Shmup | 3D Shoot'em Up written with OpenGL ES | Game Engine library

 by   fabiensanglard C Version: Current License: GPL-3.0

kandi X-RAY | Shmup Summary

kandi X-RAY | Shmup Summary

Shmup is a C library typically used in Gaming, Game Engine applications. Shmup has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has low support. You can download it from GitHub.

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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            kandi-support Support

              Shmup has a low active ecosystem.
              It has 235 star(s) with 54 fork(s). There are 29 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 2 open issues and 1 have been closed. On average issues are closed in 253 days. There are 2 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of Shmup is current.

            kandi-Quality Quality

              Shmup has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              Shmup is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              Shmup releases are not available. You will need to build from source code and install.

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            Shmup Key Features

            No Key Features are available at this moment for Shmup.

            Shmup Examples and Code Snippets

            No Code Snippets are available at this moment for Shmup.

            Community Discussions

            QUESTION

            I need help on the math for detecting the "side" of collision on a rotating sprite
            Asked 2021-Jan-18 at 21:43

            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 21:43

            In 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 :

            Source https://stackoverflow.com/questions/65780904

            QUESTION

            Recommendation System by using Euclidean Distance (TypeError: unsupported operand type(s) for -: 'str' and 'str')
            Asked 2021-Jan-03 at 19:48

            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 16:00

            The 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.

            Source https://stackoverflow.com/questions/65551325

            QUESTION

            Pygame draw.rect not working with rect argument
            Asked 2020-Sep-10 at 14:33

            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 14:33

            You have to draw the outline on the image, before the position of the rectangle is set:

            Source https://stackoverflow.com/questions/63824122

            QUESTION

            Create a timer at the bottom of the page in pygame
            Asked 2020-Sep-01 at 16:51

            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 16:51

            In 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

            Source https://stackoverflow.com/questions/63067878

            QUESTION

            Pygame setting volume when target is a list
            Asked 2020-Aug-13 at 20:01

            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 10:43

            set_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:

            Source https://stackoverflow.com/questions/63099024

            QUESTION

            How does fillStyle work in bs-webapi Canvas2d
            Asked 2019-Oct-29 at 19:15

            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 09:38

            The function you want is setFillStyle:

            Source https://stackoverflow.com/questions/58603748

            QUESTION

            Moving child GameObject inside moving parent GameObject
            Asked 2019-Oct-02 at 08:10

            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 08:10

            I 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:

            Source https://stackoverflow.com/questions/58153808

            QUESTION

            How do you fix: "UnboundLocalError: local variable 'events' referenced before assignment" in pygame?
            Asked 2019-Aug-04 at 23:22

            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')
            

            Source https://stackoverflow.com/questions/57350460

            QUESTION

            Perfomance improvement by using glsl
            Asked 2019-Feb-23 at 12:36

            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 12:36

            It'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.

            Source https://stackoverflow.com/questions/54838719

            QUESTION

            Add() argument after * must be an iterable, not int Pygame
            Asked 2018-Dec-16 at 16:35

            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 16:35

            You're passing the pos and the angle to the __init__ method of pygame.sprite.Sprite here,

            Source https://stackoverflow.com/questions/53804098

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

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