Brick-Breaker | A OpenGL C Mini Project of Brick Breaker

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

kandi X-RAY | Brick-Breaker Summary

kandi X-RAY | Brick-Breaker Summary

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

A OpenGL C++ Mini Project of Brick Breaker
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              Brick-Breaker has a low active ecosystem.
              It has 5 star(s) with 0 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              Brick-Breaker has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Brick-Breaker is current.

            kandi-Quality Quality

              Brick-Breaker has no bugs reported.

            kandi-Security Security

              Brick-Breaker has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

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

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              Brick-Breaker releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            Brick-Breaker Key Features

            No Key Features are available at this moment for Brick-Breaker.

            Brick-Breaker Examples and Code Snippets

            No Code Snippets are available at this moment for Brick-Breaker.

            Community Discussions

            QUESTION

            How to use Key Bindings instead of Key Listener?
            Asked 2020-Dec-14 at 18:17

            So I am creating a brick breaker game. I got the paddle moving using key listeners, however I got some advice to use key bindings instead. I've been reading and looking everywhere on this and I think I've kinda got the idea but the implementation is confusing me a bit.

            For my paddle, I created it with the paint component. Hence this is what I want to be able to move left and right with the arrow keys. However, all the key bindings explanations I find seem to use JComponent which the paddle is not. Is there a way around it or will I have to make my paddle a JComponent image icon instead? If so would I just load the image into my Paddle class?

            Also what's the best way of structuring my code to contain the key bindings? For instance am I better off creating a whole new class for it, or putting it in e.g. my GamePanel class

            Any tips?

            Here is some of my code so you can get an idea:

            Main Class:

            ...

            ANSWER

            Answered 2020-Dec-14 at 18:17

            You could register the key bindings with the GamePanel, or the frame content pane (both extend from JComponent). E.g.:

            Source https://stackoverflow.com/questions/65293757

            QUESTION

            Java: Repaint() method not calling paintComponent
            Asked 2020-Dec-10 at 18:12

            I'm making a brick breaker game and I'm stuck on getting the repaint() method working. I've used the debugger and it's not calling the paintComponent method. I am trying to get the paddle to move left or right when the left/right arrow keys are pressed. Hence I am trying to repaint the graphics, but have no luck in it working and can't figure out what I'm doing wrong.

            My main class:

            ...

            ANSWER

            Answered 2020-Dec-10 at 18:12

            After a little bite of debugging/testing I found out that in your main method:

            Source https://stackoverflow.com/questions/65237182

            QUESTION

            brick-breaker game:paddle does not show up-undefined
            Asked 2019-Nov-02 at 21:43

            I'm trying to build brick-breaker game, however, the paddle does not show up. Seems like this.position.x, this.position.y, this.width, this.height is undefined..does anyone know why?? please help

            ...

            ANSWER

            Answered 2019-Nov-02 at 21:43

            The issue is that you're paddle position is not within the canvas size. Try adding this below the canvas variable definition canvas.width = window.innerWidth; canvas.height = window.innerHeight;

            I tested it on my machine and it worked, so I hope this helps and if you need any clarification let me know!

            Source https://stackoverflow.com/questions/58673529

            QUESTION

            How to increase area of collision / impact effect
            Asked 2018-Dec-21 at 09:39

            So for background I am trying to make my first game, its basically a 3d brick-breaker style game. My questions are more design related any help would be greatly appreciated!

            I have created a collection of basic cubes that form a larger shape parented these to an empty game object. Then I have a sphere/ball that can collide with the cubes and destroy the cubes it comes in contact with as expected.

            Now, what I was hoping to do is under different situations have the ball do more damage ie. destory more cubes. I have tried increasing the size of the ball - this works to some degree but depends on the angle of impact. I have also tried instantiating another sphere at the point of impact to trigger more collisions. This doesnt appear to have must effect.

            I am sure there must be an obvious answer to this. How do I increase the "impact" area of the ball/sphere ? Is there a way to have it keep moving in the same direction until it has destroyed a number of cubes?

            I have all collider materials set with bounce of 1.

            ...

            ANSWER

            Answered 2018-Dec-21 at 09:39

            Not sure about keeping the ball moving, but I have a solution for destroying multiple bricks at once. Since all spheres have a collider, you could use an OverlapSphere. This checks for all colliders in a sphere of certain radius.

            Source https://stackoverflow.com/questions/53878636

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

            Vulnerabilities

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            You can download it from GitHub.

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