gizmo | 2D Pixel Destruction Game written in Go | Game Engine library

 by   Lallassu Go Version: Current License: MIT

kandi X-RAY | gizmo Summary

kandi X-RAY | gizmo Summary

gizmo is a Go library typically used in Gaming, Game Engine applications. gizmo has no bugs, it has a Permissive License and it has low support. However gizmo has 1 vulnerabilities. You can download it from GitHub.

This is a game under heavy development and commits might not be explained etc. Use/fork at your own risk!. Developed using faiface/pixel 2D library (
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            kandi-support Support

              gizmo has a low active ecosystem.
              It has 117 star(s) with 11 fork(s). There are 5 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 3 have been closed. On average issues are closed in 106 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of gizmo is current.

            kandi-Quality Quality

              gizmo has 0 bugs and 0 code smells.

            kandi-Security Security

              gizmo has 1 vulnerability issues reported (0 critical, 0 high, 1 medium, 0 low).
              gizmo code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              gizmo is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              gizmo 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.
              It has 5021 lines of code, 196 functions and 35 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

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            gizmo Key Features

            No Key Features are available at this moment for gizmo.

            gizmo Examples and Code Snippets

            No Code Snippets are available at this moment for gizmo.

            Community Discussions

            QUESTION

            Unity 3'nd Person Controller Camera Acting Weird
            Asked 2022-Apr-08 at 23:22

            I'm very new in Unity and Stackowerflow. If i did something wrong, please don't judge me ^^ I used Unity's TPS Controller asset for my game. In first, it worked very well. But then It broke. But i didn't do anything :( (i don't even touch scripts or prefabs). After that, i deleted asset and re-download it but it didnt work again. Here is one example from my broken scene and these are the codes from my controller. Thanks For Any Kind of Help.

            Starter Assets Input ...

            ANSWER

            Answered 2022-Apr-08 at 23:22

            I had the same problem too. I researched a lot of documents about that and finally, I solved this problem. The problem is not about your codes or events or smth else. The problem is related to Unity. I don't know the exact reason for the problem but you can solve it this way: First, go Edit > Project Settings and select Input System Package from the Left tab. And then, change the Update Method with Process Events In Dynamic Update. And that's all! Dynamic update means the usual Update method that you see in the scripts void Update().

            Images

            Source https://stackoverflow.com/questions/71804001

            QUESTION

            Input.GetKeyDown(KeyCode.Mouse0) not working as intended
            Asked 2022-Mar-10 at 07:51

            I'm new to programming and i had this problem coming up, whenever i use Input.GetKeyDown(KeyCode.Mouse0) to attack with my character, it fires maybe 3 out of 10 times, i tried changing many variables and trying to put the code in diferent places but i couldn't find the fix to it

            here's the code :

            ...

            ANSWER

            Answered 2022-Mar-10 at 07:51

            How should the jumpattacking case be ever reached?

            • Either the attackTime is higher than 0 or the first attacking case already kicks in and sets attackTime = startTimeAttack immediately - regardless of the input!

              → You rather want to start the cooldown only if you actually attacked!

            • And then still the jumpattacking could not be reached because the attacking case already consumes your input first and sets the timer.

            • Finally the way you are using the animator Bool parameters looks like you would be better using Tigger instead which is used for one time changing to a certain state and reset the trigger.

              I don't know how your animator is configured but it might be that since you immediately reset the bool parameters in the next frame it immediately transitions back to the idle state.

            What you should probably do is rather merging both cases together like e.g.

            Source https://stackoverflow.com/questions/71419350

            QUESTION

            Proper way to create and listen to a HTTP observable with dynamic payload
            Asked 2022-Mar-09 at 10:50

            Scenario

            User has a menu that create's a set of car criteria that will be used to filter out the results server side. When the user clicks the Load button, it sends the criteria set to obtain right results and then pass them to a child component for display.

            I am trying to do this properly by creating a observable and while it works, it just doesn't smell right.

            Parent HTML

            ...

            ANSWER

            Answered 2022-Mar-09 at 08:47

            this.http.post(url, postPayload) returns an Observable, so i don't see why you're subscribing to it and "hold" the result inside a behavior subject.

            i would go with the following direction:

            Source https://stackoverflow.com/questions/71404982

            QUESTION

            Defining a relative point with rotations
            Asked 2022-Mar-04 at 19:37

            I want to get a relative point (so it's current pos + a vector3 of directions)

            so that when I rotate the gameObject it's still in the same relative point

            Example: (say if it was 1 unit away from the gameObject in the x axis when rotation is 0, it should be 1 unit away form the gameObject in the z axis when rotation is -90)

            here's what I tried: (center is a vector3 of the distance relative to the gameObject)

            ...

