to an array that is iterated through and then each ship is rendered in the render method.

            ...

            ANSWER

            Answered 2020-Sep-14 at 08:57
            Randomize enemy spawnings

            To randomize the number of enemies that spawn you could simply decrease the value of timeBetweenEnemySpawns and increase the value of maxEnemies by some function. For example you could do this in your nextWave method:

            Source https://stackoverflow.com/questions/63860985

            QUESTION

            i have a problem with pygame where im trying to run a partial output from VScode but its not displaying it.Please help me?
            Asked 2020-Jul-19 at 03:46

            I have recently picked up pygame and i had decided to make a galaga type game with reference from different books. In the book they have mentioned that by that time i have written the code shown below, i should be able to see an ouput of my spaceship centered at the bottom of the screen.

            Currently the only output shown is the PYgame version as well as the link to its contribute page. I have not been able to see the display yet. How to move forward with the above dilemma.Sorry if its a dumb question.

            This is the code for the partial output below

            import sys import os os.environ['PYGAME_HIDE_SUPPORT_PROMPT'] = "hide"

            import pygame

            from settings import Settings

            from alienship import Ship

            class Invasion:

            ...

            ANSWER

            Answered 2020-Jul-18 at 08:39

            Hello im a beginner to pygame - python too, but theres few things i might help. First of all move pygame.init() under to your modules. Secondly i dont think Ship(self) will work since its no atturibute to Invasion class's self. Make a main game function outside of the classes and redrawing window function at bottom which works while Run=true, and if you press Quit(x) run=false. Put some keys to move your ships with pygame.key.get_pressed() i hope it helps. I strongly suggest you to watch some youtube tutarials about 'Object Oriented Python' and 'PyGame'.

            Source https://stackoverflow.com/questions/62965598

            QUESTION

            Javascript game hit detection only works on first object
            Asked 2020-Jul-06 at 01:56

            I've been a lurker for a long time but just registered here. This site has helped tremendously with work and personal projects involving VBA, PHP, MySQL and CSS.

            I am in the early stages of learning Javascript and I learn best by tackling real projects so I'm working on a Galaga-style game with a Coronavirus theme called Coronaga. I followed along with the HTML/JS game tutorial on w3schools so the general framework started out like their example game. I'd prefer to be able to use arrays of objects to make for actual lengthy and challenging gameplay without lots of repetitive code but that's another battle for another time.

            I've got five "baddies" displaying and moving in downward circles towards the protagonist, but despite lots of fiddling with the hit detection code I can only get it to work on the leftmost "baddie". I previously had it working on other "baddies" but you had to hit the left one first so that was useless.

            I'm using SVG images for the objects, so CodePen is not really an effective demo, but it's live at this link: http://hwmp.hopto.org:100/coronaga/coronaga.html

            I've also put all the code and resources on GitHub: https://github.com/jonbuder/coronaga

            Here's the game area update including hit detection code:

            ...

            ANSWER

            Answered 2020-Jul-06 at 01:52

            OK so if you don't mind, I will try to answer this question in a general way, and the specific code used to make this game can try to adapt to it.

            Basically, assuming you want to do bounding-box collision (box to box) you need to check the x and y of each, and the width and height of each.

            meaning, assuming I have two objects, each object has x, y, width and height properties, with x and y being at the top left corner, then to check if they are colliding, make a function:

            Source https://stackoverflow.com/questions/62748083

            QUESTION

            How to make the background scroll down
            Asked 2020-Apr-09 at 05:59
            Following is the code that i am working on

            How can i make them scroll all the things run fine unless i put in something or try to make the background drun when i do it just crashes I am trying to build a similar game to galaga but more modern

            ...

            ANSWER

            Answered 2020-Apr-09 at 05:59

            So the way to do it is you have a variable that holds the y value of the background. and Every frame make y increase by the speed, and blit the background at the y value. Blit the background again but with y-screen_height and then have a if statement to check if y == screen_height, if it does put y back to 0.

            Here is an example i made real quick to make sure it works.

            Source https://stackoverflow.com/questions/61113518

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Galaga

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            https://github.com/DalenWBrauner/Galaga.git

          • CLI

            gh repo clone DalenWBrauner/Galaga

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            git@github.com:DalenWBrauner/Galaga.git

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