SuperMario | SuperMario at Window os develop by Java with Swing | Theme library

 by   a641324093 Java Version: Current License: No License

kandi X-RAY | SuperMario Summary

kandi X-RAY | SuperMario Summary

SuperMario is a Java library typically used in User Interface, Theme applications. SuperMario has no bugs, it has no vulnerabilities and it has low support. However SuperMario build file is not available. You can download it from GitHub.

SuperMario at Window os develop by Java with Swing.

            kandi-support Support

              SuperMario has a low active ecosystem.
              It has 26 star(s) with 16 fork(s). There are 4 watchers for this library.
              It had no major release in the last 6 months.
              SuperMario has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of SuperMario is current.

            kandi-Quality Quality

              SuperMario has 0 bugs and 0 code smells.

            kandi-Security Security

              SuperMario has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              SuperMario code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

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

            kandi-Reuse Reuse

              SuperMario releases are not available. You will need to build from source code and install.
              SuperMario has no build file. You will be need to create the build yourself to build the component from source.
              SuperMario saves you 1457 person hours of effort in developing the same functionality from scratch.
              It has 3252 lines of code, 157 functions and 27 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed SuperMario and discovered the below as its top functions. This is intended to give you an instant insight into SuperMario implemented functionality, and help decide if they suit your requirements.
            • Draws this image
            • Move the mouse
            • Checks to see if the objects are in live
            • Draw the Minecrafthero
            • Draw the offscreen
            • Draw the list of objects
            • Make backGround
            • Draws this button
            • Touch with the given character
            • Performs the action
            • Draws the image
            • Tries to touch all the objects
            • Touch the tile with the specified hero
            • Terminate the game
            • Draw the image
            • Updates all objects of this object
            • Touch with the current icon
            • Resets the parameters
            • Check if available
            • Starts the playback
            • Draw the view
            • Touch with the mouse
            • Key released
            • Key pressed
            • Draw the image
            • Touch with the current player
            Get all kandi verified functions for this library.

            SuperMario Key Features

            No Key Features are available at this moment for SuperMario.

            SuperMario Examples and Code Snippets

            No Code Snippets are available at this moment for SuperMario.

            Community Discussions


            Problem with a setembed command (invalid literal for int() with base 10: '0x00ffff')
            Asked 2021-Feb-12 at 05:36
                async def setembed(self, ctx, title, link, footer, color, body):
                    emb = discord.Embed(title = f"{title}", description = f"{body}", color = color)
                    emb.set_footer(text=f"{footer}", icon_url = str(self.client.user.avatar_url))
                    await ctx.send(embed=emb)


            Answered 2021-Feb-12 at 05:36

            Within a few minutes of asking this question, I stumbled upon a way to convert a hexadecimal string to hexadecimal int.

            This is how I fixed the issue.

            I just added this:



            Failed to fill utterance template - Rasa Chatbot
            Asked 2020-Aug-05 at 09:57

            First I ran the command rasa run actions and then I ran rasa train and then rasa x. I get an error.

            Failed to fill utterance template 'Play the game [ ] {mario_link}'. Tried to replace 'mario_link' but could not find a value for it. There is no slot with this name nor did you pass the value explicitly when calling the template. Return template without filling the template.

            domain.yml file



            Answered 2020-Aug-04 at 10:32

            Utter responses are not supposed to be dynamic. Use the action by itself to create a dynamic response.



            Pygame collide issue
            Asked 2020-Feb-07 at 20:09

            This is my code, I want to collide my two pictures, but I get the Error below. I really need help on my school project. What is the problem of my code and how can I fix it?

            I tried print(pygame.sprite.collide_rect(bg1rect, bg2rect)) and keep getting the following error:



            Answered 2020-Feb-07 at 20:09

            bg1rect and bg2rect are no pygame.sprite.Sprite objects, but they are pygame.Rect objects.
            You have to use the method colliderect rather than pygame.sprite.collide_rect():

            print(pygame.sprite.collide_rect(bg1rect, bg2rect))



            Console Jump and Run in C#
            Asked 2019-May-16 at 07:27

            I want to code a easy Jump and Run inside a console with C#. Something like supermario just without monsters. When I want to update the "player" its not always working or flashing.



            Answered 2019-May-16 at 07:27

            Your character "A" is not moving because cursorX + 1 and cursorX - 1 will not assign new value (cursor position) to it self. It just adds +1 and substracts -1 from its current value. You need to assign new value to cursorX. You need to use Increment operator (++) and Decrement operator (--).



            LibGDX ,super Mario tutorial
            Asked 2019-Apr-12 at 09:09

            So I am following the Brent Aureli tutorial of super Mario ,and even after pulling his code from git

            My character does not jump ! even though it runs left and right ! so it was brought to my attention that LibGDX was using a new version so i tried



            Answered 2017-Dec-05 at 10:32

            I checked the original code and cannot find the actual jump mechanics anywhere in I can see if the vertical velocity of mario is other then 0 it should run the jumping animation. So perhaps, if the falling physics are in place and you run off a cliff you will see the jumping animation playing.

            So I guess you just need to apply some force to the character. Something along the lines of b2Body.applyForceToCenter(0f,10f,true) or b2Body.setLinearVelocity(0f, 10f);. This could go into the render method when you check for a key press or if you are using a InputProcessor it can go in the keyDown method.



