gameplay | creating 2D/3D games | Game Engine library

 by   gameplay3d C++ Version: v4.0.0 License: No License

kandi X-RAY | gameplay Summary

kandi X-RAY | gameplay Summary

gameplay is a C++ library typically used in Gaming, Game Engine applications. gameplay has no bugs, it has no vulnerabilities and it has medium support. You can download it from GitHub.

GamePlay is an open-source, cross-platform, C++ game framework/engine for creating 2D/3D mobile and desktop games.
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              gameplay has a medium active ecosystem.
              It has 4104 star(s) with 1269 fork(s). There are 418 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              gameplay has no issues reported. There are 2 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of gameplay is v4.0.0

            kandi-Quality Quality

              gameplay has no bugs reported.

            kandi-Security Security

              gameplay has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

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

            kandi-Reuse Reuse

              gameplay releases are available to install and integrate.

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            gameplay Key Features

            No Key Features are available at this moment for gameplay.

            gameplay Examples and Code Snippets

            No Code Snippets are available at this moment for gameplay.

            Community Discussions

            QUESTION

            Change to a subtype of 'Widget'. Future build(BuildContext context) async {
            Asked 2021-Jun-10 at 23:15

            I am still pretty new to flutter and dart but I am currently trying to return a future widget that is my main game inside of a StatefulWidget and I am wondering if I need to use a future builder or if there is another way to do it?

            ...

            ANSWER

            Answered 2021-Jun-10 at 23:15

            You can't use await inside the build method. You can use a FutureBuilder widget instead:

            Source https://stackoverflow.com/questions/67929290

            QUESTION

            How do you teleport to a private server using TeleportPartyAsync() in ROBLOX?
            Asked 2021-Jun-02 at 08:43

            I wanted it to teleport to a private server but it wont teleport and it doesn't show any errors.

            Here's the code:

            ...

            ANSWER

            Answered 2021-Jun-02 at 07:37

            it doesn't show any errors.

            Source https://stackoverflow.com/questions/67799475

            QUESTION

            Exit and Play button don't register well
            Asked 2021-May-28 at 13:16

            So been trying my exit and play button work but they do not react the way I want them too for some strange reason. When I change one to else if and if only statement they either both exit or change them again and both start the game. They act like they are the same button and not individuals despite how they are selected and pressed.

            Here is my header file:

            ...

            ANSWER

            Answered 2021-May-28 at 13:16

            I am not really sure if I understand well your problem, but in your example it seems like isExitButtonPressed is always true at the end. You're setting it to false at the begining and then setting it to true in the if statement which has always a fulfilled condition giving the fact that you set isExitButtonPressed to false beforehand !

            Source https://stackoverflow.com/questions/67642689

            QUESTION

            Pygame Window Not Responding After Entering If Statement
            Asked 2021-May-21 at 22:03

            Variable Definitions : ending_num : it determines if the program should keep you in the gameplay or not(0 is playing and 1 is not playing and game over screen) mov : it moves the texts added to the screen to where they should be home_num : tells the program which screen it should be on

            Problem : after the gameover screen apears the window becomes unresponsive and it says Not Responding When it becomes Not Responding And I have tried with the events and stuff and it didn't help.

            ...

            ANSWER

            Answered 2021-May-21 at 21:56

            You have to handle the events in the application loop. See pygame.event.get() respectively pygame.event.pump():

            For each frame of your game, you will need to make some sort of call to the event queue. This ensures your program can internally interact with the rest of the operating system.

            Additionally you have to get the new mouse position in every frame with pygame.mouse.get_pos():

            Source https://stackoverflow.com/questions/67644167

            QUESTION

            How to enforce an object field or property on a derived class without type issues?
            Asked 2021-May-20 at 20:43

            I'm making a turn-based game in Unity 3D. Since it's turn-based, I'm trying to implement a state machine to control the general flow of gameplay. The player will control several units, like in games like XCOM, and I think a state machine for each unit may also be useful to control whether a unit is idle, currently selected, destroyed, etc. Weapons could possibly use them as well with states like idle and targeting.

            Point is, I'm trying to abstract my state logic as much as possible so it's universal among the different state machines while also DRYing up my code so I'm not repeating things. To accomplish this, I'm of course making use of interfaces, such as my IState interface here:

            ...

            ANSWER

            Answered 2021-May-20 at 20:43

            You could implement a generic variant. Though this only works if each StateManager always works with only the same type of state.

