2D-game | social media site has to survive waves | Game Engine library
kandi X-RAY | 2D-game Summary
kandi X-RAY | 2D-game Summary
A game in which social media site has to survive waves of Zombies in SFML C++
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Trending Discussions on 2D-game
QUESTION
Excuse me if this has been posted before, but I can't find a solution that works for me.
When I run a little 2D-game I'm working on in Unity I get following errors:
...ANSWER
Answered 2020-Nov-17 at 20:10Check to make sure you have an active Licence in your Unity hub, if not sign up for one , they are free.
I've also just had this error -
saved and closed unity Editor opened up hub checked for valid license there was a hub update.- did that. reopened Unity editor no more error.
May have just needed a restart after being open for 4 days - more likely the hub update wasn't telling the editor it was licenced properly.
QUESTION
I am attempting to divide my game world into Sectors/tiles. And identify the tile where the player/object is at depending on the player/object position. I do not have a limited world size, so the world could be of any size. The tile size is defined and constant. So, the entire world is divided into square tiles of a given dimension.
Example: If I am dividing my world into equal sized square tiles of, say 300x300.
- If the player is within positions (0,0) to (300,300), the tile number should be (0,0)
- If the player is within positions (0,0) to (300,-300), the tile number should be (0,-1)
- If the player is within positions (-300,0) to (-600,300), the tile number should be (-2,-0)
More example inputs and outputs:
Player position is (10,10), tile number should be (0,0)
Player position is (-10,10), tile number should be (-1,0)
Player position is (10,-10), tile number should be (0,-1)
Player position is (-10,-10), tile number should be (-1,-1)
Player position is (1,1), tile number should be (0,0)
Player position is (1,-1), tile number should be (0,-1)
Player position is (-1,1), tile number should be (-1,0)
Player position is (-1,-1), tile number should be (-1,-1)
Player position is (-450,100), tile number should be (-2,0)
Player position is (450,100), tile number should be (1,0)
Player position is (-450,-100), tile number should be (-2,-1)
Player position is (450,-100), tile number should be (1,-1)
I have the below code, which seems to work correctly only when X/Z is positive. Once it is on the negative side of X/Z, i am not sure how i could calculate the position.
...ANSWER
Answered 2020-May-19 at 12:18i suggest you to work with int and not FloorToInt and uses the integer division:
QUESTION
I am new to both Stackoverflow and JS. I have an assignment from my coding class where I chose to create games in JS. I have created a simple breakout game with JS only, for now. My problem now is that I want the game to be somewhat endless so when the ball has collided with all the bricks, the bricks will be redrawn but the score will remain. I tried to do something, one was this:
...ANSWER
Answered 2020-May-12 at 00:31Looking at the code in the link, I can see you set status to 0 on colliding with a brick. This means it is not rendered. In this code design, a solution could be to check when all brick.status are 0, and then set them back to 1.
QUESTION
I'm practicing Arcade Library for 2D-game development. But my first program ends up with an error!
I want to make my first 2D-game with an easy-to-learn Arcade Library in Python - A Happy Smiley Face -.
...ANSWER
Answered 2020-Apr-16 at 10:03So, I have found it. I don't have a Dedicated Graphics card and Anti-aliasing is not supported by my In-build Intel Graphics.
QUESTION
Can you guys help me with my problem? My program is running with no problems on Android Studio Emulator (Pixel 2 API 28), but after I install it on my phone (Samsung Galaxy S8+ API 28), it just keep on crashing every time i tap the play button :(. I also tried it on some phones and I still have the same problem
Actually it isnt my program but i found it on youtube but the one who make the code in youtube gave me the green light to use it on my term project.
Link of the video on how to make that program in the youtube:
https://www.youtube.com/watch?v=5W3rVBDYFjE
This is the link of the source code you can run it:
All I want is to run this code on a physical device especially on my phone Samsung Galaxy S8+. I can't seem to solve the issue I'm kind of desperate. I am very new to java programming i'm very sorry.
Code for com.heyletscode.ihavetofly.Flight class as requested by @Marc
...ANSWER
Answered 2019-Oct-07 at 10:38The actual problem is in GameView.java:64, where fixed screen height and width used instead of dynamic. This code runs smoothly on device with screen below or equal 1920x1080 px.
