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QUESTION
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 06:05Well 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?
QUESTION
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 17:21There 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):
QUESTION
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 09:59Well 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 moveToObject
on each of them.
here a short demo (adapted from your code):
QUESTION
I have a Subject of Array of Users
...ANSWER
Answered 2021-Dec-08 at 18:25I suppose you are working on a service, then you can have a reference of array you need to modify in service attr.
QUESTION
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 15:24value
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.
QUESTION
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 12:03You 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:
QUESTION
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 10:36Both PowerUp and DeleteHero have the following line:
QUESTION
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 01:44You are only doing the following two things once since prep_remaining_pow_time
is called in init.
QUESTION
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 23:25Without 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:
QUESTION
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 22:42pygame.sprite.groupcollide
returns a dictionary, where the elements are a list. Therefore aliens
is a list:
pow = Pow(aliens.rect.center)
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