minecraft-comes-alive | Replaces Minecraft 's villagers with humans | Video Game library

 by   WildBamaBoy Java Version: Current License: GPL-3.0

kandi X-RAY | minecraft-comes-alive Summary

minecraft-comes-alive is a Java library typically used in Gaming, Video Game, Minecraft applications. minecraft-comes-alive has no bugs, it has no vulnerabilities, it has build file available, it has a Strong Copyleft License and it has low support. You can download it from GitHub.
Villagers can be interacted with - you can talk to them, ask them to follow you, set their home, give them gifts, etc. Interacting with people builds relationships. Get your relationship high enough and you will be able to marry someone. After getting married, you will be able to have children who will do many chores for you such as: Farming, Fishing, Woodcutting, Hunting, and Mining.
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                        minecraft-comes-alive has a low active ecosystem.
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                        It has 133 star(s) with 121 fork(s). There are 51 watchers for this library.
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                        It had no major release in the last 6 months.
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                        There are 111 open issues and 1186 have been closed. On average issues are closed in 82 days. There are 3 open pull requests and 0 closed requests.
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                        It has a neutral sentiment in the developer community.
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                        The latest version of minecraft-comes-alive is current.
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                                    minecraft-comes-alive has 0 bugs and 0 code smells.
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                                                minecraft-comes-alive has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
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                                                minecraft-comes-alive code analysis shows 0 unresolved vulnerabilities.
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                                                There are 0 security hotspots that need review.
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                                                          kandi-License License

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                                                            minecraft-comes-alive is licensed under the GPL-3.0 License. This license is Strong Copyleft.
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                                                            Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.
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                                                                        minecraft-comes-alive releases are not available. You will need to build from source code and install.
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                                                                        Build file is available. You can build the component from source.
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                                                                        It has 6819 lines of code, 545 functions and 81 files.
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                                                                        It has medium code complexity. Code complexity directly impacts maintainability of the code.
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                                                                                  Top functions reviewed by kandi - BETA
                                                                                  kandi has reviewed minecraft-comes-alive and discovered the below as its top functions. This is intended to give you an instant insight into minecraft-comes-alive implemented functionality, and help decide if they suit your requirements.
                                                                                  • Handles a button click
                                                                                    • Handles an interaction
                                                                                    • Sets the home location
                                                                                    • Handles special case Gift
                                                                                  • Called when this node is updated
                                                                                    • Performs a replacement of an entity
                                                                                    • Set the reaper state
                                                                                    • Returns the top - level top - level top - level corner above the specified location
                                                                                  • Handles a participant
                                                                                  • Update task
                                                                                  • Update the target
                                                                                  • Called when the button is pressed
                                                                                  • Handles an item down
                                                                                  • Called when a task is running
                                                                                  • Handles a PlaceEvent event
                                                                                  • Handles destruction of survivors
                                                                                  • Preinit the instance
                                                                                  • Update the task
                                                                                  • Create the config values
                                                                                  • Render the entity
                                                                                  • Handles a debug command
                                                                                  • Serializes the entity to a NBTFragment
                                                                                  • Called when a command is entered
                                                                                  • Start the game
                                                                                  • Registers the entity manager
                                                                                  • Attempt to attack a damage source from the world
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                                                                                  minecraft-comes-alive Key Features

                                                                                  Replaces Minecraft's villagers with humans, who can be interacted with.

                                                                                  minecraft-comes-alive Examples and Code Snippets

                                                                                  No Code Snippets are available at this moment for minecraft-comes-alive.
                                                                                  Community Discussions

                                                                                  Trending Discussions on Video Game

                                                                                  Python: implement a "software-wide" setting that does not change often without running an if statement in every loop
                                                                                  chevron right
                                                                                  Is there a better way to write this incredibly long regex, or perform this error check?
                                                                                  chevron right
                                                                                  Showing highlighted silhouette of mesh ONLY when it is occluded
                                                                                  chevron right
                                                                                  Extract story plots from Wikipedia
                                                                                  chevron right
                                                                                  How to return an object property from an array of objects in react
                                                                                  chevron right
                                                                                  How can you create an empty circle using exclusively CSS?
                                                                                  chevron right
                                                                                  My images are not being displayed in a row
                                                                                  chevron right
                                                                                  Deny movement in pygame when player would collide with a wall
                                                                                  chevron right
                                                                                  How to calculate rotation needed to face an object
                                                                                  chevron right
                                                                                  Updating A Json in a more efficient way
                                                                                  chevron right

                                                                                  QUESTION

                                                                                  Python: implement a "software-wide" setting that does not change often without running an if statement in every loop
                                                                                  Asked 2022-Apr-07 at 16:09

                                                                                  I want Python to kind of ignore a statement that is unlikely to be called in a function that is often called.

                                                                                  I do not have a formal education in programming, so please excuse my lackluster ability to desribe things. I will try to explain the concept by example.

                                                                                  Say I am writing a video game, first-person shooter, drawing 60 frames per second. In the settings menu, the user can select whether or not to display the name of other players above their head. If they disable this, I store this value as showplayernames = False.

                                                                                  Then in my drawing function that outputs the graphics I have:

                                                                                  def draw():
                                                                                      #code that draws the graphics on screen
                                                                                      if showplayernames:
                                                                                          #code that draws the name of players on screen
                                                                                  

                                                                                  I call this function 60 times a second, but there is absolutely no point for checking if showplayernames is True 60 times a second. It will not change that often, in fact I could make this a kind of "constant" during play by preventing it to change. If showplayernames is False, then the third and fourth lines of the code are completely redundant, but they are executed nevertheless. The computer isn't smart enough to know it can ignore it, and there is a performance difference: reading a value and then checking if it is false takes time.

