Bomberman | Remake of Bomberman written in C and SFML | Game Engine library
kandi X-RAY | Bomberman Summary
kandi X-RAY | Bomberman Summary
Bomberman remake (for now only core) written in SFML by PiGames.
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Trending Discussions on Bomberman
QUESTION
What I know is to make a class like that:
...ANSWER
Answered 2021-Feb-13 at 10:00Inheritance is implemented using __index
.
See https://www.lua.org/manual/5.4/manual.html#2.4
__index: The indexing access operation table[key]. This event happens when table is not a table or when key is not present in table. The metavalue is looked up in the metatable of table. The metavalue for this event can be either a function, a table, or any value with an __index metavalue. If it is a function, it is called with table and key as arguments, and the result of the call (adjusted to one value) is the result of the operation. Otherwise, the final result is the result of indexing this metavalue with key. This indexing is regular, not raw, and therefore can trigger another __index metavalue.
So whenever something is not implemented in B you can refer the index operation to A.
I suggest you give this a read
http://lua-users.org/wiki/InheritanceTutorial
You can boil everything down to a function like this:
QUESTION
I am trying to make a bomberman explosion in my bomberman clone. I have all the necessary classes implemented in the game, such as Player, Tilemap, Bomb, Grass, Stone etc. However, I struggle to stop / halt the explosion after it hits a block. By this I mean that the explosion (sometimes) continues even after it hits a collidable Tile (Stone, Crate, etc).
What have I done?
As I stated above, I have not done a recursive explosion. Instead, I took another approach.
I made two classes, a Fire class and an Explosion class. The Fire class is an explosion on one specific tile. So if I set a Fire object at (1,1) in the Tilemap grid. It will only explode in that specific tile. The fire class checks for collision in it's Update() function. If it finds a collision it sets HasHitWall to true.
The Explosion class is simple, but it is the class that I can't get to work properly. The Explosion class contains a List of Fire instances. These Fire instances are set in the constructor:
...ANSWER
Answered 2021-Feb-09 at 17:00I would like to state that I solved this issue thanks to @PallarDue & @NicoSchertler.
I had to reorganize my code and play around a bit, but I finally got it working. I will try to sum it up.
The idea is simple, I have an if statement that checks if the direction of fires it belongs to has previously collided. Lets say that index 4 in my fires array collides with a crate. Then I don't want any more fires to be created in that specific direction.
Afterwards I make a Fire object and I check if that Fire object's hitbox collides with any of the colliders hitboxes using IsFireColliding(Fire fire). This method loops through all the collidables and returns true or false depending if any collision is detected.
If IsFireColliding returns false, then I add the fire to my fires List.
If it returns true, then I add the object to my list and set the direction bool (directionContinue[x]) equal to false. Setting the bool to false hinders any more fires to be created in that direction.
Here is the code to the class that does this:
QUESTION
I'm trying to handle key up and key down messages for arrow keys and A
, W
, S
, D
characters.
I can handle arrow keys' up and down behavior using WM_KEYUP
and WM_KEYDOWN
.
But when I try to handle above characters' up and down behavior, it doesn't work properly.
I tried WM_KEYUP
and WM_KEYDOWN
to handle chracters. But after I changed them to WM_CHAR
and WM_DEADCHAR
. But it still doesn't work.
For characters I can handle first few key down and up messages, then program doesn't handle these. But for arrow keys, program works properly.
I'm new in this, didn't found how to handle character's up and down behaviors.
Below is the last code (Just WndProc
function)I tried.
ANSWER
Answered 2021-Feb-09 at 03:22According to WM_DEADCHAR
:
WM_DEADCHAR
specifies a character code generated by a dead key. A dead key is a key that generates a character, such as the umlaut (double-dot), that is combined with another character to form a composite character.
So the WM_DEADCHAR
message is not what you think corresponds to the WM_CHAR
message.
You can also use WM_KEYDOWN
/WM_KEYUP
messages to handle character keys:
QUESTION
I am an absolute beginner when comes to Java and I just installed eclipse. When running my first project I see this strange error that I don't think has anything to do with my code:
...ANSWER
Answered 2020-Nov-24 at 18:45This might probably be coz while creating your own class you might have also accepted to create a default class as prescribed by your IDE. If that's the case try this: go to PROJECT folder -> src folder -> Default package keep only one class(in which you had written code) and delete another one.
