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RPG | A 2D Legend of Zelda like RPG | Game Engine library

 by   hkhamm Java Version: Current License: No License

 by   hkhamm Java Version: Current License: No License

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kandi X-RAY | RPG Summary

RPG is a Java library typically used in Gaming, Game Engine, Minecraft applications. RPG has no bugs, it has no vulnerabilities and it has low support. However RPG build file is not available. You can download it from GitHub.
A 2D Legend of Zelda like RPG written using Java and LibGDX. This RPG uses a tile map built via Tiled (http://www.mapeditor.org/), a tileset and sprites by Little Workshop (http://www.littleworkshop.fr/) created for Mozilla’s BrowserQuest (https://github.com/mozilla/BrowserQuest), and the LibGDX Java game development framework (http://libgdx.badlogicgames.com/). The game began as a modification of Super Koalio, a LibGDX demo created by Mario Zechner (https://github.com/libgdx/libgdx/tree/master/tests/gdx-tests/src/com/badlogic/gdx/tests/superkoalio). W/Up: Move the player up. S/Down: Move the player down. A/Left: Move the player left. D/Right: Move the player right.
Support
Support
Quality
Quality
Security
Security
License
License
Reuse
Reuse

kandi-support Support

  • RPG has a low active ecosystem.
  • It has 41 star(s) with 15 fork(s). There are 5 watchers for this library.
  • It had no major release in the last 12 months.
  • There are 2 open issues and 0 have been closed. On average issues are closed in 254 days. There are no pull requests.
  • It has a neutral sentiment in the developer community.
  • The latest version of RPG is current.
RPG Support
Best in #Game Engine
Average in #Game Engine
RPG Support
Best in #Game Engine
Average in #Game Engine

quality kandi Quality

  • RPG has 0 bugs and 0 code smells.
RPG Quality
Best in #Game Engine
Average in #Game Engine
RPG Quality
Best in #Game Engine
Average in #Game Engine

securitySecurity

  • RPG has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
  • RPG code analysis shows 0 unresolved vulnerabilities.
  • There are 0 security hotspots that need review.
RPG Security
Best in #Game Engine
Average in #Game Engine
RPG Security
Best in #Game Engine
Average in #Game Engine

license License

  • RPG 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.
RPG License
Best in #Game Engine
Average in #Game Engine
RPG License
Best in #Game Engine
Average in #Game Engine

buildReuse

  • RPG releases are not available. You will need to build from source code and install.
  • RPG has no build file. You will be need to create the build yourself to build the component from source.
  • RPG saves you 985 person hours of effort in developing the same functionality from scratch.
  • It has 2241 lines of code, 376 functions and 22 files.
  • It has high code complexity. Code complexity directly impacts maintainability of the code.
RPG Reuse
Best in #Game Engine
Average in #Game Engine
RPG Reuse
Best in #Game Engine
Average in #Game Engine
Top functions reviewed by kandi - BETA

kandi has reviewed RPG and discovered the below as its top functions. This is intended to give you an instant insight into RPG implemented functionality, and help decide if they suit your requirements.

  • Detect tile collisions .
    • Update sprites .
      • Renders top sprites on top sprites .
        • Renders the sprites .
          • Main entry point .
            • Gets the frames for a given texture
              • Compares two Sprite objects .
                • Compares two sprites
                  • Handles key up .
                    • Determine if the mouse is moved .

                      Get all kandi verified functions for this library.

                      Get all kandi verified functions for this library.

                      RPG Key Features

                      A 2D Legend of Zelda like RPG.

                      Aerospike Golang how to use POLICY_KEY_SEND?

                      copy iconCopydownload iconDownload
                      writePolicy.SendKey = true
                      
                      err = client.Put(writePolicy, key, bins)
                      
                      writePolicy.SendKey = true
                      
                      err = client.Put(writePolicy, key, bins)
                      

                      Is there a `HVBoxContainer` for Godot?

                      copy iconCopydownload iconDownload
                      func _notification(what):
                          if what == NOTIFICATION_SORT_CHILDREN:
                              layout()
                      
                      func layout() -> void:
                          # …
                          for child in get_children():
                              var control := child as Control
                              if not is_instance_valid(control) or not control.visible:
                                  continue
                      
                              var size := control.get_combined_minimum_size()
                          # …
                      
                      func _notification(what):
                          if what == NOTIFICATION_SORT_CHILDREN:
                              layout()
                      
                      func layout() -> void:
                          # …
                          for child in get_children():
                              var control := child as Control
                              if not is_instance_valid(control) or not control.visible:
                                  continue
                      
                              var size := control.get_combined_minimum_size()
                          # …
                      

                      Is storing an object as a value in a key:value pair safe in Python?

                      copy iconCopydownload iconDownload
                      >>> class Test: pass
                      >>> print(Test())
                      <__main__.Test object at 0x00000185FF1C5D30>
                      
                      >>> class Test:
                      ...     def __repr__(self): return "Tada!"
                      
