hplayer | A multi-screen player using Qt + FFmpeg | Build Tool library
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kandi X-RAY | hplayer Summary
A multi-screen player using Qt + FFmpeg.
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QUESTION
I am writing a mario-like game (non-commercial, I'm just trying to brush up on coding) and I need to follow one of two players. Messing with canvas.move doesn't work for my needs, I was wondering if there was some way to actually control what position it renders from (such as one player offscreen and the camera moves to make him onscreen). My code:
...ANSWER
Answered 2019-Aug-11 at 16:16You are asking how to programatically scroll the canvas. The xview and yview methods of the canvas control what portion of the full drawable area is visible at the current time: xview
, xview_moveto
, xview_scroll
, yview
, yview_moveto
, and yview_scroll
.
The xview_scroll
and yview_scroll
methods accept an integer amount, and then the string "units" or "pages". "units" refers to the distance defined by the xscrollincrement
and yscrollincrement
attributes. "pages" causes the window to scroll in increments of 9/10ths of the window width or height.
For example, if you want to be able to scroll by single pixels you can set xscrollincrement
to 1
, and the use xview_scroll
to move left or right.
QUESTION
The problem is if all cells are taken but someone won on the last move, in tic tac toe The problem it should not return a winner. But if the last square is the winning marker, it will return the tie.
I tried adding a conditional statement, but it does not work.
...ANSWER
Answered 2019-May-17 at 12:57Try this, I have introduced a new boolean variable this.winner
as false and I checked it in the checkTie()
function. and in gameOver()
function I made that variable true
QUESTION
I have initialized this Game() constructor in my main method that takes 2 interfaces as parameters:
...ANSWER
Answered 2018-Jun-16 at 10:56Your issue is about the second declaration the signature didn't match to the interface : this compile :
QUESTION
I added collision to my game but I have a problem. But first I´ll give you some background.
I have this:
...ANSWER
Answered 2018-Jan-14 at 21:37Your problem is that you are breaking all the laws of game collisions.
Note this is all a little tongue in cheek but nevertheless valuable advice
The 5 laws.- Never ever move to a position inside an obstacle... ever!
- To move from here to there you move over all the points between.
- You can only hit one thing at a time, and it will always be the closest to where you are.
- Every collision creates a new direction with a new destination.
- A journey takes time, always complete the journey.
If the object ends up inside something you are in an impossible situation, there is no mathematical solution, you can not move through solid mater. You must never break this law, all the other laws can be bent a little, but break the first law and you have a bug in the game.
Laws 2 & 3;Think of the real world, when you move you move along a path. If something is in your way you can not move through it. In a game you render the scene as a sequence of frames, and when you move the character from one point to the next, you are using teleportation. You can't do that, you must create a path and test if that path intersects any obstacles, if you skip an obstacle you may end up breaking the first law (you can't do that).
The obstacle closest to the start of the path is the one you will always hit first.
Laws 4 & 5;When you hit an obstacle you will bounce off of it, that will change the direction and the path you are traveling along. In the game you are animating at 60 frames a second. That means that the journey is 16,667 millisecond long, if you hit something it will be at some time between the frames. You must move to that point in time.
So now you have hit an obstacle at some time between the frames and have a new direction and a new destination. You also have the remaining time till the next frame. To complete the journey you must do it all again. To complete the journey you must do every collision until you have traveled the 16,667 millisecond in time to the next frame.
There can be many collisions between framesFrom one frame to the next you can have many collisions, if you don't do every one of them, in the correct order, you will end up getting stuck, or moving unnaturally, or worse and break the first law.
Some demosSome posts with examples on collisions. The first two are what I think you are looking for.
- AABB platform character collisions
- AABB rectangle finding the first collision along a path to use the demo follow the instructions, but draw a small box at the start or there is no room to move.
- Rectangle Or Ball basic collisions
- Quick test is point inside rotated rectangle
- Breaking the first law Unstoppable force meets unbreakable object. Though not applicable the demo can be used to illustrate how breaking the first law destroys the illusion that objects are solid.
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