SuperMario | SuperMario at Window os develop by Java with Swing | Theme library
kandi X-RAY | SuperMario Summary
kandi X-RAY | SuperMario Summary
SuperMario at Window os develop by Java with Swing.
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Top functions reviewed by kandi - BETA
- 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
SuperMario Key Features
SuperMario Examples and Code Snippets
Community Discussions
Trending Discussions on SuperMario
QUESTION
@commands.command()
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))
emb.set_image(url=f"{link}")
await ctx.send(embed=emb)
...ANSWER
Answered 2021-Feb-12 at 05:36Within 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:
QUESTION
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
...ANSWER
Answered 2020-Aug-04 at 10:32Utter responses are not supposed to be dynamic. Use the action by itself to create a dynamic response.
QUESTION
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:
...
ANSWER
Answered 2020-Feb-07 at 20:09bg1rect
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))
QUESTION
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.
...ANSWER
Answered 2019-May-16 at 07:27Your 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 (--)
.
QUESTION
So I am following the Brent Aureli tutorial of super Mario ,and even after pulling his code from git https://github.com/BrentAureli/SuperMario/blob/Mario-Tutorial-26/core/src/com/brentaureli/mariobros/Sprites/Mario.java
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
...ANSWER
Answered 2017-Dec-05 at 10:32I checked the original code and cannot find the actual jump mechanics anywhere in Mario.java
. 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.
QUESTION
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 com.mygdx.game.sprite.Fireball.define()V+68 j com.mygdx.game.sprite.Fireball.(Lcom/mygdx/game/screen/PlayScreen;FFZ)V+135 j com.mygdx.game.sprite.Mario.shootFire()V+36 J 1115 C1 com.mygdx.game.screen.PlayScreen.handleInput(F)V (221 bytes) @ 0x000000000320f90c [0x000000000320e960+0xfac] J 1073 C1 com.mygdx.game.screen.PlayScreen.update(F)V (188 bytes) @ 0x00000000031e14ec [0x00000000031e1440+0xac] J 1074 C1 com.mygdx.game.screen.PlayScreen.render(F)V (252 bytes) @ 0x00000000031e493c [0x00000000031e3f20+0xa1c] J 1223 C1 com.mygdx.game.MarioBros.render()V (5 bytes) @ 0x0000000003263ae4 [0x0000000003263920+0x1c4] j com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop()V+698 j com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run()V+27 v ~StubRoutines::call_stub
Here is my Fireball class:
...ANSWER
Answered 2019-Feb-06 at 06:05com.badlogic.gdx.physics.box2d.World.jniCreateBody
QUESTION
I'am trying to learn how to make SuperMario in JavaScript from here Can someone explain flow of the below function LoadImage ?
...ANSWER
Answered 2018-Aug-28 at 14:53The 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:
QUESTION
So, I had a test going on to see how collision operates in SFML. I have made this snippet of code:
...ANSWER
Answered 2017-Dec-31 at 23:30This 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).
QUESTION
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
...ANSWER
Answered 2017-Dec-28 at 22:20sf::Time
defines these overloads of operator*
1:
QUESTION
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:
...ANSWER
Answered 2017-Jun-13 at 19:04I'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
Vulnerabilities
No vulnerabilities reported
Install SuperMario
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 maven.apache.org. For Gradle installation, please refer gradle.org .
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