Shmup | 3D Shoot'em Up written with OpenGL ES | Game Engine library
kandi X-RAY | Shmup Summary
kandi X-RAY | Shmup Summary
This is the source code of "SHMUP" a 3D Shoot 'em up that I wrote in 2009. It is very inspired of Treasure Ikaruga, the engine runs on iOS, Android, Windows and MacOS X. It has also been ported to Linux by "xevz". The main project page is at [
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QUESTION
So I am making a 2D space shmup that handles combat in a naval way. So you shoot out the broadsides of the ship, your shields and hull are divided into 4 sections: Forward, Starboard, Port, and Rear. I am not the greatest with math, but I managed to find a script that detects the side of my polygon collider that was hit by say a collision or projectile. That all works great.
The problem is my sprite rotates to steer in 2D space. So when I collide with something say for example with the nose of my ship, if my ship's nose is up then the collision is detected properly. But if the ship is rotated and the nose is now on the left and I collide with something on the nose, the script will detect the nose collision as a port side collision instead. Could somebody help me with correcting the math to account for my ship's rotation?
Collision2DExtension.cs
...ANSWER
Answered 2021-Jan-18 at 21:43In the method GetContactSide you never get the rotation of your sprite, it is like your sprite angle is always 0
One solution for this is to add as a parameter the angle of your sprite to the method and add that angle to the the condition to determine wich side of the sprite it is
It can look like that :
QUESTION
I have a problem about implementing recommendation system by using Euclidean Distance.
What I want to do is to list some close games with respect to search criteria by game title and genre.
Here is my project link : Link
After calling function, it throws an error shown below. How can I fix it?
Here is the error
...ANSWER
Answered 2021-Jan-03 at 16:00The issue is that you are using euclidean distance for comparing strings. Consider using Levenshtein distance, or something similar, which is designed for strings. NLTK has a function called edit distance that can do this or you can implement it on your own.
QUESTION
Trying to make a clone of space invaders. I'm following a guide from here https://kidscancode.org/blog/2016/08/pygame_shmup_part_5/. This is the player sprite
...ANSWER
Answered 2020-Sep-10 at 14:33You have to draw the outline on the image, before the position of the rectangle is set:
QUESTION
I started using pygame and I want to do simple game.Now how can I add a timer to the game screen that displays the elapsed time of the game in seconds?
Image of the game screen:
code in github:
https://github.com/kidscancode/pygame_tutorials/blob/master/shmup/shmup-11.py
...ANSWER
Answered 2020-Sep-01 at 16:51In pygame, there is a couple ways to get the current game time
- Use time.time() to get the time difference between two times
- Use pygame.time.get_ticks() to get milliseconds since
pygame.init()
You only need to add a few lines of code to get the timer
QUESTION
I'm in the middle of making a game and i have these explosions(expl) in a list so it isn't the same sound every time. I'm using a random.choice to "control" the output
...ANSWER
Answered 2020-Jul-26 at 10:43set_volume
is an instance method of the class pygame.mixer.Sound
, but expl_sound
is a list of pygame.mixer.Sound
objects. Hence, you have to set the volume separately for each (Sound) element in the list:
QUESTION
I'm wondering how to create a and set a fill style using bs-webapi and Canvas2d interface in ReasonML.
I think the definition I might need is this:
...ANSWER
Answered 2019-Oct-29 at 09:38The function you want is setFillStyle
:
QUESTION
I am trying to make a 2.5D SHMUP type game in which the world continuously moves forward while the player's spaceship and camera stay in place. This means that even if the world is moving, if the player's ship is in the middle of the screen it will stay there.
To do this I've created an empty game object named Moving World and attached the following script to it:
...ANSWER
Answered 2019-Oct-02 at 08:10I achieved the effect I was aiming for by doing the following. First, I removed the MovingWorld
object and instead applied the following script to the camera:
QUESTION
I am making a button on my credits screen to go back to the start screen when pressed. I have a button function with 'events' as a parameter, but when I use it on my credits scene. However, this error occurs: "UnboundLocalError: local variable 'events' referenced before assignment". I don't understand, 'events' isn't even a variable. Does anyone know how to fix this?
...ANSWER
Answered 2019-Aug-04 at 22:23 button(events, 180, 285, 120, 60, BLUE, LIGHT_BLUE, 'play')
QUESTION
my game animation performance isn't fast enough so i tried looking for a way to improve speed and found Shoot em up but the game seems to use GLSL script and canvas which i really don't understand how they works. How can i rewrite my code by using the above method (glsl script and canvas)
Here is my slow script 10-12 Fps on Mobile (android and iOS) and 48-58 Fps on desktop
...ANSWER
Answered 2019-Feb-23 at 12:36It's hard to say exactly why your code is slow without profiling it, but it's quite possible it's due to over-use of widgets. Try using Kivy canvas instructions instead as much as possible - this requires more manual management of exactly what goes where, but avoids a great deal of widget overhead (which doesn't matter for most apps, but is a problem when you have a very large number of widgets).
As it happens, this is exactly what you were asking about: Kivy is an opengl toolkit and canvas instructions directly manipulate the gl state with relatively little overhead. The example you linked does some even more manual things, but you don't need to go that far for now.
QUESTION
Hello I am new to pygame and I am trying to write a shmup game. However I am always having this error:
TypeError: add() argument after * must be an iterable, not int self.add(*group)
This is the traceback of the error:
File "C:/Users/Pygame/game.py", line 195, in player.shoot()
File "C:/Users/Pygame/game.py", line 78, in shoot bullet = Bullets(self.rect.center,self.angle)
File "C:/Users/Pygame/game.py", line 124, in init super(Bullets,self).init(pos,angle)
This is the code I have written so far, it works well however when the user wants to shoot the error is being raised.
...ANSWER
Answered 2018-Dec-16 at 16:35You're passing the pos
and the angle
to the __init__
method of pygame.sprite.Sprite
here,
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