LightLevel | Tiny Bukkit plugin that displays light level | Game Engine library

 by   PneumatiCraft Java Version: Current License: No License

kandi X-RAY | LightLevel Summary

kandi X-RAY | LightLevel Summary

LightLevel is a Java library typically used in Gaming, Game Engine, Minecraft applications. LightLevel has no bugs, it has no vulnerabilities, it has build file available and it has low support. You can download it from GitHub.

LightLevel is a basic CraftBukkit server plugin to allow players access to the light level on any block in a Minecraft world.
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            kandi-support Support

              LightLevel has a low active ecosystem.
              It has 4 star(s) with 0 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 2 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of LightLevel is current.

            kandi-Quality Quality

              LightLevel has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              LightLevel does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              LightLevel releases are not available. You will need to build from source code and install.
              Build file is available. You can build the component from source.

            Top functions reviewed by kandi - BETA

            kandi has reviewed LightLevel and discovered the below as its top functions. This is intended to give you an instant insight into LightLevel implemented functionality, and help decide if they suit your requirements.
            • Handles the commands
            • Filters the available commands using the given filter
            • Takes a list of strings and returns the concatenated string
            • Shows a single page of commands
            • Toggles the player
            • Sets whether the mouse is enabled
            • Toggles whether or not the specified player is enabled
            • Returns true if the specified player has been enabled
            • Invoked when the server is enabled
            • Register commands
            • Setup database
            • Loads the configuration
            • Returns true if all nodes have permission
            • Returns true if node has permission
            • Called when the database is disabled
            • Handles a block damage event
            • List of database classes
            • Returns true if any of the nodes in the cluster have permission
            • Handles the command
            Get all kandi verified functions for this library.

            LightLevel Key Features

            No Key Features are available at this moment for LightLevel.

            LightLevel Examples and Code Snippets

            No Code Snippets are available at this moment for LightLevel.

            Community Discussions

            QUESTION

            Light to go from value 0 to 255 then to 0 again
            Asked 2020-Oct-27 at 14:46

            I'm working on a light puls code, i want the light to go from value dark (0) then increase to bright (255).

            I have been trying to use a "for" to get this to work but i am really unsure. The code starts with the light on 0, then i want to increase it to 255, then have a pause of 0.50 seconds then repeat

            ...

            ANSWER

            Answered 2020-Oct-27 at 14:46

            You seem to be using the MakeCode editor and one of the great advantages of the MakeCode editor is that you can switch between blocks and the language.

            This means you can start by doing the for loop in blocks:

            And then switch to the JavaScript view to see what the code looks like:

            Source https://stackoverflow.com/questions/64547834

            QUESTION

            Attaching state change to the body background color of a React app?
            Asked 2020-Feb-05 at 17:47

            I have a room with a light that has 4 levels – off, low, medium, high ...

            The level changes each time you press a button.

            How could I make the body colour on the page change in relation to the changes in state?

            ...

            ANSWER

            Answered 2020-Feb-05 at 17:46

            Here is a simple example, best practice is to style the Container instead of the body class:

            Source https://stackoverflow.com/questions/60080619

            QUESTION

            How to check brightness of a background color to decide text color written on it
            Asked 2020-Jan-25 at 23:47

            I have a simple question, but I wasn't able to find an answer to this. Note, that I'm almost a complete beginner.

            So I have an app (it's not mine, but I'm contributing to it), and in there is writing on a color background, which can be changed by the user. The writing should appear black if the background is bright enough but stay white if it isn't.

            The application is a school diary app for elementary and high-school students that connects to the state-wide school diary service in Hungary. Here, the best note is 5, the worst is 1. The user can set the colors of each grade in the settings. Right now, only the code for the note "4" is hard-coded to have black text (because the background is yellow by default on "4" notes), all others have white. This is what I want to automate.

            Example of white text

            Example of black text

            This is the main screen of the app for reference

            Page where user can change color for a kind of note

            Code right now:

            ...

            ANSWER

            Answered 2020-Jan-25 at 13:54

            QUESTION

            Incomplete Light Circle
            Asked 2019-Apr-11 at 20:28

            I've made a lighting engine which allows for shadows. It works on a grid system where each pixel has a light value stored as an integer in an array. Here is a demonstration of what it looks like:

            The shadow and the actual pixel coloring works fine. The only problem is the unlit pixels further out in the circle, which for some reason makes a very interesting pattern(you may need to zoom into the image to see it). Here is the code which draws the light.

            ...

            ANSWER

            Answered 2017-May-31 at 06:02

            This can be solved by anti-aliasing.

            Because you push float-coordinate information and compress it , some lossy sampling occur.

            Source https://stackoverflow.com/questions/44249056

            QUESTION

            How do I get EntityFrameworkCore generated SQL to use the right format for DateTime objects?
            Asked 2018-Aug-28 at 02:55

            I'm using Microsoft.EntityFrameworkCore.SqlServer v2.1.2 (and have also tried v2.2.0-preview1-35029) and am using LINQ to fetch a collection of entities from an Azure SqlServer database, filtering on a DateTime field.

            However, the SQL generated by the LINQ statement uses a string-based DateTime value that SqlServer rejects with this error:

            Conversion failed when converting date and/or time from character string.

            I can modify the SQL statement to change the datetime format so that the query works without error (see below for details), but I don't know how to get the framework to generate that same datetime format.

            While EntityFrameworkCore is still kinda new, it seems like this is a pretty straightforward use case, so I'm assuming I'm doing something wrong and that it's not a framework issue.