                                                                                  I could write two copies of the game (or at least the draw() function), one with only the first two lines when the user selects not to show names in the settings, and another without the if statement, and then run the appropriate one.

                                                                                  def draw_with_names():
                                                                                      #code that draws the graphics on screen
                                                                                      #code that draws the name of players on screen
                                                                                  
                                                                                  def draw_without_names():
                                                                                      #code that draws the graphics on screen
                                                                                  

                                                                                  Although looping through either of these 60 times a second is more efficient than running draw() ,this is obviously not the way to go. There are dozens of settings like this.

                                                                                  So how do software and game designers implement these kind of "software-wide" settings efficiently?

                                                                                  ANSWER

                                                                                  Answered 2022-Apr-07 at 15:38

                                                                                  not an game designer, but here is my voice. You could store settings inside json file next to you python, but then you need to cover reading, getting right values etc.

                                                                                  You could use Environment variables to store value but that would end up using still "if" in the code.

                                                                                  Game designers use triggers and events to get things done, and on the lowest level I would assume those things also use if's.

                                                                                  system-wide-settings will in the end be used with if's

                                                                                  You could use overwrites based on event/trigger and use "same" draw function in both times but that only complicates code, and we all know to "keep it simple".

                                                                                  Sorry if this is not the answer you were looking for.

                                                                                  Source https://stackoverflow.com/questions/71784920

                                                                                  QUESTION

                                                                                  Is there a better way to write this incredibly long regex, or perform this error check?
                                                                                  Asked 2022-Mar-19 at 14:12

                                                                                  I was trying to find a way to error/style correct a non-standard custom menu file from a decade old video game that I was working on in Notepad++ and this was the best I could come up with.

                                                                                  The below returns any curly brackets that aren't followed by an EOL character or are preceded by anything other than line start and 1-4 tabs, it works fine but seems like it could be a lot more elegant. Any returned brackets are incorrect unless they're the first or last in the file. More tabs are technically okay highly unlikely.

                                                                                      (?

                                                                                  Properly formatted:

                                                                                      Menu "MenuName"
                                                                                      {
                                                                                          Menu "SubMenuName"
                                                                                          {
                                                                                              Option "OptionName" "Command"
                                                                                              Option "OptionName" "Command"
                                                                                          }
                                                                                      }
                                                                                  // This is a comment line
                                                                                  // [ curly brackets in comment lines are made square so they don't get counted as balancing
                                                                                  

                                                                                  All curly brackets should be on a separate line by themselves with nothing but preceding tabs. They should also be paired but I've got a plugin handling that.

                                                                                  Improperly formatted:

                                                                                      Menu "MenuName"{
                                                                                          Menu "SubMenuName"
                                                                                          {
                                                                                              Option "OptionName" "Command"
                                                                                              Option "OptionName" "Command"   }
                                                                                      }Menu "That bracket would be wrong since the line should end afterwards.
                                                                                      {   //this would also be wrong
                                                                                  // Nothing should ever follow a bracket except a End Of Line character.
                                                                                  

                                                                                  Is there some better way to implement this search/check, considering Notepad++ uses Boost regex and doesn't allow variable-length lookbehinds? Also perhaps keeping in mind that I learned everything I know about regex last night.

                                                                                  The expression also returns the first (no preceding tab) and last (no EOL character) but I'm okay with that particular behavior.

                                                                                  The full content of a file I use as a template:

                                                                                  It loads from a loose file in the data folder, completely as is.

                                                                                  //DO NOT DELETE, needs a line here for some reason.
                                                                                  Menu "MenuNameTEMPLATE"
                                                                                  {
                                                                                      Title "TitleName"
                                                                                      Option "OptionName" "Command"
                                                                                      Divider
                                                                                      LockedOption
                                                                                      {
                                                                                          DisplayName "OptionName"
                                                                                          Command "Command"
                                                                                          Icon "IconName"
                                                                                          PowerReady "PowerIdentifiers"
                                                                                      }
                                                                                      LockedOption
                                                                                      {
                                                                                          DisplayName "OptionName"
                                                                                          Command "Command"
                                                                                          Icon "IconName"
                                                                                          Badge "BadgeIdentifiers"
                                                                                      }
                                                                                      LockedOption
                                                                                      {
                                                                                          DisplayName "OptionName"
                                                                                          Command "Command"
                                                                                          Icon "IconName"
                                                                                      }
                                                                                      Menu "SubMenuName"
                                                                                      {
                                                                                          Title "TitleName"
                                                                                          Option "OptionName" "Command"
                                                                                          Option "OptionName" "Command"
                                                                                      }
                                                                                  }
                                                                                  

                                                                                  ANSWER

                                                                                  Answered 2022-Mar-18 at 16:55

                                                                                  I want to start by saying that regex is 100% the wrong tool for this, you want a custom parser to handle both validating your file and parsing it into a model you can then use.

