Asteroid | A simple Android game based on avoiding incoming asteroids | Android library

 by   fennifith Java Version: 1.3 License: Apache-2.0

kandi X-RAY | Asteroid Summary

kandi X-RAY | Asteroid Summary

Asteroid is a Java library typically used in Mobile, Android, Unity applications. Asteroid has no bugs, it has no vulnerabilities, it has build file available, it has a Permissive License and it has low support. You can download it from GitHub.

Asteroid is a simple Android game about avoiding incoming asteroids. It is made entirely using the Android Canvas API. All in-game graphics are either stored as vector drawables or drawn during runtime.

            kandi-support Support

              Asteroid has a low active ecosystem.
              It has 30 star(s) with 13 fork(s). There are 2 watchers for this library.
              It had no major release in the last 12 months.
              There are 7 open issues and 5 have been closed. On average issues are closed in 1 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Asteroid is 1.3

            kandi-Quality Quality

              Asteroid has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              Asteroid is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              Asteroid releases are available to install and integrate.
              Build file is available. You can build the component from source.
              Installation instructions, examples and code snippets are available.
              Asteroid saves you 2286 person hours of effort in developing the same functionality from scratch.
              It has 4994 lines of code, 255 functions and 65 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed Asteroid and discovered the below as its top functions. This is intended to give you an instant insight into Asteroid implemented functionality, and help decide if they suit your requirements.
            • Initializes the window
            • Animate the title
            • Load a bitmap from a vector resource
            • Creates a bitmap from srcBitmap
            • Opens a snapshot
            • Opens a single snapshot file
            • Opens a file
            • Opens a new file
            • Discards the given snapshot
            • Stop the game
            • Shows an error dialog
            • Checks whether the sample is set up
            • Called when a connection is established
            • Displays a toast message
            • Called when the leaderboard is stopped
            • Click on click
            • Connect to the player
            • Initializes the instance
            • Resume music
            • Called by the Google API client when the request fails
            • Deletes the given snapshot
            • Resolves a snapshot
            • Commits the given snapshot and closes it
            • Main loop
            • Animate a touch event
            • Handles a connection failure
            Get all kandi verified functions for this library.

            Asteroid Key Features

            No Key Features are available at this moment for Asteroid.

            Asteroid Examples and Code Snippets

            No Code Snippets are available at this moment for Asteroid.

            Community Discussions


            How to convert LiveData Entitiy to LiveData Domain model
            Asked 2021-Jun-10 at 08:40

            I'm developing MVVM kotlin application with repository pattern

            I have separated my model classes as below

            • classes represents the data coming from network
            • classes represents entities for the room database
            • classes that represents the domain

            In my repository I want always to return the domain object not the network object or the entity object.

            In my Dao I insert and retrieve entity object as below



            Answered 2021-Jun-10 at 08:40




            returning a list of data to viewModel using Repository pattern from different data sources (network and room)
            Asked 2021-Jun-09 at 12:20

            I'm developing a Kotlin app using MVVM with repository pattern.

            I have a main fragment that displays list of asteroids.

            Here is the flow I want to achieve.

            • When user opens main fragment , I will check if there's asteroids data stored in the local database (room).
            • If yes I will displays the stored data
            • If no I will call API to get the asteroids then I will store the data from API to local database

            So based on my understating of the repository pattern the viewModel should not be concerned about the data source wether it's from API or local database.

            So I defined this function in repository that the viewModel will call



            Answered 2021-Jun-09 at 12:11

            You should be able to return the LiveData value:



            Type mismatch in dao insert - how to convert list of object to entity
            Asked 2021-Jun-08 at 08:21

            In my Kotlin application I'm using Retrofit to retrieve data from network and room to store these data locally.

            In the ViewmMdel I want to get the asteroid objects and store them in local database. The main problem is the network call returns ArrayList of data class called Asteroid And the Dao expects an ArrayList of Asteroid Entity.

            So basically I have 2 asteroids classes. One represents an entity for room and the other as model for network call.

            I have this funcion in ViewModel



            Answered 2021-Jun-08 at 08:21

            You must convert com.asteroidradar.repository.db.entity.Asteroid com.asteroidradar.Asteroid by following code:



            How to escape a nested ADB shell command in bash
            Asked 2021-Jun-04 at 19:44

            For a bash script that involves issuing a dconf command as user ceres via ADB shell, i need to nest multiple commands. Manual sequential execution of following three commands works flawless.



            Answered 2021-Jun-04 at 19:34

            For extremely nested cases I'd stick to printf %q instead of doing the quoting manually:



            I recently started programming with HTML, so after I added my script to my code, I didn't know how to reload the page in order for the script to run
            Asked 2021-Apr-24 at 20:55




            Answered 2021-Apr-24 at 15:41


            Raylib DrawTriangle() usage
            Asked 2021-Apr-24 at 20:40

            Hello! I have recently been working on an Asteroids clone, but there are a few issues, one of which has to do with Raylib's DrawTriangle() function.

            Code ...


            Answered 2021-Apr-24 at 20:40

            Okay, so I did a bit of research (basically asked my friend for some help) and we concluded that Raylib's DrawTriangle() function only accepts values going counterclockwise, otherwise, nothing will be drawn on the screen. Here are the values we used:



            Pygame window freezes when mouse doesn't move
            Asked 2021-Mar-28 at 09:18

            I am making a game in which you are nyan cat and you have to dodge asteroids in space (don't ask). The game runs very well I have even implemented a score system. But for some reason whenever I stop moving my cursor in the pygame window (i am not moving my mouse left and right in the game window) it will freeze and get really laggy. Does anyone know whats going on!? HELP! - PLEASE!!

