kandi X-RAY | Galaga Summary
kandi X-RAY | Galaga Summary
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QUESTION
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 22:27You 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.
QUESTION
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 08:57To 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:
QUESTION
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 08:39Hello 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'.
QUESTION
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 01:52OK 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:
QUESTION
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 05:59So 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.
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