                                                                                  However, with the limitations imposed by your question, the following should do it:

                                                                                  ^(?:[^{}]*|\t{1,4}[{}])$
                                                                                  

                                                                                  Rather than worry about look-arounds, simply match what you expect to find. See it in action here: https://regex101.com/r/nYNqHw/1

                                                                                  Source https://stackoverflow.com/questions/71529024

                                                                                  QUESTION

                                                                                  Showing highlighted silhouette of mesh ONLY when it is occluded
                                                                                  Asked 2022-Feb-22 at 09:36

                                                                                  so I'm trying to create an online game using Babylon.js but have run into a problem thats got me a little stumped so hoping someone here would be willing to help me out. Please bear with me on this one, i'm a complete newbie with babylon as i've only every worked with THREE.js. Right now my game consists of a scene compromising of multiple meshes with multiple users represented as avatars (created from basic circle geometry for the moment) loaded into an environment. What I want to do is highlight the outline of these avatars ONLY when they are occluded by any other object, meaning that when they are not occluded they look normal with no highlight but when behind an object their highlighted silhouette can be seen by others (including yourself as you can see your own avatar). This is very akin to effects used in many other video games (see example below).

                                                                                  Example of Effect

                                                                                  Thus far, based on some googling and forum browsing (Babylonjs outline through walls & https://forum.babylonjs.com/t/highlight-through-objects/8002/4) I've figured out how to highlight the outline of objects using Babylon.HighlighLayer and I know that i can render objects above others via RenderingGroups but I can't seem to figure out how to use them in conjunction to create the effect I want. The best i've managed to do is get the highlighted avatar render above everything but I need just the silhouette not the entire mesh. I'm also constrained by the fact that my scene has many meshes in it that are loaded dynamically and i'm also trying to keep things as optimal as possible. Can't afford to use very computationally expensive procedures.

                                                                                  Anybody know of the best way to approach this? Would greatly appreciate any advice or assistance you can provide.Thanks!

                                                                                  ANSWER

                                                                                  Answered 2022-Feb-22 at 09:36

                                                                                  So I asked the same question on the babylon forums which helped me to find a solution. All credit goes to the guy's that helped me out over there but just in case someone else comes across this question seeking an answer, here is a link to that forum question https://forum.babylonjs.com/t/showing-highlighted-silhouette-of-mesh-only-when-it-is-occluded/27783/7

                                                                                  Edit: Ok thought i'd include the two possible solutions here properly as well as their babylon playgrounds. All credit goes to roland & evgeni_popov who came up with these solutions on the forum linked above.

                                                                                  The first solution is easier to implement but slightly less performant than the second solution.

                                                                                  Clone Solution: https://playground.babylonjs.com/#JXYGLT%235

                                                                                  // roland@babylonjs.xyz, 2022
                                                                                  
                                                                                  const createScene = function () {
                                                                                  const scene = new BABYLON.Scene(engine);
                                                                                  
                                                                                  const camera = new BABYLON.ArcRotateCamera('camera', -Math.PI / 2, Math.PI / 2, 20, new BABYLON.Vector3(0, 0, 0), scene)
                                                                                  camera.attachControl(canvas, true);
                                                                                  
                                                                                  const light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(0, 1, 0), scene);
                                                                                  light.intensity = 0.7;
                                                                                  
                                                                                  const wall = BABYLON.MeshBuilder.CreateBox('wall', { width: 5, height: 5, depth: 0.5 }, scene)
                                                                                  wall.position.y = 1
                                                                                  wall.position.z = -2
                                                                                  
                                                                                  const sphere = BABYLON.MeshBuilder.CreateSphere('sphere', { diameter: 2, segments: 32 }, scene)
                                                                                  sphere.position.y = 1
                                                                                  
                                                                                  const sphereClone = sphere.clone('sphereClone')
                                                                                  sphereClone.setEnabled(false)
                                                                                  
                                                                                  const matc = new BABYLON.StandardMaterial("matc", scene);
                                                                                  matc.depthFunction = BABYLON.Constants.ALWAYS;
                                                                                  matc.disableColorWrite = true;
                                                                                  matc.disableDepthWrite = true;
                                                                                  
                                                                                  sphereClone.material = matc;
                                                                                  
                                                                                  sphere.occlusionQueryAlgorithmType = BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE
                                                                                  sphere.occlusionType = BABYLON.AbstractMesh.OCCLUSION_TYPE_STRICT
                                                                                  
                                                                                  const hl = new BABYLON.HighlightLayer('hl1', scene, { camera: camera })
                                                                                  hl.addMesh(sphereClone, BABYLON.Color3.Green())
                                                                                  hl.addExcludedMesh(wall);
                                                                                  
                                                                                  let t = 0;
                                                                                  
                                                                                  scene.onBeforeRenderObservable.add(() => {
                                                                                      sphere.position.x = 10 * Math.cos(t);
                                                                                      sphere.position.z = 100 + 104 * Math.sin(t);
                                                                                  
                                                                                      if (sphere.isOccluded) {
                                                                                          sphereClone.setEnabled(true)
                                                                                          sphereClone.position.copyFrom(sphere.position);
                                                                                      } else {
                                                                                          sphereClone.setEnabled(false)
                                                                                      }
                                                                                  
                                                                                      t += 0.03;
                                                                                  })
                                                                                  
                                                                                  return scene;
                                                                                  };
                                                                                  

                                                                                  This second solution is slightly more performant than above as you don't need a clone but involves overriding the AbstactMesh._checkOcclusionQuery function which is the function that updates the isOccluded property for meshes such that the mesh is always rendered even when occluded. There’s no overhead if you are using the occlusion queries only for the purpose of drawing silhouettes however If you are also using them to avoid drawing occluded meshes then there’s an overhead because the meshes will be drawn even if they are occluded. In which case your probably best of going with the first solution

                                                                                  Non-Clone solution: https://playground.babylonjs.com/#JXYGLT#14

                                                                                  // roland@babylonjs.xyz, 2022
                                                                                  
                                                                                  const createScene = function () {
                                                                                  const scene = new BABYLON.Scene(engine);
                                                                                  
