Space-shooter | Unity game - | Game Engine library

 by   Onikiro C# Version: Current License: No License

kandi X-RAY | Space-shooter Summary

kandi X-RAY | Space-shooter Summary

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

Unity game
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            kandi-support Support

              Space-shooter has a low active ecosystem.
              It has 4 star(s) with 0 fork(s). There are no watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              Space-shooter has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Space-shooter is current.

            kandi-Quality Quality

              Space-shooter has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              Space-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

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

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            Space-shooter Key Features

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

            Space-shooter Examples and Code Snippets

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

            Community Discussions

            QUESTION

            list indices convert from strings into indices python
            Asked 2021-Mar-14 at 21:24

            I'm getting this error TypeError: list indices must be integers or slices, not str in this piece of code (I'm creating a game and I'm assigning some string to images.

            I'm trying to get the game to add some score when the right image is hit and for that I need to get this to work and I'm a bit lost right now.

            I would appreciate it if you help me!

            ...

            ANSWER

            Answered 2021-Mar-14 at 21:24

            You have a list, somewhere, which wants to eat an integer but instead you are feeding it a string.

            Since your error is located around SUFFIX_MAP and since SUFFIX_MAP is used only in the enemy class... the issue is in enemy's __init__:

            Source https://stackoverflow.com/questions/66625385

            QUESTION

            Property does not exist on union type on Phaser with TypeScript
            Asked 2020-Nov-18 at 13:42

            I have been following this tutorial, https://learn.yorkcs.com/2019/02/07/build-a-space-shooter-with-phaser-3-3/ , to make games with Phaser 3 but since I want to deploy them online I'm converting the code to use with TypeScript as I am preparing it via an Ionic 5 app. In the tutorial, I'm supposed to set a player sprite's velocity. For clarity, there are two classes I must create, Entities.js (which I created as entities.ts) and Player.js (which I made into player.ts). The entities are supposed to be an extension of Phaser.GameObjects.Sprite, and the player is supposed to be an entity, extending the entities class. So far, I get everything working except when reaching the part about setting the player's velocity.

            This is my entities.ts:

            ...

            ANSWER

            Answered 2020-Nov-16 at 23:12

            The error message indicates that your player body is one of these types 'Body | StaticBody | BodyType' but StaticBody does not have a setVelocity method. Typescript has the concept of typeguards to handle this situtation, where you work with union types that have different members.

            The solution here, is to check if the this.body has a setVolicity function.

            Source https://stackoverflow.com/questions/64825479

            QUESTION

            Jest import statement: 'TypeError: Cannot set property 'fillStyle' of null'
            Asked 2020-Sep-20 at 02:34

            I type:

            ...

            ANSWER

            Answered 2020-Aug-02 at 22:09

            I solved it by following this instructions.

            Thanks CherryDt.

            Source https://stackoverflow.com/questions/63219552

            QUESTION

            Loading images results in 404 (Not Found) - webpack
            Asked 2020-Jun-03 at 09:15

            This is the text of the error

            I'm trying to load a few images in my game in Phaser 3.23.0 The images are loaded in the function preload() in the file below

            main.js

            ...

            ANSWER

            Answered 2020-Jun-03 at 08:58

            You have a 404.

            change you main.js to:

            Source https://stackoverflow.com/questions/62144661

            QUESTION

            Quarternions in Unity
            Asked 2019-May-08 at 06:18

            I am programming an 6DOF space-shooter in 3D with Unity and C#. I am using mouse and keyboard for the movement. With the mouse I use Quarterions for the rotation in X, Y and Z axis.

            I tried the following code:

            ...

            ANSWER

            Answered 2019-May-07 at 21:18

            You are using absolute (world) vectors as your frame of reference. change Vector3.up to transform.up, Vector3.forward to transform.forward and Vector3.right to transform right, this way you will be rotating along local axis, and gimbal lock should be less problematic.

            Order of operations will still matter, but for relatively small delta it should work as expected.

            I think you are doing the right thing multiplying the quaternions before assigning the new rotation, otherwise each local vector would change with each operation - the behaviour would be slightly different

            Source https://stackoverflow.com/questions/56028245

            QUESTION

            Unity: Destroy VFX Object after it finishes rendering
            Asked 2019-Jan-05 at 07:05

            I'm following this Unity (with C#) tutorial: Space Shooter where we have a space ship that gets destroyed when an asteroid hits it. The asteroid gets destroyed and the Explosion VFX renders successfully. However, the explosion objects, which are invisible at this point, are being kept in the scene forever. I want to clear them. I know this would work:

            ...

            ANSWER

            Answered 2019-Jan-05 at 07:05

            You could just use the duration of the particle system. Put this on any particle system you want to destroy when it's done playing.

            Source https://stackoverflow.com/questions/54032689

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

            Vulnerabilities

            No vulnerabilities reported

            Install Space-shooter

            You can download it from GitHub.

            Support

            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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          • CLI

            gh repo clone Onikiro/Space-shooter

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            git@github.com:Onikiro/Space-shooter.git

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