                      >>> print(Test())
                      Tada!
                      
                      from dataclasses import dataclass
                      from typing import Optional
                      
                      
                      @dataclass
                      class Gear:
                          name: str
                          attack_rating: int = 0
                          magic_rating: int = 0
                          defense_rating: int = 0
                      
                      
                      @dataclass
                      class Equipment:
                          helmet: Optional[Gear] = None
                          torso: Optional[Gear] = None
                          hand: Optional[Gear] = None
                      
                      >>> player_equipment = Equipment()
                      >>> player_equipment.helmet = Gear("Tiara", magic_rating=15)
                      >>> print(player_equipment)
                      Equipment(helmet=Gear(name='Tiara', attack_rating=0, magic_rating=15, defense_rating=0), torso=None, hand=None)
                      
                      >>> class Test: pass
                      >>> print(Test())
                      <__main__.Test object at 0x00000185FF1C5D30>
                      
                      >>> class Test:
                      ...     def __repr__(self): return "Tada!"
                      
                      >>> print(Test())
                      Tada!
                      
                      from dataclasses import dataclass
                      from typing import Optional
                      
                      
                      @dataclass
                      class Gear:
                          name: str
                          attack_rating: int = 0
                          magic_rating: int = 0
                          defense_rating: int = 0
                      
                      
                      @dataclass
                      class Equipment:
                          helmet: Optional[Gear] = None
                          torso: Optional[Gear] = None
                          hand: Optional[Gear] = None
                      
                      >>> player_equipment = Equipment()
                      >>> player_equipment.helmet = Gear("Tiara", magic_rating=15)
                      >>> print(player_equipment)
                      Equipment(helmet=Gear(name='Tiara', attack_rating=0, magic_rating=15, defense_rating=0), torso=None, hand=None)
                      
                      >>> class Test: pass
                      >>> print(Test())
                      <__main__.Test object at 0x00000185FF1C5D30>
                      
                      >>> class Test:
                      ...     def __repr__(self): return "Tada!"
                      
                      >>> print(Test())
                      Tada!
                      
                      from dataclasses import dataclass
                      from typing import Optional
                      
                      
                      @dataclass
                      class Gear:
                          name: str
                          attack_rating: int = 0
                          magic_rating: int = 0
                          defense_rating: int = 0
                      
                      
                      @dataclass
                      class Equipment:
                          helmet: Optional[Gear] = None
                          torso: Optional[Gear] = None
                          hand: Optional[Gear] = None
                      
                      >>> player_equipment = Equipment()
                      >>> player_equipment.helmet = Gear("Tiara", magic_rating=15)
                      >>> print(player_equipment)
                      Equipment(helmet=Gear(name='Tiara', attack_rating=0, magic_rating=15, defense_rating=0), torso=None, hand=None)
                      

                      IBMi STRSEU - Possible to edit stream files (IFS) directly?

                      copy iconCopydownload iconDownload
                      cd '/tmp'
                      wrklnk
                      

                      How can I find a specific array assigned to a randomly selected variable?

                      copy iconCopydownload iconDownload
                      const nearbyLocations = new Map([
                      //[ key,        [ values, ... ] ],
                        [ Start,      [ BigForrest, Cliffs, Cave ] ],
                        [ BigForrest, [ Start, Clearing, River ] ],
                        [ Cliffs,     [ Start, Cave, River ] ],
                        // etc
                      ])
                      
                      const wander = (currentLocation) => {
                        const nearby = nearbyLocations.get(currentLocation)
                        return nearby?.[Math.floor(Math.random() * nearby?.length)]
                      }
                      
                      const nearbyLocations = new Map([
                      //[ key,        [ values, ... ] ],
                        [ Start,      [ BigForrest, Cliffs, Cave ] ],
                        [ BigForrest, [ Start, Clearing, River ] ],
                        [ Cliffs,     [ Start, Cave, River ] ],
                        // etc
                      ])
                      
                      const wander = (currentLocation) => {
                        const nearby = nearbyLocations.get(currentLocation)
                        return nearby?.[Math.floor(Math.random() * nearby?.length)]
                      }
                      
                      let data = {
                        startingAreaLocations: ["Clearing", "BigForrest", "SmallForrest"],
                        locationsNearStart: ["BigForrest", "Cliffs", "Cave"],
                        locationsNearBigForrest: ["Start", "Clearing", "River"],
                      };
                      let newLocation = "River";
                      let newWander = ["SmallForrest", "BigForrest"];
                      
                      let dataKey = Object.values(data);
                      data[Object.keys(data)[Object.keys(data).length - 1]].forEach((e) => {
                        if (e === newLocation) {
                          data[`locationsNear${e}`] = newWander;
                        }
                      });
                      
                      console.log(data);

