ricochet | Anonymous peer-to-peer instant messaging | Messaging library
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QUESTION
I'm implementing the Ricochet Robots game using the A* search. The goal of the game is to put a specific robot in a specific location of the board. The board can have several walls and there are 3 more robots that can be moved.
I'm using the manhattan distance as the heuristic, but the search is not working in all scenarios I try, sometimes I get an infinite loop. I believe it is due to the fact that there are obstacles in the board.
What would be the best heuristic for this case?
This is the code for the a* search function. It receives the heuristic function as input. The node is an object that has the current state and the current board.
...ANSWER
Answered 2020-Oct-29 at 02:35The heuristic used by A* must never overestimate the cost. Since it's possible to move an arbitrary distance using one move in Ricochet Robots, Manhatten Distance will not work as a heuristic.
The only valid heuristic I can think of is "2 if not on the same row+column, otherwise 1 if not the end goal", since diagonal moves are not possible.
QUESTION
I am working on a game where a 2D projectile can ricochet off of walls. I currently have the object itself ricocheting just fine, however I would like an Angry Birds Style HUD (minus the gravity) that displays where the object is going to hit a wall, and show what angle it will ricochet at: (Pardon my drawing skills)
I have this system working fine on the technical side, all except for the fact because the raycast is endless, so the actual result looks like this:
So to be clear, in the end, I want the 1st raycast to go out infinitely until it hits something, and then when it generates the 2nd second raycast where the first one hit somthing, have the second raycast only go out a pre-specified distance (Maybe 3f or something like that), or until it hits something, in which case it should stop.
My Script:
...ANSWER
Answered 2020-Jul-25 at 19:19You can draw the line/path after you know if it hit an object or not:
QUESTION
I've been working on this project about tanks (based on game Tank Trouble) and I've made walls appear on the screen. How can I make that when projectiles/bullets collide with the wall they ricochet from it?
In the future, I am planning on the bullet colliding with a player/enemy.
Any help will be appreciated!
Here is game code:
...ANSWER
Answered 2020-Apr-10 at 07:51I have a solution. First check for a collision with bullet.rect.colliderect(wall.rect)
, then check if the center of the bullet is left of the wall, then it must be colliding on the left side, using this logic, you can do the same for the other sides.
So in the bullet update, i added:
QUESTION
I've been working on this project about tanks (based on game Tank Trouble) and I'm wondering how I can move forward after I change angle of the sprite. Also if you know how I can make my bullets ricochet from the walls. I will really appreciate any help given. Thank you!
Here is my tank and bullet:
Here is code of the game:
...ANSWER
Answered 2020-Apr-08 at 21:36To move the tank in the direction which is faced, wirte a method, that computes a direction vector, dependent on an velocity
argument and the self.angle
attribute. The nagle and the velocity define a vector by Polar coordinats.
Add the vector to it's current position (self.pos). Finally update the self.rect
attribute by the position:
QUESTION
I'm working on python project right now using pygame library and I need help with this project I make. I want my tank to shoot bullets and so those bullets ricochet from the walls. What is the best way possible to do this?
I'm sorry that my code looks so messy, I've been watching different youtube tutorials and they all do differently.
Here is my code
...ANSWER
Answered 2020-Apr-08 at 13:17One way to do this is to make the bullets velocity flip when it hits a wall. Now I'm assuming the walls are the edge of the screen so what you need to do is in the loop, check if the bullet is about to hit a wall (the edge of the screen) and if it is, flip its x_change
and y_change
. So something like this:
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