                                                                                  const camera = new BABYLON.ArcRotateCamera('camera', -Math.PI / 2, Math.PI / 2, 20, new BABYLON.Vector3(0, 0, 0), scene)
                                                                                  camera.attachControl(canvas, true);
                                                                                  
                                                                                  const light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(0, 1, 0), scene);
                                                                                  light.intensity = 0.7;
                                                                                  
                                                                                  const wall = BABYLON.MeshBuilder.CreateBox('wall', { width: 5, height: 5, depth: 0.5 }, scene)
                                                                                  wall.position.y = 1
                                                                                  wall.position.z = -2
                                                                                  
                                                                                  const sphere = BABYLON.MeshBuilder.CreateSphere('sphere', { diameter: 2, segments: 32 }, scene)
                                                                                  sphere.position.y = 1
                                                                                  
                                                                                  sphere.occlusionQueryAlgorithmType = BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE
                                                                                  sphere.occlusionType = BABYLON.AbstractMesh.OCCLUSION_TYPE_STRICT
                                                                                  
                                                                                  const mats = new BABYLON.StandardMaterial("mats", scene);
                                                                                  sphere.material = mats;
                                                                                  
                                                                                  const hl = new BABYLON.HighlightLayer('hl1', scene, { camera: camera })
                                                                                  hl.addExcludedMesh(wall);
                                                                                  
                                                                                  let t = 0;
                                                                                  
                                                                                  const cur = BABYLON.AbstractMesh.prototype._checkOcclusionQuery;
                                                                                  
                                                                                  scene.onDisposeObservable.add(() => {
                                                                                      BABYLON.AbstractMesh.prototype._checkOcclusionQuery = cur;
                                                                                  });
                                                                                  
                                                                                  BABYLON.AbstractMesh.prototype._checkOcclusionQuery = function() {
                                                                                      cur.apply(this);
                                                                                      return false;
                                                                                  }
                                                                                  
                                                                                  scene.onBeforeRenderObservable.add(() => {
                                                                                      sphere.position.x = 10 * Math.cos(t);
                                                                                      sphere.position.z = 100 + 104 * Math.sin(t);
                                                                                  
                                                                                      if (sphere.isOccluded) {
                                                                                          hl.addMesh(sphere, BABYLON.Color3.Green())
                                                                                          mats.depthFunction = BABYLON.Constants.ALWAYS;
                                                                                          mats.disableColorWrite = true;
                                                                                      } else {
                                                                                          hl.removeMesh(sphere);
                                                                                          mats.depthFunction = BABYLON.Constants.LESS;
                                                                                          mats.disableColorWrite = false;
                                                                                      }
                                                                                  
                                                                                      t += 0.03;
                                                                                  })
                                                                                  
                                                                                  return scene;
                                                                                  };
                                                                                  

                                                                                  Source https://stackoverflow.com/questions/71170670

                                                                                  QUESTION

                                                                                  Extract story plots from Wikipedia
                                                                                  Asked 2022-Feb-18 at 21:32
                                                                                  Goal

                                                                                  I want to extract story plots from the English Wikipedia. I'm only looking for a few (~100) and the source of the plots doesn't matter, e.g. novels, video games, etc.

                                                                                  I briefly tried a few things that didn't work, and need some clarification on what I'm missing and where to direct my efforts. It would be nice if I could avoid manual parsing and could get just issue a single query.

                                                                                  Things I tried 1. markriedl/WikiPlots

                                                                                  This repo downloads the pages-articles dump, expands it using wikiextractor, then scans each article and saves the contents of each section whose title contains "plot". This is a heavy-handed method of achieving what I want, but I gave it a try and failed. I had to run wikiextractor inside Docker because there are known issues with Windows, and then wikiextractor failed because there is a problem with the --html flag.

                                                                                  I could probably get this working but it would take a lot of effort and there seemed like better ways.

                                                                                  2. Wikidata

                                                                                  I used the Wikidata SPARQL service and was able to get some queries working, but it seems like Wikidata only deals with metadata and relationships. Specifically, I was able to get novel titles but unable to get novel summaries.

                                                                                  3. DBpedia

                                                                                  In theory, DBpedia should be exactly what I want because it's "Wikipedia but structured", but they don't have nice tutorials and examples like Wikidata so I couldn't figure out how to use their SPARQL endpoint. Google wasn't much help either and seemed to imply that it's common to setup your own graph DB to query, which is beyond my scope.

                                                                                  4. Quarry

                                                                                  This is a new query service that lets you query several Wikimedia databases. Sounds promising but I was again unable to grab content.

                                                                                  5. PetScan & title download

                                                                                  This SO answer says I can query PetScan to get Wikipedia titles, download HTML from Wikipedia.org, then parse that HTML. This sounds like it would work, but PetScan looks intimidating and this involves HTML parsing that I want to avoid if possible.

                                                                                  ANSWER

                                                                                  Answered 2022-Feb-18 at 21:32

                                                                                  There's no straightforward way to do this as Wikipedia content isn't structured as you would like it to be. I'd use petscan to get a list of articles based on the category, feed them in to e.g. https://en.wikipedia.org/w/api.php?action=parse&page=The%20Hobbit&format=json&prop=sections iterate through the sections and if the 'line' attribute == 'Plot' then call e.g. https://en.wikipedia.org/w/api.php?action=parse&page=The%20Hobbit&format=json&prop=text&section=2 where 'section' = 'number' of the section titled plot. That gives you html and I can't figure out how to just get the plain text, but you might be able to make sense of https://www.mediawiki.org/w/api.php?action=help&modules=parse

                                                                                  Source https://stackoverflow.com/questions/71175922

                                                                                  QUESTION

                                                                                  How to return an object property from an array of objects in react
                                                                                  Asked 2022-Feb-18 at 14:46

                                                                                  I have an array of object and I need to get a single property, but it's returning undefined and have no idea why. Does anyone know how to solve?

