PowerUp | ⚡ Decompilation Tools and High Productivity Utilities ⚡

 by   badamczewski C# Version: Current License: AGPL-3.0

kandi X-RAY | PowerUp Summary

kandi X-RAY | PowerUp Summary

PowerUp is a C# library. PowerUp has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has medium support. You can download it from GitHub.

The purpose of this library is to provide productivity utilities and tools such as:.
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              PowerUp has a medium active ecosystem.
              It has 1538 star(s) with 50 fork(s). There are 42 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 7 have been closed. On average issues are closed in 3 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of PowerUp is current.

            kandi-Quality Quality

              PowerUp has 0 bugs and 0 code smells.

            kandi-Security Security

              PowerUp has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              PowerUp code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              PowerUp is licensed under the AGPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              PowerUp 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.

            Top functions reviewed by kandi - BETA

            kandi's functional review helps you automatically verify the functionalities of the libraries and avoid rework.
            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of PowerUp
            Get all kandi verified functions for this library.

            PowerUp Key Features

            No Key Features are available at this moment for PowerUp.

            PowerUp Examples and Code Snippets

            No Code Snippets are available at this moment for PowerUp.

            Community Discussions

            QUESTION

            Odd behaviour in gravity from different directions matter js phaser 3
            Asked 2022-Apr-02 at 06:05

            I'm making a platformer game, in which I have a powerup that lets you fly. On collision, I removed the powerup using powerup.gameObject.destroy() and disabled gravity using player.setIgnoreGravity(true). Now when I touch the powerup from different directions, it produces a different result like shown below.

            Here's a minimal example: https://jsfiddle.net/prateek_1/rsoj0h2z/

            Any help is greatly appreciated. Thanks!

            ...

            ANSWER

            Answered 2022-Apr-02 at 06:05

            Well the code works as it should, here is why:

            Scenario 1)
            you touch the powerup while not touching the platform (playertouchingground==false) -> no gravity, and the player doesn't fall to the ground. AND because the player is in the air you can't jump.

            Scenario 2)
            you touch the powerup while touching the platform (playertouchingground==true) -> no gravity, now you can jump, and when you jump you fly away, since nothing is "pulling" the player down.

            The question is, what do you want, that happen?

            Source https://stackoverflow.com/questions/71714951

            QUESTION

            How to delete matter js object on collision dynamically phaser js
            Asked 2022-Apr-01 at 17:21

            I'm making a platformer game in which there is player and some powerups. To check the collision I used matterjs collisionactive function:

            ...

            ANSWER

            Answered 2022-Apr-01 at 17:21

            There are some issues if you only remove the object from them world. the best solution would be to use the destroy() method of the GameObject.

            I would use the event collisionstart, there check if the player is interacting with the powerup, and destroy the gameObject. This should also clear the physics object.

            Here is a short example (how it could work, based on the last answer):

            Source https://stackoverflow.com/questions/71707797

            QUESTION

            How do I make all of a certain type of automatically generated sprites (that are on screen - or exist) move to a defined point on Phaser?
            Asked 2022-Mar-03 at 09:59

            Very new to Phaser so I think I might be fundamentally misunderstanding something.

            My game is supposed to be a clone of 'Jetpack Joyride' where the player jumps to avoid obstacles and collect coins etc.

            I am currently trying to create a powerup which makes all of the coins on screen zoom towards the player (and therefore collect all of the coins).

            I have used the this.physics.moveToObject function but it always gives me the error: 'Uncaught TypeError: Cannot read properties of undefined (reading 'velocity')'.

            My thinking is that this function can't pull multiple objects at once - or it isn't able to 'locate' all instances of 'coins'(perhaps because of the way I have set up the random generation of them).

            This could also be something to do with a basic syntax error on my end.

            One issue I have noticed is, I need to actually destroy the sprites as they go off the screen - but not sure this is related to the above.

            Anyway, any help is appreciated!

            ...

            ANSWER

            Answered 2022-Mar-03 at 09:59

            Well the error is caused, because you are passing a group and not a gameobject to the function (details can befound in the documentation).
            You could loop over all children/conis in the group, a call the function moveToObjecton each of them.

            here a short demo (adapted from your code):

            Source https://stackoverflow.com/questions/71315668

            QUESTION

            Angular – edit/remove element in a Subject Array
            Asked 2021-Dec-08 at 18:25

            I have a Subject of Array of Users

            ...

            ANSWER

            Answered 2021-Dec-08 at 18:25

            I suppose you are working on a service, then you can have a reference of array you need to modify in service attr.

            Source https://stackoverflow.com/questions/70277647

            QUESTION

            Angular - edit a BehaviorSubject Array
            Asked 2021-Dec-01 at 16:34

            I'm sending a request to the server to modify one of the users.

            As a response, the server sends back the updated user.

            After that I'm trying to update the BehaviorSubject of all the users like this:

            ...

