invaders | A Space Invaders / Intel 8080 emulator | Emulator library

 by   herrecito C Version: Current License: MIT

kandi X-RAY | invaders Summary

kandi X-RAY | invaders Summary

invaders is a C library typically used in Utilities, Emulator applications. invaders has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

A Space Invaders / Intel 8080 emulator in C, using SDL. The code should be really easy to understand for anyone wanting to learn how to create its own emulator.

            kandi-support Support

              invaders has a low active ecosystem.
              It has 6 star(s) with 2 fork(s). There are 1 watchers for this library.
              It had no major release in the last 6 months.
              There are 0 open issues and 1 have been closed. On average issues are closed in 649 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of invaders is current.

            kandi-Quality Quality

              invaders has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              invaders is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              invaders releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            invaders Key Features

            No Key Features are available at this moment for invaders.

            invaders Examples and Code Snippets

            No Code Snippets are available at this moment for invaders.

            Community Discussions


            Multiple Keyboard Inputs Java
            Asked 2021-May-27 at 09:32

            Im working on a space invaders type game and I have a keyboard controller class but the problem is if I want to move my player I can shoot at the same time, how can I change my controller to fix this?

            Key Pressed



            Answered 2021-May-26 at 12:39

            Do not calculate the speed, acceleration and direction in the KeyEvent. You should do that in your GameLoop. You can memorize the keystrokes in the KeyEvent and then process them in the GameLoop.

            You could query the KeyEvents as follows.



            How to spawn entities with specified conditions in pygame?
            Asked 2021-May-22 at 14:53

            Some basic python code with the help of the pygame module. I want to be able to spawn another enemy every time my previous enemy reaches 300px on the Y axis. I tried to search for solutions online but I did not find anything helpful. I'm a complete beginner so pls excuse me if there's a pretty obvious answer to this..



            Answered 2021-May-22 at 14:53

            Do not load the images continuously in player and enemy. Loading an image is a very time consuming operation. Load the images once at initialization.



            Pygame, restarting game results in program closing
            Asked 2021-May-21 at 19:14

            I know this question has been asked before but I'v tried different approaches and I can't seem to be able to fix it.

            I know I have to reset my important global variables in order to correctly restart the game. The reset of those variables is done when lives == 0 -> I reset the global variables, main menu becomes True and Game False which should put me back in the main menu.

            However when I run my game, as soon as the lives reach 0 the code finishes and exits -> Process finished with exit code 0.

            The issue must be in my while game loop but I'm unsure what I'm doing wrong. I'v also tried wrapping my game logic in a function, this seems to mess with my game since I only get the frozen state screen, no enemy spawning and not able to move.

            Any ideas what might cause this issue?

            Full code:



            Answered 2021-May-21 at 19:14

            You are setting game = False, but using that in the while loop. As soon as game is set to False the while loop exits and the game ends. If you want to do it this way, use another variable in the while loop:



            Running python file from command prompt ModuleNotFoundError: No module named 'pygame'
            Asked 2021-May-15 at 02:08

            I have this error when running the script from terminal but works from PyCharm



            Answered 2021-May-15 at 02:08

            You're trying to execute the script with global python which doesn't have the pygame package installed. So, you have to activate the virtual environment first. To do this, go to venv/Scripts/ and there will be an "activate" file that you need to execute. Once you have done this you can run your script and it should work.

            More info on:



            Pygame : AttributeError: 'NoneType' object has no attribute 'fill'
            Asked 2021-May-12 at 18:25

            So,This was my code,i was coding normally by watching a tutorial but suddenly when i used the fill attribution, an error popped up saying the following :

            line 15, in display.fill((25, 25, 29)) AttributeError: 'NoneType' object has no attribute 'fill'

            And under is the code,that i wrote,if anybody willingly helped me then,i would be very happy!

