top-down-shooter | 2D Multi-platform Multiplayer Top Down Shooter | Game Engine library

 by   MyIsaak C# Version: Current License: No License

kandi X-RAY | top-down-shooter Summary

kandi X-RAY | top-down-shooter Summary

top-down-shooter is a C# library typically used in Telecommunications, Media, Media, Entertainment, Gaming, Game Engine, Unity applications. top-down-shooter has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

As a side project, I am currently working on a top down shooter kit (for games like zombie/survival waves, team deathmatch, counter strike), that will look professional compared and compatable on mobile devices, including a lot of advanced features (AI, map editor) that can be implemented easily. Im not showcasing this kit yet, but maybe some betas can be tested if requested. Most kits are hard to use and difficult for beginners (most unity users that use kits are beginners), and thus this user friendly kit should contain custom inspectors, and documentation.
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              top-down-shooter has a low active ecosystem.
              It has 22 star(s) with 5 fork(s). There are 5 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 3 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of top-down-shooter is current.

            kandi-Quality Quality

              top-down-shooter has no bugs reported.

            kandi-Security Security

              top-down-shooter has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              top-down-shooter does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              top-down-shooter releases are not available. You will need to build from source code and install.

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            top-down-shooter Key Features

            No Key Features are available at this moment for top-down-shooter.

            top-down-shooter Examples and Code Snippets

            No Code Snippets are available at this moment for top-down-shooter.

            Community Discussions

            Trending Discussions on top-down-shooter

            QUESTION

            Java - Pixel-Perfect Collision - gap between player and wall
            Asked 2018-Aug-04 at 22:19

            I'm currently working on a Top-Down-Shooter and having some issues with collision. My world is made of tiles (64x64). The tiles and the entities are rectangles. The player moves with a speed of e.g 2.74 (and not in pixels for smoother movement). But when it comes to the collision between the player (an entity) and a wall i have some issues. To check if there is a collision i take the current position of my player and his movement speed to calculate where his next position would be and if there is any collision. But i check every pixel on the way, so i cant skip an obstacle even if the movement speed is very high. Let's just say the players current position is X:200 Y:200 and he moves 2.74 Pixels a tick in the x direction. My game now checks if there is any collision at X:201 Y:200, X:202 Y:200 or X:202.74 Y:200 and if not moves the player to that position. If I now try to move the player further in the x direction and there is a wall 0.26 Pixels away the player wont move and leave a tiny gap. I tried to calculate the distance between player and wall and add this amount to the players position but for that I need to know which side of the wall the player hits. Also I want the player to be able to move up and down when the wall he hits is in front of him and the other way around.

            Here is my collision method (in Java):

            ...

            ANSWER

            Answered 2017-Jun-29 at 20:08

            Easily resolvable by changing your interpretation.

            You are retaining a fractional position for the purpose of fine grained speed. Ignore the fraction for the purpose of collision detection and display (if you were to do sub-pixel rendering, do the collision on the subpixel rendering accurarcy level).

            Source https://stackoverflow.com/questions/44833505

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

            Vulnerabilities

            No vulnerabilities reported

            Install top-down-shooter

            You can download it from GitHub.

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            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            gh repo clone MyIsaak/top-down-shooter

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            git@github.com:MyIsaak/top-down-shooter.git

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