asteroids | An asteroids '' clone in C | Learning library
kandi X-RAY | asteroids Summary
kandi X-RAY | asteroids Summary
Implementing lab 3 of chapter 12 of Head First C.
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asteroids Key Features
asteroids Examples and Code Snippets
public int[] asteroidCollision(int[] asteroids) {
Deque stack = new LinkedList<>();
for (int a : asteroids) {
if (a > 0) {
stack.addLast(a);
} else {
if (!stack.isEmpty(
public static int[] asteroidCollision(int[] asteroids) {
Stack stack = new Stack<>();
for (int cur : asteroids) {
boolean skip = false;
while (!stack.isEmpty() && stack.peek() > 0 && cu
private int partition(long mass, int startIndex, int[] asteroids) {
int length = asteroids.length;
int smallOrEqualIndex = startIndex - 1;
for (int i = startIndex; i < length; ++i) {
if (asteroids[i] <= mass)
Community Discussions
Trending Discussions on asteroids
QUESTION
I'm developing MVVM kotlin application with repository pattern
I have separated my model classes as below
- classes represents the data coming from network
- classes represents entities for the room database
- classes that represents the domain
In my repository I want always to return the domain object not the network object or the entity object.
In my Dao I insert and retrieve entity object as below
...ANSWER
Answered 2021-Jun-10 at 08:40Use Transformations.map
QUESTION
I'm developing a Kotlin app using MVVM with repository pattern.
I have a main fragment that displays list of asteroids.
Here is the flow I want to achieve.
- When user opens main fragment , I will check if there's asteroids data stored in the local database (room).
- If yes I will displays the stored data
- If no I will call API to get the asteroids then I will store the data from API to local database
So based on my understating of the repository pattern the viewModel should not be concerned about the data source wether it's from API or local database.
So I defined this function in repository that the viewModel will call
...ANSWER
Answered 2021-Jun-09 at 12:11You should be able to return the LiveData value:
QUESTION
In my Kotlin application I'm using Retrofit to retrieve data from network and room to store these data locally.
In the ViewmMdel
I want to get the asteroid
objects and store them in local database.
The main problem is the network call returns ArrayList
of data class called Asteroid
And the Dao
expects an ArrayList
of Asteroid
Entity.
So basically I have 2 asteroids classes. One represents an entity for room and the other as model for network call.
I have this funcion in ViewModel
ANSWER
Answered 2021-Jun-08 at 08:21You must convert com.asteroidradar.repository.db.entity.Asteroid
com.asteroidradar.Asteroid
by following code:
QUESTION
http://localhost:63342/untitled1exercise.1html/exercise1.html?_ijt=kk8leu22fhfgiu9fi47k34bc04
...ANSWER
Answered 2021-Apr-24 at 15:41You have a typo.
QUESTION
Hello! I have recently been working on an Asteroids clone, but there are a few issues, one of which has to do with Raylib's DrawTriangle()
function.
ANSWER
Answered 2021-Apr-24 at 20:40Okay, so I did a bit of research (basically asked my friend for some help) and we concluded that Raylib's DrawTriangle()
function only accepts values going counterclockwise, otherwise, nothing will be drawn on the screen. Here are the values we used:
QUESTION
I am making a game in which you are nyan cat and you have to dodge asteroids in space (don't ask). The game runs very well I have even implemented a score system. But for some reason whenever I stop moving my cursor in the pygame window (i am not moving my mouse left and right in the game window) it will freeze and get really laggy. Does anyone know whats going on!? HELP! - PLEASE!!
Here is an example: https://www.youtube.com/watch?v=QJJDxZE_kbU
Code:
...ANSWER
Answered 2021-Mar-24 at 18:10It's a matter of Indentation. You must drew the scene in the application loop instead of the event loop:
QUESTION
Ship ship;
Asteroid[] asteroid;
Satellite satellite;
void setup() {
size (1280, 720);
noCursor();
ship = new Ship(100, 50);
asteroid = new Asteroid[3];
for (int i = 1; i <= asteroid.length; i++) {
asteroid[i-1] = new Asteroid(random(60, 99));
satellite = new Satellite(random(100, 900), random(400, 700), 30);
}
}
void draw() {
background(0);
ship.display();
ship.move(mouseX, mouseY);
satellite.display();
for (int i=0; i < asteroid.length; i++) {
asteroid[i].display();
asteroid[i].update();
}
boolean collision = hitShip(ship, asteroid);
if (collision == true);
print("There is a hit");
}
boolean hitShip(Ship ship, Asteroid []asteroid) {
float asteroid1 = asteroid[0].getXPos() + asteroid[0].getYPos();
float asteroid2 = asteroid[1].getXPos() + asteroid[1].getYPos();
float asteroid3 = asteroid[2].getXPos() + asteroid[2].getYPos();
float shipLocation = ship.getXPos() + ship.getYPos();
if (asteroid1 == shipLocation) {
return true;
}
if (asteroid2 == shipLocation) {
return true;
}
if (asteroid3 == shipLocation) {
return true;
}
return false;
}
...ANSWER
Answered 2021-Mar-23 at 16:26If you have an asteroid
that is at position 30,50
your code would say asteroid = 80
If the ship
is at position 50,30
it is obviously not at the same position but would still be shipLocation = 80
To solve this you could use a Position class
with an equals
method:
QUESTION
I'm trying to find the best way to generate perlin-noise-based cube voxel asteroids, but cannot seem to find a consistent method to do so.