            Under Bellow is my code



            Answered 2021-May-12 at 18:25

            I suspect that pygame failed to initialize. This propogated to:



            Pygame mask collision only putting damage on base on first collision
            Asked 2021-May-10 at 16:07

            I am writing a simple invaders game. To add damage to the bases I figured I could blit a small, black surface on the base at bullet impact, and use a mask to check if the bullet was on the damage or the base, but it isn't working and I feel I am misunderstanding the mask. The first collision is detected but after that it also detects a collision but doesn't put any more damage on the base. I thought because the surface was black the base mask wouldn't include it, but it isn't working. Here is a short test to demo this. Press space (or any key) to fire a bullet at the base. I thought maybe I should generate a new mask for the base but that doesn't work. The mask collide is from the pygame sprite code on github.



            Answered 2021-May-07 at 05:47

            if the pygame.Surface object is changed you need to recreate the mask with pygame.mask.from_surface. However, the mask is generated form the Surface's alpha channel. Therefore, you need to make the damaged area transparent. Create a completely transparent rectangle (RGBA = 0, 0, 0, 0) and blit the rectangle using the special flag BLEND_RGBA_MULT (or BLEND_RGBA_MIN). Finally recreate the mask:



            Collision not incrementing score or removing projectiles
            Asked 2021-May-09 at 09:49

            So I currently have an Enemy Class that uses sprite groups and a projectile class that does not use sprite groups.

            I check the collision of my projectiles against the enemies in the sprite group. If an enemy is hit, the enemy sprite gets removed, the score is incremented and the bullet gets removed from the screen. At the moment only the enemy sprite gets removed.

            Projectile Class:



            Answered 2021-May-08 at 17:17

            I can't see the drawing code so I am guessing that you are still drawing the beam. Make beams a spritegroup and do this in the loop (not in the beams class)

            pygame.sprite.groupcollide(beams, speedboats, True, True)

            Which will remove both from their respective groups.



            Trying to add a restart keystroke to my problem but facing encounters
            Asked 2021-May-02 at 07:43

            So I was trying to build this game using a free course on Youtube by Freecodeacademy(feel free to check them out) and after I finished I tried to add my own restart key log to the game. In the sense that I wanted that if people press R the game restarts.

            I have tried the following methods

            1. Put the game loop in a separate function and try to use recursion to replay the function over and over again but while the game does work, the images such as the bullet image or background does not load and hence it does not work properly

            2. I have also tried creating a new python file in the same project and tried to import the main file over and over again using importlib.reload(main) but I can't seem to do that either.

            I was wondering what else could the solution be and if there is a more efficient solution. I will leave my code down below and would appreciate any help.

            Ps: I am only a armature in coding right now so I understand this problem might be small and stupid but I do want to learn from my failures and mistakes. Also I apologize if there is something wrong with anything in my question. This is my first question on stack overflow.



            Answered 2021-May-02 at 07:43

            Write a function that will reset any variables that change when the game is running:



            Accessing ShadowRoot via Selenium in Firefox returns JavascriptException: Cyclic object value
            Asked 2021-Apr-23 at 04:28

            I'm trying to automate the version of Space Invaders using Python and Selenium. The actual game works through a HTML5 canvas element, which is wrapped in a shadow-root.

            Using the answer to this question, I'm attempting to expand the shadow-root, so I can click the canvas and 'play' the game.

            My current code:



            Answered 2021-Apr-23 at 04:28

            It seems that this is a known issue filed on bugzilla.

            The geckodriver devs also say that the WebDriver spec needs to be updated. See: w3c/webdriver#350.

            However, CAVAh has found and posted a workaround for this issue here.

            Following the advice to return the children of shadowroot return arguments[0].shadowRoot.children it finds 4 elements:



            How do i keep a Turtle in the foreground while 'spawning' other turtles?
            Asked 2021-Apr-15 at 02:40

            Im creating a small retro space invaders type game and wanted to hide the turtles being spawned in the background of the program while having a "loading" screen in front. is their any way to do this? (This is the first question i've asked on here so i'm not sure what code i need to include)



            Answered 2021-Apr-15 at 02:40

            As a rule, turtles can never appear behind anything drawn by turtles. I recommend you put up your "loading" screen message, and create your turtles invisibly:


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


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            Install invaders

            You can download it from GitHub.


            Also, google the Intel 8080 manual.
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