skulls | πŸ’€ πŸ’€ πŸ’€ s k u l l s πŸ’€ πŸ’€ πŸ’€ | Emulator library

Β by Β  rootVIII Go Version: v1.1 License: GPL-2.0

kandi X-RAY | skulls Summary

kandi X-RAY | skulls Summary

skulls is a Go library typically used in Utilities, Emulator applications. skulls has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has low support. You can download it from GitHub.

This was developed on macOS Big Sur.
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              skulls has a low active ecosystem.
              It has 39 star(s) with 2 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              skulls has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of skulls is v1.1

            kandi-Quality Quality

              skulls has no bugs reported.

            kandi-Security Security

              skulls has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              skulls is licensed under the GPL-2.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              skulls releases are available to install and integrate.
              Installation instructions are not available. Examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed skulls and discovered the below as its top functions. This is intended to give you an instant insight into skulls implemented functionality, and help decide if they suit your requirements.
            • Load loads a new game .
            • Update the game game
            • readAudio reads an audio file
            • Main entry point
            • readRawIMG reads an image from an asset
            • init initializes the game .
            • exitErr exits the error with the given error .
            • randNo returns a random number
            • Dummy returns dummy
            Get all kandi verified functions for this library.

            skulls Key Features

            No Key Features are available at this moment for skulls.

            skulls Examples and Code Snippets

            copy iconCopy
            .apk
             with gomobile:
            gomobile build -target=android github.com/rootVIII/skulls/skullsgomobile
            
            
            
            // 2. Install the newly created .apk into an already running Android Emulator:
            adb -s  install skullsgomobile.apk
            
            // Note: to list available emulators (  

            Community Discussions

            QUESTION

            Background image won't scale to fit page
            Asked 2020-Dec-12 at 14:36

            I'm trying to get this background image to reapply itself to cover a div container. I want it to remain the same size so that it doesn't become 'zoomed in' when the screen scale changes. However, at present, it's just zooming in and not remaining the same size:

            ...

            ANSWER

            Answered 2020-Dec-12 at 14:36

            There are a couple of problems, the skull is not repeating, it is covering the whole div which means it looks 'fuzzy' as it's basically a small image. Also, be aware that IOS does not cope with background attachment fixed.

            Taking out the no-repeats (there are several) and the fixed and just letting the skull show at its natural size we get an effect as in this snippet:

            Source https://stackoverflow.com/questions/65265528

            QUESTION

            Java Slot machine college project
            Asked 2020-Nov-19 at 10:20

            I'm making a slot machine for a college project. There are loads and loads of similar projects talked about online however the requirements for my project are slightly different. Here is my task:

            1. The player starts with Β£1 credit, with each go costing 20 p.
            2. If the Fruit Machine β€œrolls” two of the same symbol, the user wins 50 p.
            3. The player wins Β£1 for three of the same and Β£5 for 3 Bells.
            4. The player loses Β£1 if two skulls are rolled and all of his/her money if three skulls are rolled.
            5. The player can choose to quit with the winnings after each roll or keep playing until there is no money left.

            What I've come up with so far is this:

            ...

            ANSWER

            Answered 2020-Nov-19 at 10:20

            I've changed things a little. Rather than storing 3 unique fields reel1, reel2 and reel3 you can re-use the counter variable you're using to control the for-loop to place the chosen symbols into an array. Note: you need to start the counter at 0, but this makes little/no difference.

            Source https://stackoverflow.com/questions/64908125

            QUESTION

            Top of the screen when the app is running showing a label with the app title
            Asked 2020-Aug-17 at 22:40

            Guys please, I don't know what to do, suddenly this label on the top appeared with the text which is actually the title of my application. I tried searching on the internet and stack overflow, but I found nothing but another question with the same problem which wasn't resolved. This is my home file, but I actually believe it is a problem in the manifest.xml file

            ...

            ANSWER

            Answered 2020-Aug-17 at 22:40

            In your XML style file you should define these:

            Source https://stackoverflow.com/questions/63459487

            QUESTION

            fruit machine GSCE challenge
            Asked 2020-Apr-02 at 23:29

            I'm sure you have all heard of the GCSE fruit machine challenge. Well I am having issues with that, you see, when the user spins 3 skulls it doesn't deduct all their credits and when they only spin 2 skulls it doesn't deduct 1 credit. If anyone can help please do.

            ...

            ANSWER

            Answered 2020-Apr-02 at 15:16

            The problem is you are comparing list to string where "Skull" is a string and the variable "spin" is a list of one element. To solve this you can turn "spin" to a string using spin = random.choice(symbols) which will make one choice as a string.

