Wobble | powerful MonoGame extension framework for developing cross | Game Engine library
kandi X-RAY | Wobble Summary
kandi X-RAY | Wobble Summary
Wobble is a powerful and bare-bones extension of the MonoGame Framework designed to make the initial boilerplate process of developing games so much simpler. This framework allows you to follow a familiar and easy-to-learn paradigm while still giving you full control of MonoGame itself. The original purpose of Wobble was to provide an underlying and organized framework for Quaver, a competitive-oriented and open-source rhythm game currently in development, however it can be used for just about any game. If you can master this framework, you'll have no problem jumping in on the Quaver development which is encouraged.
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Trending Discussions on Wobble
QUESTION
Here is all the code for the website, it has many bugs, like the footer which is stuck in the middle. So the idea is to create 11 different tissues in the format of this image mapped to the JS I have, bit i dont know how to do that.[![sample tissue][1]][1]
I would like to create a slider that functions when you click on the collection number it switchees to the next collection.
Also all the links only take the size and not the column width when hovered.
...ANSWER
Answered 2022-Mar-16 at 07:51The questioner is focusing on the problem of getting an actual image to look like material being moved with the wind.
The code presented to do this divides a canvas into small rectangular elements and moves each of those as required by the 'physics' given (value of gravity/wind for example).
The original just draws grid lines for each of these areas. What we need is for the equivalent rectangle in the original image to be copied to that point.
This snippet achieves this by adding a origx/y to the info kept about each point so that we know where to find the original rectangle.
It brings the image into an img element (it is important to wait until this is loaded before doing more with it) then copies it to an off-screen canvas that has the same dimensions as the one which will hold the material. This canvas is inspected when we need the 'mini image' to put at a given point.
WARNING: this code (even without the introduction of an image) is pretty processor intensive. On a farily powerful laptop with good GPU it was taking around 19% of CPU and not much less of GPU and the fan was whirring. This is even when there is no movement of the mouse. The code could do with a thorough look through, for example to stop the timer when user activity is completed, and perhaps putting the frame rate down (it's 60fps in the given code). I would not recommend it be put in a webpage and left there running - it will be a battery drainer.
QUESTION
I would like to get the price value from the pseudo element you see on the picture below. If I hover over the mouse only then I can see some value like the price it costs( that is what I need). I found the "move_to_element" so now I can hover over the mouse with the program but I still cant get the price out of the element. The problem is that even if I hover over my mouse I cant see the element opening in the inspector tab.
This is the code I would like to get out the :before element from:
...ANSWER
Answered 2022-Feb-08 at 04:49When I visited the website manually, I get somewhat like what you showed, but when I run through automation, it does not show any Upgrades. Hence, I had to stick to checking the identities (like Grandma, Cursor, etc); but they didn't show in automated version. Only the users ???
are seen. Snapshot
Eventually, I tried it with ???
only. I tried a different approach, instead of using ::before
or ::after
, I tried to see if any tooltip exists somewhere, and it does exist. The only caveat is that I was able to fetch all the text from the hover (from which again we have to extract what is required through code). On this context, here is the code:
QUESTION
I feel like i've read so many examples/docs and watched videos but i can't get my head around using selectors with recoil. Maybe i'm just having a bad day cause i don't think it's that hard.
This is where i'm at...
lets say i have data like:
...ANSWER
Answered 2021-Dec-14 at 15:25There's a typo in your onChange function:
// setLeagueFilter(e.target.value)}>
setTypeFilter(e.target.value)}>
Just filter the array based on the typeFilter value before mapping as components:
// data.map((d) => (
//
// ))
data
.filter(({type}) => {
// nothing selected yet, keep all:
if (!typeFilter.trim()) return true;
// else keep if item.type equals filter:
return type === typeFilter;
})
.map((d) => (
))
QUESTION
I seem to have a very strange issue... the following query chops off some of the result of the GROUP_CONCAT
ANSWER
Answered 2021-Nov-08 at 11:20SET SESSION group_concat_max_len = 1000000;
QUESTION
Why can't the leaf wibble
be assigned a default value "-"
in the following schema (comments not in schema, added to post for clarity)
ANSWER
Answered 2021-Nov-03 at 19:28In YANG one uses the regex flavor from XML Schema which doesn't require ^$
to anchor expressions so that they math the entire value. All XSD expressions are implicitly anchored. You could try to remove these characters from your patterns and give it another try.
QUESTION
I have the following dataset:
...ANSWER
Answered 2021-Sep-18 at 11:10You need to add scale_fill_manual
. Look below.
QUESTION
I'm trying to create a new mapped type from an existing type. I'm looking to replace all nullable properties with a string
type. Basic idea is to have the mapped type replace all nullable property types in sub-records with a string
type. If the sub-record doesn't include any nullable types the sub-record itself is excluded from the mapped type. Also any property that is not an object is excluded.
ANSWER
Answered 2021-Aug-09 at 15:14interface OriginalType {
foo: {
bar: string | null;
baz: number | null;
};
bar: {
qux: string;
quz: boolean | null;
wobble: string | null;
};
baz: {
grault: string;
garply: number;
flob: boolean;
};
version: number;
}
type IsNullableProperty = null extends T[K] ? K : never;
// Filtering out non nullable properties and convert rest to strings
type ConvertSubRecord = {
[K in keyof T as IsNullableProperty]: string;
};
type IsEmptyObject = keyof T extends never ? never : T;
// It transform property keys for non records and records that are converted into empty objects into never
type IsNotEmptySubRecord = T[K] extends object
? keyof ConvertSubRecord extends never
? never
: K
: never;
type Convert = {
// Filter out with IsNotEmptySubRecord helper and convert subrecords with ConvertSubRecord
[K in keyof T as IsNotEmptySubRecord]: ConvertSubRecord;
};
interface ExpectedType {
foo: {
bar: string;
baz: string;
};
bar: {
quz: string;
wobble: string;
};
}
const res: Convert = {
bar: {
quz: "",
wobble: ""
},
foo: {
bar: "",
baz: "",
},
}
QUESTION
The documentation for Django 2.2, which I'm using, gives the following example usage for select_for_update
:
ANSWER
Answered 2021-Jul-27 at 02:49As far as I'm aware update just performs an UPDATE ... WHERE query, with no SELECT before it
Yes, that's correct. You could confirm this by looking at the actual queries made. Using the canonical django tutorial "polls" app as an example:
QUESTION
I am getting the following error when making a get request:
...ANSWER
Answered 2021-Jul-16 at 02:33Here is an example code to help you out. You can easily refactor this into your "Api" class and your "Get" thing.
QUESTION
I havet this codepen: https://codepen.io/sp2012/pen/VwpyWdp . Unfortunately, this code is too advanced for me. The game has three maps. I want to keep only the first map and when the game is finished, if you click on the map the game restarts.
The code follows:
This is the HTML:
...ANSWER
Answered 2021-Jun-01 at 06:17Just comment out the second and third level section of the levels[0] object (maps). Change the HTML content that makes reference to other levels.
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