Arkanoid | Arkanoid game with OOP patterns | Game Engine library
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kandi X-RAY | Arkanoid Summary
Arkanoid game based on design patterns.
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QUESTION
I am currently coding an arkanoid type game for my school project and just started out on monogame. I encountered a collision problem on the big red rectangle and the ball. I just cant figure out what is wrong with my code I appreciate all of your help in advance.
Collision Video: https://youtu.be/HOuUS8bUKn4
Game1.cs
...ANSWER
Answered 2021-Nov-12 at 07:37This method is missing the necessary code to function properly to approach the block from any side:
QUESTION
This error is showed up when I ran the code for an Arkanoid Game published on freecodecamp articles. I am not able to set up the configuration correctly for the game. I expected it to run the game but it didn't do the same. While debugging it kept throwing errors regarding its build. I have no idea as I have learned it online but this error is not getting resolve. I am attaching both the debugger image and the error image along with the log file text, where it showed the error. DEBUG CONSOLE
...ANSWER
Answered 2021-May-28 at 09:26To be able to load an ES module, we need to set “type”: “module” in this file or, as an alternative, we can use the .mjs file extension as against the usual .js file extension.
In your package.json
file add this:
QUESTION
I'm making a training project (Arkanoid). When bonus block is destroyed, the paddle is temporarily expended and this effect is illustrated by the timebar. The problem is timebar position. For some reason it depends on window size. Could you please help me to understand the reason of this problem and ways to solve it?
I adjusted its position for this case and it looks good:
But when I maximize on play it appears in a strange position.
The timebar is instantiated by this code:
...ANSWER
Answered 2021-May-04 at 18:09The issue is related to your Canvas in some way, yes, but mainly lies with the UI component you have not being anchored at all. As screen size can change quite drastically, to assure UI elements are relatively the same across all platforms and resolutions, anchor points are used. Think of them as a definitive point relative to screen size where an object will want to be.
When selecting a UI object, the top of the inspector of this object should show a RectTrasnform
, which has a square with a box and some arrows. This box is a visual representation of the anchor points of this object and how it will attempt to be placed when the screen resolution drastically changes from whatever you are using in the editor.
After clicking on this box, you will be met with a few different options. You are able to both set the anchor point, which is what you want as well as the position. I tend to anchor an object then move the position myself to a location I like. For your case, I would select the top-left anchor point, then drag it to a location relative to the top-left anchor you prefer.
Another issue could be how your Canvas
is set up.
I would make your UI set to Scale with Screen Size
so the UI can auto-adjust itself to the new resolution, but keeps the anchor points you set. That way, your UI is dynamic. You can also set a goal resolution which is the resolution your UI assets or screen resolution is intended to be at. Along with this, you can tell the scalar how you would like it to attempt to fit to the screen by matching the width, matching the height, expanding or shrinking.
QUESTION
I'm making a training project (Arkanoid). When bonus block is destroyed, the paddle is temporarily expended and this effect is illustrated by the timebar. The problem is that TimeBar object is instantiated and destroyed after bonus time expires, but I can't see the time bar and the text on the scene.
So I created LinearTimer
prefab that consists of UI Image (white bar) and UI Text ("Bonus Text"):
There is a script that animates the timebar in a proper way. Debug messages appear in the console correctly:
...ANSWER
Answered 2021-May-03 at 16:24You can't see the LinearTimer
object because this object is an UI element.
UI elements are always rendered in canvas.
Just drag your LinearTimer
object into Game Canvas
object.
Edit : You should use this GameObject.Find("Game Canvas").transform
instead of this transform.Find("Game Canvas")
.
QUESTION
So basically , I'm doing an arkanoid , and I want that when I click in my programm, an action starts.
This is my code so far:
...ANSWER
Answered 2021-Feb-02 at 19:18canvas.addMouseMotionListener(new MouseAdapter() {
public void mousePressed(MouseEvent e) {
QUESTION
I'm improving a simple Android game called Arkanoid, where I'm having a small problem drawing a RectF on a Canvas.
I implemented a power-up option where, if you take this power-up, the Paddle streches from a 200x Paddle to a 500x Paddle.
...ANSWER
Answered 2020-Dec-16 at 16:50 //set to ZERO if not needed
final cMargin = 10;
int cPaddingWidth;
final int cPaddingHeight = 40;
final RectF cRectF = new RectF();
if (powerUpTaken) cPaddingWidth = 500;
else cPaddingWidth = 200;
cRectF.left = Math.max(cMargin, flipper.getX());
cRectF.right = cRect.left + cPaddingWidth;
if (cRectF.right > (this.getWidth() - cMargin)) {
cRectF.left = (this.getWidth() - cMargin) - cPaddingWidth;
cRectF.right = cRectF.left + cPaddingWidth;
}
cRectF.top = Math.max(0, flipper.getY());
cRectF.bottom = cRect.top + cPaddingHeight;
r.set(cRectF);
QUESTION
I'm trying to create a simple Arkanoid game with Box2d, and right now I'm trying to detect the collision between the ball and the blocks, but when I debug the code, it keeps giving me the error: "The variable 'block' is being used without being initialized". What should I do the solve this problem? The blocks (red) are like this in the game:
...ANSWER
Answered 2020-Sep-02 at 08:02You have the following code:
QUESTION
I´m doing an Arkanoid with P5 and I created a class Block, is just a constructor and a method draw.
...ANSWER
Answered 2020-Mar-05 at 05:01You are checking i<=5
inside your second loop, you should be checking `j<=5'
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