            You seem new to python so I also rewrote your code. You are more than welcome to ask questions about it :)

            Source https://stackoverflow.com/questions/60994342

            QUESTION

            Discord bot: struggling to tally emoji reacts for voting
            Asked 2020-Jan-27 at 07:52

            first time poster here. Sorry if this is an obvious fix, but I'm very new to the world of nodejs and programming in general.

            I'm currently trying to create a Discord bot that allows any user to initiate a "love it or hate it" vote with the !vote command. Once the vote is initiated, the bot sends out a message announcing the vote, then reacts to its own message with a heart and skull emoji to denote the love and hate options, respectively. This part is working as intended.

            After a set amount of time passes (a very short period), the bot should tally the emoji reactions and figure out if there are more hearts, more skulls, or an equal number of both. Depending on the outcome, it will send another message announcing the outcome of the vote. This part is not working as intended.

            As it stands, I can get the bot to respond to my !vote command by sending a new message in the chat and reacting to that message with the proper emojis. The bot will also wait for the set amount of time and announce the outcome of the vote. However, it always announces that the vote was neutral, regardless of which emoji I clicked on before the timer expired (making sure I didn't click both, of course).

            My code to compare the number of votes clearly is not functioning as intended. However, after spending hours trying out different fixes, I can't figure out the solution for the life of me and it's driving me crazy. Is there a part of this that's incorrect? And if so, how do I fix it?

            Many thanks to anyone who can chime in. After lurking for a while and finding countless fixes in other people's questions in the past, I thought I'd finally turn to the lovely people at Stack Overflow for help. You guys rock!

            ...

            ANSWER

            Answered 2020-Jan-27 at 07:52

            The fist problem its user.id === message.author.id so only message author can react. message.channel.send return a promise of new message, so you can use then => for message react. Better use action collector on collect for get count and then when collector ends send a message.

            Source https://stackoverflow.com/questions/59926154

            QUESTION

            CSS hover events not being picked up on submenu within a submenu
            Asked 2019-Sep-04 at 17:58

            On a site I'm working on, I have a submenu within a submenu. The level-2 submenu is taller than the parent level-1 submenu. I'm using css to basically say, if i'm hovering over the parent list item of the level-1 submenu, or the level-1 submenu itself, the level-1 submenu is visible, and i'm repeating the same thing for the level-2 submenu. But when the mouse leaves the bounds of the level-1 submenu, it seems like pointer events on the level-2 item are not being picked up anymore.

            I understand this is really confusing to understand but you can see it in action on this sloppily-and-quickly-thrown-together staging site (I know it's not in its best state, please be patient for the styling to appear): http://kachinahouse.newbird.co/

            Hover over All Categories, Native American Artifacts, and try to select a submenu item a bit down the list. The entire menu disappears as if hover events aren't being recieved as soon as you leave the bounds of the level-1 submenu.

            • In safari, hover events on level-2 don't even seem to be registered.
            • In chrome, level-2 hover events disappear when the mouse leaves the bounds of level-1
            • In firefox, everything works as expected and the submenus stay open as long as I'm hovering over them.

            Should be noted that I am not using display:none to hide the submenu items before their appearance, I'm using a combination of opacity, visibility and pointer-events:none so that I can use smooth fading transitions. I mention this because I'm wondering if my pointer-events might be mucking things up somehow...? I don't see how though.

            Simplified example of my css:

            ...

            ANSWER

            Answered 2019-Sep-03 at 19:29

            I think you might be overcomplicating your styles, specially with the pointer-events styles and whatnot. If all the elements in your menus and submenus are links/hoverable items, you should not be removing the pointer-events or their individual visibility, and instead make the parent container invisible.

            Additionally, since you're styling with SCSS, you're nesting your .sub-menu inside a path that makes the .sub-menu quite a specific CSS rule. Your CSS reads like so:

            Source https://stackoverflow.com/questions/57777465

            QUESTION

            FAQ - Accordion Expand/Collapse Function
            Asked 2019-May-03 at 12:33

            Working on an existing expand/collapse "FAQ" accordion page and looking to get the "expand/collapse" feature to work correctly.

            I managed to get the page to start off with everything collapsed, but when I click on any column to expand and then click on another, the original one does not collapse.

            Importantly, I would like to keep the search feature intact.

            ...

            ANSWER

            Answered 2019-May-03 at 12:32

            If you want the panels to start out collapsed, don't use the in class.

            Calling $('.collapse').collapse(); doesn't collapse your panels, it reactivates the .collapse elements with the default options, overriding .in (so the panels are closed) and data-parent (so you lose the one-panel-at-a-time behavior).

            You also don't need to define the :contains pseudo-selector three times on every keypress. Once is enough. And you don't need to explicitly loop over all #accordion's .panels, just use a sufficiently broad selector.