Perhaps downgrading the java version and re-creating the project will help
QUESTION
I am making my own version of bomberman, and was wondering if there was a way to have colliderect check for all Rect's on the screen, currently I have only managed to get it to work for one Rect at a time. heres my code(note it is incomplete) note what im trying to get the code to check for collisions with multiple 25x25 Rect's (the terrain squares) without checking for collision with each individual one.
...ANSWER
Answered 2020-Sep-28 at 14:50You can use rect.collidelist(list)
and pass in a list of rects.
I'm pretty sure that all collidelist()
does is iterate through the list of rects, similar to what you're currently doing, but I'd recommend looking at the documentation if you have any further questions.
QUESTION
I am programming a Bomberman game, right now I don't have any sprites but I use rectangles for it. This is my code:
...ANSWER
Answered 2020-Aug-26 at 10:15I have refactored the entire code because the code you posted throws an error and i couldn't test my code. The way we have implemented collision detection here works but is not really effective. If you want to know which side is colliding so you can implement the game logic, then colliderect
is quite pointless. I suggest you ask a new question on how to build custom collision detection, since it's an entirely new topic but the following code solves the original question of how to implement collision detection using colliderect. The following example also shows how draw functions should be a separate method, which is the better way to do it. Btw, if tile == 10
you had put pygame.Rect(x * 32, y * 32, 32, 32)
in your question which basically does nothing, so i put pass
. If you want it to be a new type of wall, you can make a new class similar to Breakable
and Wall
. Final answer, hope it helped :).
QUESTION
ANSWER
Answered 2019-May-28 at 10:50You can configure how the collisions work in a particle system in this submenu, doing it dynamically can be hard:
QUESTION
so we are tasked to do a bomberman game using C# but we are not allowed to use other ide except for Visual studio using windows form. We are not allowed to use unity too. so my problem is how can i set boundaries? so that the player wont pass through the tiles... Please take time to check the image:
And here is my code:
...ANSWER
Answered 2018-Sep-06 at 11:35If _objPosition
as I understand it contains the location (x,y) of your person then just check that against the size of the PictureBox with an If
statement. I'm not sure what the _objPosition
contains, you could just use your x
and y
directly as well.
QUESTION
I'm having a little trouble with a code. I have a list of words that need to be separated and parsed instead of rows in columns.
This code actually works very well and does that job. How is actually working:
...ANSWER
Answered 2018-Aug-23 at 00:02If you can't get the names before they've been joined by commas, you might be able to use a regex delimiter to split them. For example, if it would suffice to not split at commas preceded by only two non-whitespace characters, you could use:
QUESTION
I am looking through the code and i cant find solution for the problem of invalid renderer. I am beginner with SDL2 and i have to write code in pure C. I think that in my code there is more errors but because of this one i cant go further. Code is half in polish language so if u cant get what is where i can rewrite this a bit . Problem occure when in main i try to load function"Odczyt_z_Pliku". Probably somewhere there is a problem. SDL_GetError() says" invalid renderer.
...ANSWER
Answered 2018-May-09 at 20:26When you get to Odczyt_z_Pliku
, Renderer
is still a NULL
pointer.
As it stands, in your main()
function you have a variable Renderer
of type SDL_Renderer*
(initialized to NULL
). You then pass that value NULL
into SDL_Renderer* which also takes an argument of type SDL_Renderer*
.
However, in C this is just a pass by copy of the value of the pointer itself (not the value pointed to by the pointer). In other words, the argument Renderer
to your function just creates a local variable in that function. So in Odczyt_z_Pliku
when you do Renderer = SDL_CreateRenderer(...);
that may return a new pointer but it's only assigning it to the local variable Renderer
, but this has no effect on the Renderer
variable in your main()
function.
In C, the way to write a function that sets the value of a pointer that is a local variable in the calling function is to use a double pointer. That is, change the signature of Inicjalizacja
to
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