            ANSWER

            Answered 2022-Feb-18 at 19:43

            There is a math equation to solve this. Assuming you have Quaternion rotation; for the objects rotation, Vector3 objectPosition; for the game object and Vector3 point; for the point in local space, the equation is (rotation * (point-objectPosition)) + objectPosition

            Source https://stackoverflow.com/questions/71176653

            QUESTION

            Mapping PerlinNoise to a Grid
            Asked 2022-Feb-23 at 07:08

            I am trying to generate a grid across my map and add nodes depending on the perlin noise value. Depending on the value obtained from the perlin noise at a location, I will add a new Node which will be of a certain type e.g. Mountain, Water etc to represent terrian. Here I am trying to make it so that if the value is > 0.5, this mean it's only mountains and so a black coloured cubes should surround the mountain areas, However, my black cubes do not match the mountain areas from the perlin noise and I cannot seem to figure out why I am going wrong. Would appreciate any insight into how I could go about achieving this.

            ...

            ANSWER

            Answered 2022-Feb-23 at 04:59

            It think the issue is in

            Source https://stackoverflow.com/questions/71227119

            QUESTION

            How do I generate a serde_json object from a "." separated text format?
            Asked 2022-Feb-21 at 13:43
            The Problem

            I am trying to generate a json object (with serde) by parsing a custom macro format that looks like this:

            ...

            ANSWER

            Answered 2022-Feb-20 at 21:36

            To insert your row into json_macro you can fold keys_split from the left and insert every key into the top-level object:

            Source https://stackoverflow.com/questions/71197066

            QUESTION

            How to draw a gizmo in CesiumJS
            Asked 2022-Feb-13 at 17:11

            How to draw a gizmo by giving it a position, orientation and eventually a scale in a CesiumJS application?

            By gizmo I mean a 3-axes right-handed reference frame using (x,y,z) vectors, ideally depicted as (RGB) values, such as these, for example:

            I wish I could depict the orientation of any object (e.g. a glTF) by placing such reference frame, for example, at the position of the object origin (e.g. using its longitude, latitude and elevation) and following its orientation, as defined by its heading, pitch and roll values which must follow the three given angles in their original order (heading first, pitch second and roll third) starting from the LTP-ENU (0,0,0) convention (x=0=east, y=0=north, z=0=upward).

            The inspector is not an option.

            ...

            ANSWER

            Answered 2022-Feb-13 at 15:33

            You can use DebugModelMatrixPrimitive.
            Here 's Sandcastle
            Sample code

            Source https://stackoverflow.com/questions/71092953

            QUESTION

            Why will my physics 2D raycast not display or work correctly?
            Asked 2022-Feb-13 at 11:04

            Basically i wanted to make a raycast for jumping but for some reason the distance of the raycast is wrong and never changes and the position of it is so wrong i cant even seem to find it:

            ...

            ANSWER

            Answered 2022-Feb-12 at 22:49

            Try Vector2.down instead?

            Alternative things to try:

            Is the player in the scene the same as the prefab? Increase the distance. Add a new GameObject at the feet of the player, reference that in your script and call the Raycast from there. Is ray2d a RayCastHit2d? Are your ground object tags correct, including all grammer/caps? Try outputting in debug, ray2d.collider.name to see what you're actually hitting. If you're using a rigid body, try rigidbody2d. position instead of transform.position

            Do you have the player selected in the hierarchy? This is needed to see the gizmos.

            Source https://stackoverflow.com/questions/71096390

            QUESTION

            OptaPlanner domainAccessType Gizmo
            Asked 2022-Jan-14 at 16:49

            I'm trying to use GIZMO in my solver config.

            It seems to get fast access with most of my variables, but it throws an exception for variables in my @PlanningSolution:

            ...

            ANSWER

            Answered 2022-Jan-14 at 16:49

            Unable to reproduce in Quarkus. See https://github.com/kiegroup/optaplanner-quickstarts/tree/stable/technology/kotlin-quarkus for an example of using OptaPlanner with Kotlin in Quarkus. I tested changing the the fields of TimeTable to private, and it works as expected.

            Outside of Quarkus, this behaviour is expected. When domain access type GIZMO is used, member accessors and a custom solution cloner is generated for the domain. The custom solution cloner requires all fields to be public; public getters/setters are not used since they are not guaranteed to be simple (they could do validation checks that throw an exception, or modify other fields).

            Source https://stackoverflow.com/questions/70537440

            QUESTION

            How to select an object to be picked up whenever the camera is pointed to that object?
            Asked 2022-Jan-12 at 23:07

            I'm trying to pick up objects in unity. I have a gameObject called LookObject. Whenever the camera points to an object, the name of that object will be stored in LookObject, then when I press Space the object gets picked up. it is working but not completely. The issue I'm facing is that when I look at an object then look at another direction, the lookObject still shows the name of the object I was looking at (it doesn't update). please see this image:

            as shown in the image, the reticle is not pointing to the object. but it is still showing Cube as the Look Object.

            Here is PlayerInteractions class:

            ...

            ANSWER

            Answered 2022-Jan-12 at 23:07

            A simple fix for this would be to set lookObject to null if the SphereCast returns false since that would indicate you are no longer looking at a valid object. Simply adding else lookObject = null; to the end of the first if statement in your Update() method should do the trick.

            Source https://stackoverflow.com/questions/70688722

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

            Vulnerabilities

            No vulnerabilities reported

            Install gizmo

            You can download it from GitHub.

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