                                                                                    const [questions, setQuestions] = useState({});
                                                                                    const [index, setIndex] = useState(0);
                                                                                    
                                                                                    async function handleQuestions() {
                                                                                      const fetchQuestions = await fetchTriviaApi();
                                                                                      setQuestions(fetchQuestions.results);
                                                                                    }
                                                                                  
                                                                                    useEffect(() => {
                                                                                      handleQuestions();
                                                                                    }, []);
                                                                                  

                                                                                  Return of questions:

                                                                                      (5) [{…}, {…}, {…}, {…}, {…}]
                                                                                  0: {category: 'Entertainment: Music', type: 'boolean', difficulty: 'medium', question: 'Rapper Snoop Dogg's real name is 'Cordozar Calvin Broadus, Jr.'.', correct_answer: 'True', …}
                                                                                  1: {category: 'Entertainment: Video Games', type: 'multiple', difficulty: 'medium', question: 'Which of these "Worms" games featured 3D gameplay?', correct_answer: 'Worms 4: Mayhem', …}
                                                                                  2: {category: 'Vehicles', type: 'multiple', difficulty: 'easy', question: 'What UK Train does NOT go over 125MPH?', correct_answer: 'Sprinter', …}
                                                                                  3: {category: 'Entertainment: Video Games', type: 'boolean', difficulty: 'medium', question: 'Tony Hawk's Pro Skater was released in 1999.', correct_answer: 'True', …}
                                                                                  4: {category: 'Entertainment: Video Games', type: 'boolean', difficulty: 'hard', question: 'In The Witcher 3, the Zoltan Chivay Gwent card can be found under the Hanged Man's Tree.', correct_answer: 'True', …}
                                                                                  length: 5
                                                                                  

                                                                                  Return of questions[index]:

                                                                                  {category: 'Entertainment: Music', type: 'boolean', difficulty: 'medium', question: 'Rapper Snoop Dogg's real name is 'Cordozar Calvin Broadus, Jr.'.', correct_answer: 'True', …}
                                                                                  

                                                                                  Return of questions[index].category: When I try to access any property it returns undefined.

                                                                                  ANSWER

                                                                                  Answered 2022-Feb-18 at 14:41

                                                                                  You need to initialize the questions state to an empty array.

                                                                                  const [questions, setQuestions] = useState([]);
                                                                                  

                                                                                  And when accessing the items you have to check whether the questions is populated by the API call.

                                                                                  {questions.length > 0 && questions[index].category}
                                                                                  

                                                                                  Source https://stackoverflow.com/questions/71175231

                                                                                  QUESTION

                                                                                  How can you create an empty circle using exclusively CSS?
                                                                                  Asked 2022-Feb-16 at 12:49

                                                                                  I would like to create an empty half circle in CSS/SASS, here's my code snippet for the half circle, here's the output:

                                                                                  .half-circle{
                                                                                  width: 60px; 
                                                                                  height: 120px; 
                                                                                  border-radius: 60px 0 0 60px;
                                                                                  background: #15DEA5;
                                                                                  }
                                                                                  
                                                                                  
                                                                                  
                                                                                  

                                                                                  But I want to “empty” it from the inside, here's a screenshot of the result I want to achieve:

                                                                                  So is it possible to create an emptied half circles in CSS?

                                                                                  ANSWER

                                                                                  Answered 2022-Feb-16 at 12:19
                                                                                   .half-circle {
                                                                                          width: 60px;
                                                                                          height: 120px;
                                                                                          border-top-left-radius: 110px;
                                                                                          border-bottom-left-radius: 110px;
                                                                                          border: 10px solid gray;
                                                                                          border-right: 0;
                                                                                      }
                                                                                  

                                                                                  HTML:

                                                                                     
                                                                                          
                                                                                     
                                                                                  

                                                                                  Source https://stackoverflow.com/questions/71141547

                                                                                  QUESTION

                                                                                  My images are not being displayed in a row
                                                                                  Asked 2022-Feb-04 at 08:32

                                                                                  In a section of my code I made a row-grid for a part that displays images but when I went to insert and look at the website its not displaying in a row format but in a column and im not sure why. I thought the problem came from it being col-sm-6 but i changed it to col-sm-12 and its still not displaying it. Any reasons why?

                                                                                  .site-main .project-area {
                                                                                    padding: 4rem 0;
                                                                                  }
                                                                                  
                                                                                  .site-main .project-area .button-group button {
                                                                                    background: transparent;
                                                                                    border: none;
                                                                                    font: normal 500 16px/130px var(--lato);
                                                                                    text-transform: uppercase;
                                                                                  }
                                                                                  
                                                                                  .site-main .project-area .button-group button+button {
                                                                                    padding-left: 3rem;
                                                                                  }
                                                                                  
                                                                                  .site-main .project-area .grid .our-project>title h4 {
                                                                                    font: normal 700 25px/12px var(--lato);
                                                                                  }
                                                                                  
                                                                                  
                                                                                  
                                                                                    
                                                                                      
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                                                                                  ANSWER

                                                                                  Answered 2022-Feb-04 at 08:32

                                                                                  Changing the class row-grid to row makes it work. I don't think Bootstrap has a class called row-grid.

