Shooting-Game | Basic Shooting Game in C and OpenCV | Game Engine library

 by   arnav-t C++ Version: Current License: MIT

kandi X-RAY | Shooting-Game Summary

kandi X-RAY | Shooting-Game Summary

Shooting-Game is a C++ library typically used in Gaming, Game Engine, OpenCV, JavaFX, Pygame applications. Shooting-Game has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Basic Shooting Game in C++ and OpenCV
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              Shooting-Game has a low active ecosystem.
              It has 16 star(s) with 25 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 19 open issues and 19 have been closed. On average issues are closed in 9 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of Shooting-Game is current.

            kandi-Quality Quality

              Shooting-Game has no bugs reported.

            kandi-Security Security

              Shooting-Game has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Shooting-Game is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

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

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            Shooting-Game Key Features

            No Key Features are available at this moment for Shooting-Game.

            Shooting-Game Examples and Code Snippets

            No Code Snippets are available at this moment for Shooting-Game.

            Community Discussions

            QUESTION

            I am trying to make this "fps" game, and for some reason the mouseClicked function is not working
            Asked 2020-Jul-24 at 15:31

            When i try to do this code for some reason this part of it: (RX1 = random x 1, RY1 = random y 1)(the "+50 part is there because the width of the rectangle is 50)

            ...

            ANSWER

            Answered 2020-Jul-24 at 15:31

            I think I've gotten the program to respond on a mouse click. The issue seems to be that your if statement that checks for the mouse click is outside of the draw function, which loops forever, so it never checks the if statement. I tried putting that if statement in a mousePressed function (which gets called on a mouse click regardless of where you are in the code), and it seems to work now (or at least it executes the code inside the if statement):

            Source https://stackoverflow.com/questions/63076437

            QUESTION

            Calculate projectile landing distance and time
            Asked 2018-Jul-18 at 00:06

            I am pretty new in Unity and I am building small games to learn.

            I am currently building a shooting-game and I have a small problem (miscalculation). Every time a player presses space key, I am creating new bullet (with RigidBody) and changes its velocity. I am trying to calculate where the bullet would land, but something is wrong in my calculation.

            I am using the physics formula: dx = x0 + V0*t + 0.5*a*t^2 to calculate when the bullet would land and where.

            This is what I have wrote so far:

            ...

            ANSWER

            Answered 2018-Jul-18 at 00:06

            Don't do this manually. The only time you should manually do the calculation is when you have access to Unity's source code but an average Joe don't. Even if you get it working with your calculations the code can break anytime.

            Unity 2017.1 introduced the Physics.Simulate function and Physics.autoSimulation property. Physics.autoSimulation is used to disable physics then Physics.Simulate is then called to manually simulate physics and return the position the Rigidbody object would be in the future.

            Your landing point is at 0.15. First, disable physics with Physics.autoSimulation = false;, Add force to your Rigidbody with velocity or the AddForce function. Put Physics.Simulate(Time.fixedDeltaTime); in a loop and make it run continuously until you reach your landing spot or until pos.y < 0.15 becomes true. After the while loop exits, you should obtain the new position and store it in a temporary variable. You can now re-enable physics with Physics.autoSimulation = true; and reset the transform.

            It would also be helpful to implement a timeout so that when the projectile do not reach the landing-spot within the time provided then break out of the loop. This prevents possible infinite loop in your game.

            Here is a struct which holds the landing position, rotation and time result:

            Source https://stackoverflow.com/questions/51338795

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

            Vulnerabilities

            No vulnerabilities reported

            Install Shooting-Game

            sudo apt install libopencv-dev
            git clone https://github.com/arnav-t/Shooting-Game.git

            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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            gh repo clone arnav-t/Shooting-Game

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            git@github.com:arnav-t/Shooting-Game.git

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