            Here is an example:




            Answered 2021-Mar-24 at 18:10

            It's a matter of Indentation. You must drew the scene in the application loop instead of the event loop:



            My basic collision detection calculation isn't working. Keeps detecting collision even when two objects are not touching
            Asked 2021-Mar-23 at 16:26
            Ship ship;
            Asteroid[] asteroid;
            Satellite satellite;
            void setup() {
              size (1280, 720);
              ship = new Ship(100, 50);
              asteroid = new Asteroid[3];
              for (int i = 1; i <= asteroid.length; i++) {
                asteroid[i-1] = new Asteroid(random(60, 99));
                satellite = new Satellite(random(100, 900), random(400, 700), 30);
            void draw() {
              ship.move(mouseX, mouseY);
              for (int i=0; i < asteroid.length; i++) {
              boolean collision = hitShip(ship, asteroid);
              if (collision == true);
              print("There is a hit");
            boolean hitShip(Ship ship, Asteroid []asteroid) {
              float asteroid1 = asteroid[0].getXPos() + asteroid[0].getYPos();
              float asteroid2 = asteroid[1].getXPos() + asteroid[1].getYPos();
              float asteroid3 = asteroid[2].getXPos() + asteroid[2].getYPos();
              float shipLocation = ship.getXPos() + ship.getYPos();
              if (asteroid1 == shipLocation) {
                return true;
              if (asteroid2 == shipLocation) {
                return true;
              if (asteroid3 == shipLocation) {
                return true;
              return false;


            Answered 2021-Mar-23 at 16:26

            If you have an asteroid that is at position 30,50 your code would say asteroid = 80
            If the ship is at position 50,30 it is obviously not at the same position but would still be shipLocation = 80

            To solve this you could use a Position class with an equals method:



            How Do I Generate Procedural Cube Asteroid Formations?
            Asked 2021-Mar-11 at 20:06

            I'm trying to find the best way to generate perlin-noise-based cube voxel asteroids, but cannot seem to find a consistent method to do so.

            I've tried to use this perlin noise library:

            Along with this static method to get 3D noise out of it:



            Answered 2021-Mar-11 at 20:06

            I'm not quite sure exactly what you are doing so I'll just tell you how I generally do it. My voxels use some variation of marching cubes so I'll change it a bit to suit what you're doing.

            First you can loop though all your voxels and take the center point. Then normalize it. I'm assuming your asteroid has (0.0,0.0,0) in the middle, if not just offset everything. In any case that gives you points around a unit sphere. You can then multiply those points by some constant to get a bigger sphere of points, like say 5 or 10. The bigger the number the higher the frequency of your noise. Play with it until it looks good to you. Next plug those points in 3D nose, Perlin or simplex. Simplex is generally better. This will give you a value from around -1 to 1 for every voxel.

            Then you just need to have a base radius for your asteroid. For instance if your voxels go from -10 to +10 in all dimensions you can use a base radius of say 8. If you add that to your noise you get values of roughly 7 to 9 for every voxel all the way around the sphere. If the distance of the center of a voxel to the origin is less than it's calculated number it's solid. If it's greater, it's non-solid. Bingo you're done.

            You can also scale your noise up and down to give you higher peaks and lower valleys. And then there are various ways to combine noise to get a lot of different kinds of terrain. The Ridged Multi-Fractal is one of my favorites. With low resolution it's not so important however since you won't see the details anyway.



            Why is the Factory pattern not needed in Haskell? And how are the needs that pattern addresses in OOP addressed in Haskell?
            Asked 2021-Feb-27 at 09:05

            I've read this question about the Abstract factory pattern, but the only answer to it tries to emulate in Haskell what one would in OOP languages (although the forword is along the lines you don't need it in Haskell).

            On the other hand, my intention is not really to force an OOP-specific pattern on a Functional language as Haskell. Quite the opposite, I'd like to understand how Haskell addresses the needs that in OOP are addressed via the Factory pattern.

            I have the feeling that even these needs might not make sense in Haskell in the first place, but I can't formulate the question any better.

            My understanding of the structure of the factory pattern (based on this video which seems pretty clear) is that

            1. there's a bunch of different products, all implementing a common interface
            2. there's a bunch of different creator classes, all implementing a common interface
            • each of the classes in 2 hides a logic to create a product of those in 1
              • (if I understand correctly, it's not necessary that there's a 1-to-1 mapping between objects and creators, as the creators could just hide different logics make different choices about which specific object to create based on user input/time/conditions/whatever.)
            • the client code will have the creators at its disposal, and everytime one of those is used it (the creator, not the client code) will know how to crate the product and which specific product.

            How does all (or some) of this apply to Haskell?

            Having several different product classes implementing a common product interface is a thing in Haskell, the interface being a typeclass, and the products being types (datas/newtypes/existing types). For instance, with reference to the spaceship-and-asteroids example from the linked video, we could have a typeclass for defining Obstacles anything that provides size, speed, and position,



            Answered 2021-Feb-27 at 09:05

            Having several different product classes implementing a common product interface is a thing in Haskell, the interface being a typeclass

            Not quite. It's true that typeclasses can express what interfaces do in OO languages, but this doesn't always make sense. Specifically, there's not really any point to a class where all methods have type signatures of the form a -> Fubar.

            Why? Well, you don't need a class for that – just make it a concrete data type!


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


            No vulnerabilities reported

            Install Asteroid

            The app is published on Google Play:. Alternatively, you can download the latest APK from the GitHub releases.


            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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            gh repo clone fennifith/Asteroid

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