                                                                                  If you are trying to fit all the div elements into one row, just replace the col-lg-4 col-md-6 col-sm-6 and the col-lg-4 col-md-6 col-sm-12 with col

                                                                                  Source https://stackoverflow.com/questions/70964239

                                                                                  QUESTION

                                                                                  Deny movement in pygame when player would collide with a wall
                                                                                  Asked 2022-Jan-09 at 19:46

                                                                                  I've been having trouble with collisions in pygame. Specifically, I have a player and a list of walls, and if they collide, I'm supposed to prevent any more movement in that direction.

                                                                                  I've tried many guides but I can't seem to get this to work myself.

                                                                                  import pygame
                                                                                  pygame.init()
                                                                                  
                                                                                  win = pygame.display.set_mode((800,600))
                                                                                  pygame.display.set_caption("Game")
                                                                                  
                                                                                  playerX = 380 #Player X coordinate
                                                                                  playerY = 380 #Player Y coordinate
                                                                                  playerXVel = 10 #Horizontal Velocity
                                                                                  playerYVel = 10 #Vertical Velocity
                                                                                  overworld = (248, 192, 117)
                                                                                  
                                                                                  run = True
                                                                                  
                                                                                  while run: #The game starts running
                                                                                      win.fill(overworld)
                                                                                      pygame.time.delay(30)
                                                                                  
                                                                                      for event in pygame.event.get(): #You can stop the game now too
                                                                                          if event.type == pygame.QUIT:
                                                                                              run = False
                                                                                  
                                                                                      class Player: #This is you
                                                                                          def __init__(self):
                                                                                              self.rect = pygame.Rect(playerX,playerY,50,50)
                                                                                      player = Player()
                                                                                  
                                                                                      class Wall: #The walls
                                                                                          def __init__(self, pos):
                                                                                              walls.append(self)
                                                                                              self.rect = pygame.Rect(pos[0], pos[1], 50, 50)
                                                                                      walls = []
                                                                                      
                                                                                      keys = pygame.key.get_pressed()  #To retain the feel of retro video games, I have made it impossible to walk diagonally
                                                                                      if keys[pygame.K_w] and not keys[pygame.K_a] and not keys[pygame.K_d]:
                                                                                          playerY -= playerYVel
                                                                                      if keys[pygame.K_a] and not keys[pygame.K_w] and not keys[pygame.K_s]:
                                                                                          playerX -= playerXVel
                                                                                      if keys[pygame.K_s] and not keys[pygame.K_a] and not keys[pygame.K_d]:
                                                                                          playerY += playerYVel
                                                                                      if keys[pygame.K_d] and not keys[pygame.K_s] and not keys[pygame.K_w]:
                                                                                          playerX += playerXVel
                                                                                  
                                                                                      #I copied this section of code
                                                                                      #Credit: https://www.pygame.org/project-Rect+Collision+Response-1061-.html
                                                                                      level = [
                                                                                          "WWWWWWWWWWWWWWWW",
                                                                                          "W              W",
                                                                                          "W              W",
                                                                                          "W              W",
                                                                                          "W              W",
                                                                                          "W              W",
                                                                                          "W              W",
                                                                                          "W              W",
                                                                                          "W              W",
                                                                                          "W              W",
                                                                                          "W              W",
                                                                                          "WWWWWWWWWWWWWWWW",
                                                                                      ]
                                                                                      x = y = 0
                                                                                      for row in level:
                                                                                          for col in row:
                                                                                              if col == "W":
                                                                                                  Wall((x, y)) 
                                                                                              x += 50
                                                                                          y += 50
                                                                                          x = 0
                                                                                  
                                                                                      #Drawing every rectangle in :3
                                                                                      pygame.draw.rect(win, (0, 255, 0), player.rect)
                                                                                      for wall in walls:
                                                                                          pygame.draw.rect(win, (143, 41, 3), wall.rect)
                                                                                  
                                                                                      pygame.display.update()
                                                                                  pygame.quit()
                                                                                  

                                                                                  So far so good. I have walls, I have a player, and that player can move. The player can, however, walk through the walls.

                                                                                  I want to put a piece of code in that prevents velocity being added or removed if the player collides with a wall. This what I've tried for walking upwards, but it just makes it so that I cannot walk upwards altogether

                                                                                          for allwalls in walls:
                                                                                              if not player.rect.colliderect(allwalls):
                                                                                                  playerY -= playerYVel
                                                                                  

                                                                                  Could anyone tell me what I'm doing wrong/what I should be entering into the code instead to prevent a player from moving through a wall?

                                                                                  ANSWER

                                                                                  Answered 2022-Jan-09 at 19:46

                                                                                  Create the objects once before the application loop. You don't need the variables playerX and playerY at all. Use player.rect.x and player.rect.y instead.

                                                                                  Store the position of the player before moving it. If a collision is detected, restore player position:

                                                                                  oldPlyerX, oldPlyerY = player.rect.topleft          # store player position
                                                                                  
                                                                                  keys = pygame.key.get_pressed()
                                                                                  if keys[pygame.K_w] and not keys[pygame.K_a] and not keys[pygame.K_d]:
                                                                                      player.rect.y -= playerYVel
                                                                                  if keys[pygame.K_a] and not keys[pygame.K_w] and not keys[pygame.K_s]:
                                                                                      player.rect.x -= playerXVel
                                                                                  if keys[pygame.K_s] and not keys[pygame.K_a] and not keys[pygame.K_d]:
                                                                                      player.rect.y += playerYVel
                                                                                  if keys[pygame.K_d] and not keys[pygame.K_s] and not keys[pygame.K_w]:
                                                                                      player.rect.x += playerXVel
                                                                                  