I've tried to use this perlin noise library: https://github.com/warmwaffles/Noise/blob/master/src/prime/PerlinNoise.java
Along with this static method to get 3D noise out of it:
...ANSWER
Answered 2021-Mar-11 at 20:06I'm not quite sure exactly what you are doing so I'll just tell you how I generally do it. My voxels use some variation of marching cubes so I'll change it a bit to suit what you're doing.
First you can loop though all your voxels and take the center point. Then normalize it. I'm assuming your asteroid has (0.0,0.0,0) in the middle, if not just offset everything. In any case that gives you points around a unit sphere. You can then multiply those points by some constant to get a bigger sphere of points, like say 5 or 10. The bigger the number the higher the frequency of your noise. Play with it until it looks good to you. Next plug those points in 3D nose, Perlin or simplex. Simplex is generally better. This will give you a value from around -1 to 1 for every voxel.
Then you just need to have a base radius for your asteroid. For instance if your voxels go from -10 to +10 in all dimensions you can use a base radius of say 8. If you add that to your noise you get values of roughly 7 to 9 for every voxel all the way around the sphere. If the distance of the center of a voxel to the origin is less than it's calculated number it's solid. If it's greater, it's non-solid. Bingo you're done.
You can also scale your noise up and down to give you higher peaks and lower valleys. And then there are various ways to combine noise to get a lot of different kinds of terrain. The Ridged Multi-Fractal is one of my favorites. With low resolution it's not so important however since you won't see the details anyway.
QUESTION
I've read this question about the Abstract factory pattern, but the only answer to it tries to emulate in Haskell what one would in OOP languages (although the forword is along the lines you don't need it in Haskell).
On the other hand, my intention is not really to force an OOP-specific pattern on a Functional language as Haskell. Quite the opposite, I'd like to understand how Haskell addresses the needs that in OOP are addressed via the Factory pattern.
I have the feeling that even these needs might not make sense in Haskell in the first place, but I can't formulate the question any better.
My understanding of the structure of the factory pattern (based on this video which seems pretty clear) is that
- there's a bunch of different products, all implementing a common interface
- there's a bunch of different creator classes, all implementing a common interface
- each of the classes in 2 hides a logic to create a product of those in 1
- (if I understand correctly, it's not necessary that there's a 1-to-1 mapping between objects and creators, as the creators could just hide different logics make different choices about which specific object to create based on user input/time/conditions/whatever.)
- the client code will have the creators at its disposal, and everytime one of those is used it (the creator, not the client code) will know how to crate the product and which specific product.
How does all (or some) of this apply to Haskell?
Having several different product classes implementing a common product interface is a thing in Haskell, the interface being a typeclass
, and the products being types (data
s/newtype
s/existing types). For instance, with reference to the spaceship-and-asteroids example from the linked video, we could have a typeclass
for defining Obstacles
anything that provides size
, speed
, and position
,
ANSWER
Answered 2021-Feb-27 at 09:05Having several different product classes implementing a common product interface is a thing in Haskell, the interface being a typeclass
Not quite. It's true that typeclasses can express what interfaces do in OO languages, but this doesn't always make sense. Specifically, there's not really any point to a class where all methods have type signatures of the form a -> Fubar
.
Why? Well, you don't need a class for that – just make it a concrete data type!
QUESTION
I'm a newb, when it comes to developing games, especially with a new language and framework. I'm having trouble at making the camera stick to the player. Not sure where should I put the this.camera.startFollow();
statement so it would work. The game is an asteroids remake, however, the map is larger than 800x600. The game is already set up with socket.io. Here's the code:
ANSWER
Answered 2021-Feb-25 at 21:53Solved by adding the following code in the create() function:
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