            For example:

            Source https://stackoverflow.com/questions/67627494

            QUESTION

            Creating a user editable form using flask and SQLite
            Asked 2021-May-17 at 15:24

            I am creating an online charactersheet for my homebrew tabletop RPG, and have taken some time creating the Character sheet. It displays all of the statistics of the character. I am using Flask and SQLite.

            However, during actual gameplay, the character's statistics will usually change. I would like the user to be able to change the relevant statistic (xp, level, hit points etc) in the character sheet, and then save it back to the SQL database. Can this be done? how?

            This is a snippet from the flask code I am using in the backend to display the character sheet.

            ...

            ANSWER

            Answered 2021-May-17 at 15:24

            Without pointing some logical mistakes, just use rest and javascript. Rest (on server side) can serve data (also receive data). For client side, javascript can receive data (also send) and change accordantly the preview. Also use divide-and-conquer logic. For example, use different api to serve character data. If you want some more points, leave comment.

            Source https://stackoverflow.com/questions/67570698

            QUESTION

            How to use addEventListener in a game loop
            Asked 2021-May-17 at 07:05

            I'm relatively new to Javascript, so please bear with me if this is a rather trivial problem.

            I'm trying to make a game where I can control a player with the arrow keys. A simplified version of the code (which doesn't work) looks like the following:

            ...

            ANSWER

            Answered 2021-May-17 at 07:05

            You only need to register the event listener once, can't hurt to do so in the constructor. You seem to know this already as you're doing it elsewhere, but the reason you're getting an error is the scope changed when you used window.addEventListener("keydown", this.playerMovement); instead of window.addEventListener("keydown", (e) => this.playerMovement(e));. when you pass the function directly the scope becomes that of the caller - in this case window. The lambda maintains the scope.

            Also I'm not sure what that setTimeout is doing in gameloop, I suspect it will cause you problems later.

            Source https://stackoverflow.com/questions/67565097

            QUESTION

            Is there a simple way to send a two dimensional array in JSON?
            Asked 2021-May-15 at 04:46

            I am building a collection of board games playable through a web app running .NET and C# on the backend. I want to store the game state in a database to maybe allow 2 players. I have already written the gameplay into the code. I am learning frontend and controllers and I want to host these games in webapp format. Unfortunately, it does not seem json cannot handle gameboard[][] as easily as C# can. Is there a simple way to send those back to the controller? I could format it like this but typing all this out for a 10x10 or bigger board is not optimal:

            ...

            ANSWER

            Answered 2021-May-15 at 03:45

            You have an extra set of {} around each inner array. Do it like:

            Source https://stackoverflow.com/questions/67543004

            QUESTION

            Why is my For loop in python printing three times?
            Asked 2021-May-13 at 21:24

            I am trying to loop through a JSON file to get specific values, however, when doing so the loop is printing three times. I only want the value to print once and have tried breaking the loop but it still has not worked.

            Python Code:

            ...

            ANSWER

            Answered 2021-May-13 at 10:42

            Your code is correct. You should check your json file or you can share your full JSON text. That would be a problem. I run you code with json snippet you provided and it works as expected.

            Source https://stackoverflow.com/questions/67517693

            QUESTION

            What is the difference between random() and {random()}?
            Asked 2021-May-07 at 07:01

            https://classroom.udacity.com/courses/ud9011/lessons/14fb1ae9-8a2e-48ee-9620-68c87c5f833b/concepts/7ce11834-0ff4-4dc9-8b89-81309af23424 From above tutorial Quiz Question

            What is the difference between

            val random1 = random() val random2 = {random()}

            Try it out in REPL or a file: The tutorial answer is: random1 has a value assigned at compile time, and the value never changes when the variable is accessed.

            random2 has a lambda assigned at compile time, and the lambda is executed every time the variable is referenced, returning a different value.

            I did try it out in PERL but I got

            ...

            ANSWER

            Answered 2021-Apr-28 at 11:46

            If you literally quoted Udacity, their explanations are wrong. random1’s value is not assigned at compile time because random() is called at runtime when the class is first used. Only then is its value assigned. Afterwards, in the same application session, the value will remain constant. But the same compiled app will have different values for it on separate sessions of the application.

            And random2’s lambda is not executed every time the variable is referenced. It is executed only when it is invoked with a call to invoke() (or operator equivalent). The lambda object itself will always be the same instance.

            So, your own test confirms how they described both cases incorrectly.

            Source https://stackoverflow.com/questions/67298705

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

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            You can download it from GitHub.

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