                                                                                  for allwalls in walls:
                                                                                      if player.rect.colliderect(allwalls):
                                                                                          player.rect.topleft = oldPlyerX, oldPlyerY # restore player position
                                                                                  

                                                                                  Complete example:

                                                                                  import pygame
                                                                                  pygame.init()
                                                                                  
                                                                                  win = pygame.display.set_mode((800,600))
                                                                                  pygame.display.set_caption("Game")
                                                                                  
                                                                                  playerXVel = 10 #Horizontal Velocity
                                                                                  playerYVel = 10 #Vertical Velocity
                                                                                  overworld = (248, 192, 117)
                                                                                  
                                                                                  class Player: #This is you
                                                                                      def __init__(self):
                                                                                          self.rect = pygame.Rect(380,380,50,50)
                                                                                  player = Player()
                                                                                  
                                                                                  class Wall: #The walls
                                                                                      def __init__(self, pos):
                                                                                          walls.append(self)
                                                                                          self.rect = pygame.Rect(pos[0], pos[1], 50, 50)
                                                                                  walls = []
                                                                                  
                                                                                  #I copied this section of code
                                                                                  #Credit: https://www.pygame.org/project-Rect+Collision+Response-1061-.html
                                                                                  level = [
                                                                                      "WWWWWWWWWWWWWWWW",
                                                                                      "W              W",
                                                                                      "W              W",
                                                                                      "W              W",
                                                                                      "W              W",
                                                                                      "W              W",
                                                                                      "W              W",
                                                                                      "W              W",
                                                                                      "W              W",
                                                                                      "W              W",
                                                                                      "W              W",
                                                                                      "WWWWWWWWWWWWWWWW",
                                                                                  ]
                                                                                  x = y = 0
                                                                                  for row in level:
                                                                                      for col in row:
                                                                                          if col == "W":
                                                                                              Wall((x, y)) 
                                                                                          x += 50
                                                                                      y += 50
                                                                                      x = 0
                                                                                  
                                                                                  run = True
                                                                                  
                                                                                  while run: #The game starts running
                                                                                      win.fill(overworld)
                                                                                      pygame.time.delay(30)
                                                                                  
                                                                                      for event in pygame.event.get(): #You can stop the game now too
                                                                                          if event.type == pygame.QUIT:
                                                                                              run = False
                                                                                  
                                                                                      oldPlyerX, oldPlyerY = player.rect.topleft
                                                                                      keys = pygame.key.get_pressed()  #To retain the feel of retro video games, I have made it impossible to walk diagonally
                                                                                      if keys[pygame.K_w] and not keys[pygame.K_a] and not keys[pygame.K_d]:
                                                                                          player.rect.y -= playerYVel
                                                                                      if keys[pygame.K_a] and not keys[pygame.K_w] and not keys[pygame.K_s]:
                                                                                          player.rect.x -= playerXVel
                                                                                      if keys[pygame.K_s] and not keys[pygame.K_a] and not keys[pygame.K_d]:
                                                                                          player.rect.y += playerYVel
                                                                                      if keys[pygame.K_d] and not keys[pygame.K_s] and not keys[pygame.K_w]:
                                                                                          player.rect.x += playerXVel
                                                                                  
                                                                                      for allwalls in walls:
                                                                                          if player.rect.colliderect(allwalls):
                                                                                              player.rect.topleft = oldPlyerX, oldPlyerY
                                                                                  
                                                                                      #Drawing every rectangle in :3
                                                                                      pygame.draw.rect(win, (0, 255, 0), player.rect)
                                                                                      for wall in walls:
                                                                                          pygame.draw.rect(win, (143, 41, 3), wall.rect)
                                                                                  
                                                                                      pygame.display.update()
                                                                                  pygame.quit()
                                                                                  

                                                                                  Source https://stackoverflow.com/questions/70611040

                                                                                  QUESTION

                                                                                  How to calculate rotation needed to face an object
                                                                                  Asked 2021-Dec-28 at 20:35

                                                                                  In case of duplicate - i already readed other posts from stackoverflow. Most of them are asociated with Unity3D, and a lot of them are using keywords like theta/omega .. ect. I can't understand any of that stuff. Also, i have 0 knowledge of those formula symbols so i understand 0% of what i readed.

                                                                                  I experiment making a bot for a video game, the only thing im stuck with is how to get the needed rotation degree till i face the given cordinate. Here i made quick example of my question in programming.

                                                                                  Things that i know in the situation:

                                                                                  1. Player1 position
                                                                                  2. Player1 rotation
                                                                                  3. Player2 position (i need to face this player)

                                                                                  2D map of the situation. Click here

                                                                                  And here is how it looks in c#

                                                                                  using System;
                                                                                                      
                                                                                  public class Program
                                                                                  {
                                                                                      // Player 1 cordinates
                                                                                      public static float p1x = 2;
                                                                                      public static float p1y = 3;
                                                                                      public static float p1rotation = 0; // In degrees 0-360
                                                                                      
                                                                                      // Player 2 cordinates
                                                                                      public static float p2x = 6;
                                                                                      public static float p2y = 4;
                                                                                      
                                                                                      // Player 1 needed degree to face Player 2
                                                                                      public static float needed_distance;
                                                                                      
                                                                                      public static void Main()
                                                                                      {
                                                                                          needed_distance = ??; // no clue how to get this value ...
                                                                                          Console.WriteLine("The needed distance is: "+needed_distance);
                                                                                          
                                                                                      }
                                                                                  }
                                                                                  Also you can edit this code and execute it here directly -> https://dotnetfiddle.net/b4PTcw

                                                                                  Please don't mark this as a duplicate, my math skills are even below zero. I can understand better if someone tries to answer me using the example that i made.