            ANSWER

            Answered 2021-Nov-29 at 15:24
            Updating an object in array Variant 1: Using value getter of BehaviorSubject

            You don't have to pipe to the BehaviorSubject. You'd just need to use the tap operator on the source observable (HTTP request) and update the BehaviorSubject in it's callback. tap operator is akin to map but wouldn't transform the incoming emissions. So it's ideal for performing side-effects like updating a local variable.

            Source https://stackoverflow.com/questions/70155920

            QUESTION

            Angular - Edit a Subject which is a type of Array
            Asked 2021-Nov-29 at 14:19

            I'm writing an application where an admin can upgrade the power of a user.

            After i send the request to the server to increase a user's power. Im getting back from the server a list of users:

            ...

            ANSWER

            Answered 2021-Nov-29 at 12:03

            You can just replace the previous currentHeroes$ and it should just work out of the box if you're using the async pipe.

            If your template looks like this:

            Source https://stackoverflow.com/questions/70154090

            QUESTION

            Asp.Net A second operation was started on this context before a previous operation completed
            Asked 2021-Nov-23 at 10:36

            2 methods from my controller for some reason trigger this error: An exception occurred in the database while saving changes for context type 'API.Data.DataContext'. System.InvalidOperationException: A second operation was started on this context before a previous operation completed. This is usually caused by different threads concurrently using the same instance of DbContext

            I have tried everything in this thread: Entity Framework Core: Entity Framework Core: A second operation started on this context before a previous operation completed But nothing seems to work for me.

            ITs different for me because I cant use dbContext as tranziant

            The issue happens in PowerUp and DeleteHero methods

            Controller

            ...

            ANSWER

            Answered 2021-Nov-23 at 10:36

            Both PowerUp and DeleteHero have the following line:

            Source https://stackoverflow.com/questions/70072714

            QUESTION

            Using pygame.time.get_ticks() to display remaining time
            Asked 2021-Nov-19 at 01:44

            I'm currently looking to display the time remaining for power ups on my scoreboard. I'm using pygame.time.get_ticks() to determine the remaining time left for a power up and it seems to be functioning as expected. When a power up is received it lasts for 5 seconds (5000 ticks), unless the same power up is picked up again, then the time is extended by another 5 seconds. This is determined by my power level; picking up a power up increases power up level by 1, once 5 seconds pass, decrease power level by 1.

            I'm having trouble working out how to get this to properly display on my scoreboard, as currently it just displays -5000, which would be my starting power up time (0) minus my power up time allowed per level (5000). When a power up is picked up the time does not change at all and just stays at -5000.

            main.py

            ...

            ANSWER

            Answered 2021-Nov-19 at 01:44

            You are only doing the following two things once since prep_remaining_pow_time is called in init.

            Source https://stackoverflow.com/questions/70028669

            QUESTION

            Python - Alien Invasion Why don't my walls take on their shape?
            Asked 2021-Nov-16 at 06:06

            I'm currently attempting to add walls to my game that can be destroyed by both the players laser and the aliens bombs. Currently when drawing my wall to screen, it is just a single broken up line, instead of the expected shape.

            This is my first time using enumerate, and I followed along with Clear Codes Youtube video and from what I can tell my code should in theory be producing the desired shape.

            What my wall currently looks like

            walls.py

            ...

            ANSWER

            Answered 2021-Nov-15 at 23:25

            Without deeply reading the program, the core issue is likely that your shape is a single string of lines catenated together, which happens when strings are simply collected together in an argument without any separator.. while you probably intended to put commas or newlines inbetween them to form the rows of the sprite!

            current:

            Source https://stackoverflow.com/questions/69981961

            QUESTION

            Dropping power ups from destroyed aliens - Alien Invasion
            Asked 2021-Nov-14 at 22:45

            I'm currently trying to get my aliens to have a random chance to drop powerups when they are destroyed. I seem to have the basic structure and logic figure out, but I'm running into an error.

            When an alien is hit and it DOES spawn a power up, my game crashes and I'm greeted with an error.

            ...

            ANSWER

            Answered 2021-Nov-14 at 22:42

            pygame.sprite.groupcollide returns a dictionary, where the elements are a list. Therefore aliens is a list:

            pow = Pow(aliens.rect.center)

            Source https://stackoverflow.com/questions/69967545

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

            Vulnerabilities

            No vulnerabilities reported

            Install PowerUp

            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 .
            Find more information at:

            Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items

            Find more libraries
            CLONE
          • HTTPS

            https://github.com/badamczewski/PowerUp.git

          • CLI

            gh repo clone badamczewski/PowerUp

          • sshUrl

            git@github.com:badamczewski/PowerUp.git

          • Stay Updated

            Subscribe to our newsletter for trending solutions and developer bootcamps

            Agree to Sign up and Terms & Conditions

            Share this Page

            share link