Will Cause problem when screen size goes more than that as the screenRatioX and screenRatioY comes < 1 which turn to o in Flight.java:32 by cast, which caused the exception as
width and height must be > 0
To Use Dynamic screen size, you can use this:
QUESTION
I am practicing with creating a 2D-Game and I write the C#-script code but my character can't jump.
I try to replace "Space" with "UpArrow" that also didn't work.
...ANSWER
Answered 2019-May-14 at 16:39Some items to start with:
- make sure onGroundis true. => add a
Debug.Log($"is on ground {onGround}")
before the if and check it. - Make sure the code is in the Update() loop (you can set it also in FixedUpdate, but update is better)
Then I see a logic issue. This is what happens in your code:
- you're on the ground
- you add velocity and move up
- you're no more on the ground
- the if fails so vertical velocity stops because you're no more on the ground
- player falls back
To solve this replace this line:
QUESTION
I watched Basic Platformer Game tutorial for Unity where presenter created coin pick-up script that he attached to Coin prefab. I want to know if the pick-up script should be attached to the Player or Coin GameObject.
Let's say we have a game with pick-upable objects. They do nothing more than incrementing the score (or affecting the player in another way) and destroy themselves on collision.
I was wondering that what is the preferred approach to this problem.
I've come up with two approaches:
Approach AHave one ObjectPickup script on the player game object. This script would do whatever is required depending on the type of collided object.
...ANSWER
Answered 2018-Jun-29 at 09:35Considering you can create a prefab for every coin and for every super speed power up with the second approach script already attached to it AND considering you can spawn them very easily from anywhere in the code I'd really stick to the second approach, making it more sensible, clean and clearly understandable from everyone.
I don't like (and I wouldn't absolutely use) the first approach for this specific purpouse mainly because the OnTriggerEnter2D
is very likely to be fired a very large number of times since it's put on the player and the player is moving around colliding with stuff everywhere.
QUESTION
I just made my second 2D-game app (now in Android studio) and came across something I didn't understand. What is a Bitmap and a Bitfactory? I saw it used with animations.
I'm just starting with 2D-animations, extra tips about animations and things I absolutely need to know/apply are always welcome :)
...ANSWER
Answered 2017-Jan-25 at 19:32A Drawable resource is a general concept for a graphic which can be drawn. The simplest case is a graphical file (bitmap), which would be represented in Android via a BitmapDrawable class.
Every Drawable is stored as individual files in one of the res/drawable folders. Typically you would store bitmaps for different resolutions in the -mdpi, -hdpi, -xhdpi, -xxhdpi subfolders of res/drawable. The ADT project creation wizard creates these folders by default. If these bitmaps are provided in different folder, the Android system selects the correct one automatically based on the device configuration.
If you do not provide bitmaps for all supported resolutions, the Android system scales the closest fit up or down. This is typically undesired as the bitmap might get blury.
In addition to graphical files, Android supports XML drawables and 9-patch graphics. XML drawables are used to describe shapes (color, border, gradient), state, transitions and more.
9-patch graphics are used to define which part of a graphic should be stretched if the view which uses this graphic is larger than the graphic.
Drawables can also be written in Java code. Every object which implements Drawable can be used as a Drawable in code.
how we use it?Android allows you to use the Bitmap class for working with bitmaps. This section explain how to create Bitmap objects via Java code and how to convert Bitmap into Drawable objects and vice versa.
If required you can load any accessible bitmap file in your code and convert them into Drawables objects.
The following example code shows how to create an Bitmap object for the assets folder and assign it to an ImageView.
QUESTION
I have asked a question about SFML smooth movement yesterday... and that problem was solved, but this time the sprite that im using is showing up as a white square.
I have tried to send the sprite to drawship
function as reference but since i am using that function on main.cpp
i am not able to do what is told on this answer. So Im wondering how I can fix this problem.
ANSWER
Answered 2017-Jan-24 at 10:09According to the docs, "The texture must exist as long as the sprite uses it. Indeed, the sprite doesn't store its own copy of the texture", so just moving the sf::Texture
from the constructor to a member of Spaceship
should fix it.
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