                                                                                  ANSWER

                                                                                  Answered 2021-Dec-28 at 20:35

                                                                                  You are looking for Math.Atan2 method:

                                                                                  private static float Rotation(float p1x, float p1y, float p2x, float p2y) =>
                                                                                    (float)(Math.Atan2(p1x - p2x, p2y - p1y) * 180.0 / Math.PI + 630) % 360.0f;
                                                                                  
                                                                                  private static float Distance(float p1x, float p1y, float p2x, float p2y) =>
                                                                                    (float)Math.Sqrt((p1x - p2x) * (p1x - p2x) + (p1y - p2y) * (p1y - p2y));
                                                                                  

                                                                                  Demo:

                                                                                  Console.WriteLine(Rotation(2, 3, 6, 4));
                                                                                  

                                                                                  Outcome:

                                                                                  194.0362548828125
                                                                                  

                                                                                  So, if player #1 initial rotation1 = 0 (s)he needs to turn at ~ 194 degree. In case of player #1 arbitrary initial rotation1:

                                                                                  float rotation1 = ...;
                                                                                  
                                                                                  float requiredRotation = (Rotation(p1x, p1y, p2x, p2y) - 
                                                                                     (rotation1 % 360f) + 360f) % 360f;    
                                                                                  

                                                                                  Source https://stackoverflow.com/questions/70511665

                                                                                  QUESTION

                                                                                  Updating A Json in a more efficient way
                                                                                  Asked 2021-Dec-25 at 19:23
                                                                                  [
                                                                                  {"923390702359048212": 5},
                                                                                  {"462291477964259329": 1},
                                                                                  {"803390252265242634": 3},
                                                                                  {"824114065445486592": 2},
                                                                                  {"832041337968263178": 4}
                                                                                  ]
                                                                                  

                                                                                  This is a list of user ids that I just randomly made and some sample number that each id has. In this case lets call it a number of goals scored in a season in a video game. As I try to update the amount of goals scored at the end of the game, I have to go in a roundabout way which first gets all the member ids in the server, and then compares it to the data with the following code.

                                                                                  amount = 0
                                                                                  for member in server:
                                                                                      if member.id != server.member.id:
                                                                                          amount = amount + 1
                                                                                      else:
                                                                                          print(amount)
                                                                                          print(str(member.id), str(server.member.id))
                                                                                          print(jsondata[amount][str(server.member.id)])
                                                                                          break
                                                                                      
                                                                                  jsondata[amount][str(server.member.id) = jsondata[amount][str(server.member.id)] + 1
                                                                                  

                                                                                  Is there a better way to do what I am working on? I know I am going to run into problems eventually as I don't list members on the json until they score a goal and also I feel like I am wasting a ton of time with my program by having it check a lot of members (I edited out my real list and made this one to make it easier as nobody needs to see 50+ entries to get the idea). I am still a beginner when it comes to this so please respond in simple terms or leave links to places I can learn more complicated ideas. Thanks

                                                                                      def goalscored():
                                                                                          amount = 0
                                                                                          for member in server:
                                                                                              if member.id != server.member.id:
                                                                                                  amount = amount + 1
                                                                                              else:
                                                                                                  print(amount)
                                                                                                  break
                                                                                          with open('Goals.json','w') as f:
                                                                                              jsondata = json.load(f)
                                                                                              jsondata[amount][str(server.member.id) = jsondata[amount][str(server.member.id)] + 1
                                                                                              json.dump(jsondata,f)
                                                                                      
                                                                                      def firstgoal(server.member.id):
                                                                                          with open('Goals.json','w') as f:
                                                                                              jsondata = json.load(f)
                                                                                              amount = 0
                                                                                              goalscored = 1
                                                                                              totalmembers = server.members.amount
                                                                                              for member in server:
                                                                                                  if membed.id !=server.member.id:
                                                                                                      amount = amount + 1
                                                                                                  if amount == totalmembers:
                                                                                                      NewScore = {user.id:goalscored}
                                                                                                      json.dump(NewScore,f)
                                                                                  

                                                                                  Code that I'm using

                                                                                  ANSWER

                                                                                  Answered 2021-Dec-25 at 19:23

                                                                                  Not sure why you couldn't get it work earlier, but storing it as dict would be much, much easier.

                                                                                  # file.json
                                                                                  {
                                                                                   "923390702359048212": 5,
                                                                                   "462291477964259329": 1,
                                                                                   "803390252265242634": 3,
                                                                                   "824114065445486592": 2,
                                                                                   "832041337968263178": 4
                                                                                  }
                                                                                  
                                                                                  def goalscored():
                                                                                      with open("Goals.json", "r") as f:
                                                                                          jsondata = json.load(f)
                                                                                          # Make sure your id is not int but str
                                                                                          if server.member.id not in jsondata:  # first goal case
                                                                                              jsondata[server.member.id] = 0
                                                                                          jsondata[server.member.id] += 1
                                                                                  
                                                                                      with open("Goals.json", "w") as f:
                                                                                          json.dump(jsondata, f)
                                                                                  

                                                                                  Source https://stackoverflow.com/questions/70482003

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

                                                                                  Vulnerabilities

                                                                                  No vulnerabilities reported

                                                                                  Install minecraft-comes-alive

                                                                                  You can download it from GitHub.
                                                                                  You can use minecraft-comes-alive 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 minecraft-comes-alive 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 .

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