            Source https://stackoverflow.com/questions/55960410

            QUESTION

            How to get Ascii Text Art Formatted Properly For Excel MsgBox
            Asked 2019-Apr-04 at 14:30

            A belated happy April 1st friends. Like most of you, I have always felt Excel lacked a Skull and Bones graphical image as part of the vba MsgBox routine. Frankly the red vbCritical just doesn't go far enough to alarm users when they've really done something horrible.

            So I thought, enough is enough, I need a SKULL! Many of my customers have a standard of professionalism that prevents me from making custom FORMS. Thus, not wanting to violate any codes of conduct, I considered graphical text options of ASCII SKULLS. A quick DuckDuck search brought me some of the finest skull compilation art on the web.

            At this point, I figured I was going to be in business but as you can see below, the MsgBox version of my favorite masterpiece leaves much to be desired! Clearly, this won't alarm anyone...

            I suspect the issue is the method I'm using to store the art (as Comment.Text) is formatting in some undesirable way. Is there a way to control this, or is there a better method to store text in Excel to preserve the text art format?

            My vba code is basic: MsgBox Range("A1").Comment.Text

            Also.... it works great on SO!

            ...

            ANSWER

            Answered 2019-Apr-03 at 22:15

            As stated in comments: ASCII art often relies on a mono-spaced (non-proportional) font, which is not what the out-of-the-box Msgbox uses. So it's very difficult, if not impossible to do strictly with MsgBox tool.

            However, create your own MsgBox instead and call it whenever needed. Using Courier as the font for Label1 (Courier IS mono-spaced).

            Source https://stackoverflow.com/questions/55487448

            QUESTION

            how to remove a specific game object (that is in an array) from a list?
            Asked 2019-Feb-09 at 22:45

            my goal with the code is to have multiple skulls appear on screen for comparison. Depending on number of skulls on screen (1-6) they change position and size, Ive done this through the use of an array of gameObjects (the skulls) and a list that can keep track of which skull is in which "position".

            The code works if you are adding, but runs into problems when you remove the object. It "works" on RemoveAt only if you remove the GameObjects in the same order that they were added. IE: The list is always removing element 0(first item in list) rather than the specific gameObject that is instigating the RemoveAt function.

            While I have found many answers on how to remove specific individual gameObjects, They dont work since my gameObjects are in an array- I cant simply say remove gameObject name. Which leads me to my question of how to remove a specific gameObject[] from a list?

            either remove or removeAll run these two errors:

            error CS1502: The best overloaded method match for System.Collections.Generic.List.RemoveAll(System.Predicate)' has some invalid arguments.
            Error CS1503: Argument
            #1' cannot convert int' expression to typeSystem.Predicate'

            Here are my two scripts for all this:

            Script on each bird skull named birdController:

            ...

            ANSWER

            Answered 2019-Feb-09 at 22:29

            I guess you're looking for a similar function like in an List. You could use this:

            Source https://stackoverflow.com/questions/54610970

            QUESTION

            Javascript slot machine how to use if and else if
            Asked 2018-Nov-01 at 01:37

            My code is supposed to create a slot machine that Create a list with six symbols (Cherry, Bell, Lemon, Orange, Star, Skull).

            • Create a variable with the starting credit for the user (Β£1.00).
            • Have it so the user has 20p taken away from their credit for their go.
            • Generate a list with 3 random choices from the symbol list.
            • Print out the choices so the user knows the results.
            • If the user gets three of a kind for any symbol but the bell or the skull, they get 50p added to their credit.
            • If the user gets three bells, they get Β£1.00 added to their credit.
            • If the user gets two skulls, they lose Β£1.00 of their credit.
            • If the user gets three skulls, the user loses all their remaining credit.

            So far this is my code:

            ...

            ANSWER

            Answered 2018-Nov-01 at 00:02

            && has higher precedence than ||, so this line

            Source https://stackoverflow.com/questions/53093341

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

            Vulnerabilities

            No vulnerabilities reported

            Install skulls

            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/rootVIII/skulls.git

          • CLI

            gh repo clone rootVIII/skulls

          • sshUrl

            git@github.com:rootVIII/skulls.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

            Explore Related Topics

            Consider Popular Emulator Libraries

            yuzu

            by yuzu-emu

            rpcs3

            by RPCS3

            Ryujinx

            by Ryujinx

            ruffle

            by ruffle-rs

            1on1-questions

            by VGraupera

            Try Top Libraries by rootVIII

            proxy_requests

            by rootVIIIPython

            pdfinverter

            by rootVIIIGo

            gosynflood

            by rootVIIIGo

            proxy_web_crawler

            by rootVIIIPython

            git_clones

            by rootVIIIPython