            CRASH: com.badlogic.gdx.physics.box2d.World.jniCreateBody
            Asked 2019-Feb-06 at 06:05

            I get a EXCEPTION_ACCESS_VIOLATION crash from the java runtime enviroment when trying out my game. It is written with LibGdx (and uses box2d). It is running on desktop mode from android studio.

            I added a "fireball" function to my supermario game, and get this error when jumping into air and shooting fireballs. Here is the crash log:

            Java frames: (J=compiled Java code, j=interpreted, Vv=VM code) j com.badlogic.gdx.physics.box2d.World.jniCreateBody(JIFFFFFFFFZZZZZF)J+0 j com.badlogic.gdx.physics.box2d.World.createBody(Lcom/badlogic/gdx/physics/box2d/BodyDef;)Lcom/badlogic/gdx/physics/box2d/Body;+80 j j;FFZ)V+135 j J 1115 C1 (221 bytes) @ 0x000000000320f90c [0x000000000320e960+0xfac] J 1073 C1 (188 bytes) @ 0x00000000031e14ec [0x00000000031e1440+0xac] J 1074 C1 (252 bytes) @ 0x00000000031e493c [0x00000000031e3f20+0xa1c] J 1223 C1 (5 bytes) @ 0x0000000003263ae4 [0x0000000003263920+0x1c4] j com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop()V+698 j com.badlogic.gdx.backends.lwjgl.LwjglApplication$ v ~StubRoutines::call_stub

            Here is my Fireball class:



            Answered 2019-Feb-06 at 06:05



            loading an image on web browser using Promise()
            Asked 2018-Aug-28 at 14:53

            I'am trying to learn how to make SuperMario in JavaScript from here Can someone explain flow of the below function LoadImage ?



            Answered 2018-Aug-28 at 14:53

            The code you are showing introduces an asynchronous primitive, Promise, which can be passed around and used to access a resource that hasn't been populated yet.

            In this case, you want an Image that is fully loaded and has image data that you can use. However, you can't access the image data until a network request finishes that would fetch the image data.

            For example, this won't work:



            Proper collision in SFML (C++)
            Asked 2018-Jan-01 at 21:09

            So, I had a test going on to see how collision operates in SFML. I have made this snippet of code:



            Answered 2017-Dec-31 at 23:30

            This feels really weird, because you'd typically define solid areas rather than those the player can walk inside. You'll want your player to jump after all, rather than having them glued to the ground.

            The rest is pretty straightforward:

            • Iterate over all solid objects and determine whether the player and the solid rectangle overlap.
            • If they do, determine which distance is smaller (x or y). This lets you determine which axis to move the player.
            • Determine which direction the player leaves the solid area quicker, i.e. which direction to push the player.
            • Push the player in the calculated direction and repeat the checks.

            Depending on your map complexity this can become rather complex, so you'll most likely want some sorting/spatialisation to reduce the number of comparisons (e.g. skip checking impossible/far away shapes).



            Operator '*' is ambiguous (C++)
            Asked 2017-Dec-28 at 23:13

            Recently I have been making a test "game" in C++ (to get used with SFML). I have made a Super Mario sprite as shown below



            Answered 2017-Dec-28 at 22:20

            sf::Time defines these overloads of operator*1:



            Power ON/OFF a car using Arduino with IR remote control
            Asked 2017-Jun-14 at 00:19

            I posted this Question on arduino.stackexchange, but i think this Question has to do (maybe) only with the language (C).

            I have a car and I'm trying somehow to power OFF the car when a song plays using Arduino, with Infrared (IR) Remote. I decided to play a song (SuperMario) using a Buzzer and when I press the Power ON button works fine and the song plays.

            The problem is when I press Power OFF, I have to wait until the song ends to Power off the car.

            I was thinking that maybe I need threads or something, but I'm not sure, or maybe there is a better way to fix this.

            Here is a Demo program:



            Answered 2017-Jun-13 at 19:04

            I'm not going to rewrite your program to make it multi-threaded as that's behind the scope of answering a specific question. I can give you a description of what's required though as a starting point.

            First of all, a simpler way to fix this without threads would be to use something like signals to stop the playing of the tune. This is what happens when you press Ctrl-C. Your program is reading input from your IR though, so as far as I can tell using threads looks necessary to both reading IR input and playing of sound happen at the same time.

            I'm not familiar with Arduino but I'm assuming you have something like pthreads. You would need to get familiar with that. It is not a trivial change as using threads is very different paradigm and takes time to get your head around if you haven't used them before. The main thing to get your head around is that code is executing in more than one place.

            Your main thread, the beginning process before any thread is created, would be running loop() so it can respond to any IR input. Having it in its own thread lets it respond to any user input. The problem with your code right is that it must wait for the playing of the tune in playSuperMario() to return before it can process any new input.

            You would create a thread somewhere during initialization. This thread will be what plays the tune. It needs to be able to start the tune based on IR input. Also you'll need to define the behavior of things like what happens if the "ON" button is pressed while it's already playing? Does it start again, stop or is that ignored and it keeps playing?

            You'll need one or more variables used by both threads. This will require mutex protection so only one thread can read/write it at a time. Let's say there's a global variable isPlaying initially set to true. When the off button is pressed this would be changed to false. Your playSuperMario() and buzz(), etc. functions would need to check if this value is false in its loops. If false then it will return immediately.

            That's a general pointer to how to handle this hope it helps.


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


            No vulnerabilities reported

            Install SuperMario

            You can download it from GitHub.
            You can use SuperMario 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 SuperMario 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 For Gradle installation, please refer .


            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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