            How do I prevent EF from generating an invalid datetime value in the SQL?

            and/or

            How do I get the generated SQL to use another format for DateTime objects?

            The EntityFramework model I'm using looks like this:

            ...

            ANSWER

            Answered 2018-Aug-28 at 02:55

            In looking at the source code on GitHub, there is a conditional formatting that EntityFrameworkCore uses based on the StoreType it believes the column in the expression to be. For example, the format you're seeing is clearly for datetime2. The error that you're experiencing can occur when comparing a datetime column to a datetime2 formatted string.

            Here is the source I'm referring to, there are three string consts that represent the format for the C# DateTime value:

            Source https://stackoverflow.com/questions/52048935

            QUESTION

            Moving a motor with an arduino and a photo-sensor
            Asked 2018-Feb-27 at 03:26

            So I started using an Arduino kit I bought recently, and have been attempting to make a motor move (for now) before I go onto more complex things.

            The point of my little project in the future will be for the Arduino to sense light from near my window at night. From there it will hopefully turn a motor that hits my alarm clock. Though for now I simply want to get the motor moving when it sees light, and off once it stops seeing light, as I can add an automatic turn off after a few seconds later.

            Here is the current code:

            ...

            ANSWER

            Answered 2018-Feb-27 at 03:26

            You can’t analogRead on pin 0. You must use A0-A5 (14-19)

            Source https://stackoverflow.com/questions/48971338

            QUESTION

            ExecuteNonQuery() Not Updating the database
            Asked 2017-Nov-02 at 10:54

            I saw the same topic/question in various posts here, but none seem to be what i am searching for. I have 2 identical tables in a database, and i want to populate them in an identical way, with two identical methods, they only have different data storing. The first method EnterParams works fine & populates the table, but the second one fails. Tried debugging the code line by line and when it goes to com.ExecuteNonQuery() it catches an exception (In my controller i have a try/catch method) and it stops.

            How can i know what exception it is and how to handle it? It is weird because both methods are identical, one succeeds and one fails

            ...

            ANSWER

            Answered 2017-Nov-02 at 10:54

            Answering based on the comments, you can choose either one from the following:

            • Make the column SID as Auto Increment, then you need not to insert value to this column.
            • Include SID in your query and pass the value for SID through command param

            Source https://stackoverflow.com/questions/47072735

            QUESTION

            Deserialize JSON
            Asked 2017-Mar-10 at 18:22

            I'm struggling to deserialzer the JSON snippet below due to the different fields being returned, for example in config, it works ok with config.on, as this is in each config block, but as they others are all different, how do I get round this? The JSON returns all the different sensors connected so with different fields.

            ...

            ANSWER

            Answered 2017-Mar-10 at 16:15

            There is no need to be extra creative with converting missing properties to String multiple times. So instead of doing this:

            Source https://stackoverflow.com/questions/42722126

            QUESTION

            HLSL - organizing shaders and techniques and not getting lost
            Asked 2017-Jan-09 at 20:58

            I need help with organizing shaders in my game.

            The game uses vertex and pixel shaders for texturing and lighting. Some objects are textured, other just colored, then there are several lighting algorithms - lightmaps, diffuse and specular lighting, some shadow generation which only some objects get, etc.

            My first idea was to have one big, nice shader technique which can handle it all based on parameters. This was great to maintain (pseudo code to give idea):

            ...

            ANSWER

            Answered 2017-Jan-09 at 20:58

            Why cannot I have those if statements? I read a lot about how conditional execution hurts GPUs, but my ifs only depend on shader parameters which have same value for all rendered pixels (or verts). Why cannot they be fast? I really miss them.

            Thoughts:

            The main problem is here, that the compiler only sees a boolean expression and not the semantical information that your variable is a shader constant. It is only a special case and can become complex, if you for example use a more sophisticated boolean expression with functions, which only uses shader constants too. I think to prevent a lot of headaches of the shader compiler developers they choose to let the if be as general as it is.

            Facts:

            As stated in the HLSL-Documentation for if, there are two modes of the if, either flatten or branch. With flatten the compiler rolls out both sides of the if, so they are computed first, and afterwards the result is taken from the right side. With branch only the right side is executed, as the boolean is evaluated first, but this mode can only be used if you don't use any gradient functions like tex2D, because they are dependent of neighbour fragments, and so need to be executed on each fragment and must not be skipped. In your case I'm pretty sure that you are using such functions, so the compiler chooses flatten for your ifs, resulting in a fully executed and slow shader.

            What is the best way to divide this code into different shaders / techniques / files. Are there any good standards or rules?

            As far as I know there are no good standards, but I think engines like Unity or Unreal are a good spot to have a deeper look, how they are managing their shaders. The last time I looked into Unreal, they dynamically generated each shader once it is needed, so the shader code is generated from their shader builder, which then is compiled.

            In my own little engine, I used a similar approach as you, but instead of dynamic branching, I'm using the preprocessor directives #if, #elif, #else, and #endif. If the engine encounters a needeed shaders, it sets the right defines and then compiles them on the fly with D3DCompile. To prevent stuttering, I save the compiled shaders to disc and before compiling, I'm looking for the shader, if it has been compiled before.

            Source https://stackoverflow.com/questions/41502549

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

            Vulnerabilities

            No vulnerabilities reported

            Install LightLevel

            You can download it from GitHub.
            You can use LightLevel like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the LightLevel component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .

            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 .
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            https://github.com/PneumatiCraft/LightLevel.git

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            gh repo clone PneumatiCraft/LightLevel

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            git@github.com:PneumatiCraft/LightLevel.git

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