                      Forward declaration of class and still Error: Variable has incomplete type

                      copy iconCopydownload iconDownload
                      class Point_CCS_xy {
                      private:
                          long double x_coordinate_{ 0.0 };
                          long double y_coordinate_{ 0.0 };
                      public:
                          Point_CCS_xy() = default;
                          Point_CCS_xy(long double x, long double y) : x_coordinate_(x), y_coordinate_(y) {}
                          ~Point_CCS_xy() = default;
                      
                          Point_CCS_xy(const Point_CCS_xy& cpyObj);
                          vector<Point_CCS_xy> Random_Point_CCS_xy(long double Min, long double Max, size_t n);
                      
                          friend ostream& operator<<(ostream& os, const Point_CCS_xy& pnt);
                      };
                      
                      class random_Point_CCS_xy_generator {
                      public:
                          random_Point_CCS_xy_generator(long double min, long double max)
                              : engine_(std::random_device()()), distribution_(min, max) {}
                      
                          Point_CCS_xy operator()() {
                              long double x = distribution_(engine_);
                              long double y = distribution_(engine_);
                              return Point_CCS_xy(x, y);
                          }
                      
                          std::mt19937 engine_;
                          std::uniform_real_distribution<double> distribution_;
                      };
                      
                      Point_CCS_xy::Point_CCS_xy(const Point_CCS_xy& cpyObj)
                          : Point_CCS_xy(cpyObj.x_coordinate_, cpyObj.y_coordinate_)
                      {
                      }
                      
                      vector<Point_CCS_xy> Point_CCS_xy::Random_Point_CCS_xy(long double Min, long double Max, size_t n)
                      {
                          random_Point_CCS_xy_generator rpg(Min, Max);
                          vector<Point_CCS_xy> Point_CCS_xy_vec;
                          Point_CCS_xy_vec.reserve(n);
                          for (size_t i = 0; i < n; ++i) {
                              Point_CCS_xy p = Point_CCS_xy(rpg());
                              Point_CCS_xy_vec.push_back(p);
                          }
                          return Point_CCS_xy_vec;
                      }
                      
                      ostream& operator<<(ostream& os, const Point_CCS_xy& pnt)
                      {
                          os << "X: " << setw(10) << left << pnt.x_coordinate_ << " Y: " << setw(10) << left << pnt.y_coordinate_;
                          return os;
                      }
                      
                      #include <iostream>
                      #include <iomanip>
                      #include <vector>
                      #include <random>
                      
                      class Point_CCS_xy {
                      private:
                          long double x_coordinate_{ 0.0 };
                          long double y_coordinate_{ 0.0 };
                      public:
                          Point_CCS_xy() = default;
                          Point_CCS_xy(long double x, long double y) : x_coordinate_(x), y_coordinate_(y) {}
                          ~Point_CCS_xy() = default;
                      
                          Point_CCS_xy(const Point_CCS_xy& cpyObj);
                          vector<Point_CCS_xy> Random_Point_CCS_xy(long double Min, long double Max, size_t n);
                      
                          friend ostream& operator<<(ostream& os, const Point_CCS_xy& pnt);
                      };
                      
                      class random_Point_CCS_xy_generator {
                      public:
                          random_Point_CCS_xy_generator(long double min, long double max)
                              : engine_(std::random_device()()), distribution_(min, max) {}
                      
                          Point_CCS_xy operator()() {
                              long double x = distribution_(engine_);
                              long double y = distribution_(engine_);
                              return Point_CCS_xy(x, y);
                          }
                      
                          std::mt19937 engine_;
                          std::uniform_real_distribution<double> distribution_;
                      };
                      
                      Point_CCS_xy::Point_CCS_xy(const Point_CCS_xy& cpyObj)
                          : Point_CCS_xy(cpyObj.x_coordinate_, cpyObj.y_coordinate_)
                      {
                      }
                      
                      vector<Point_CCS_xy> Point_CCS_xy::Random_Point_CCS_xy(long double Min, long double Max, size_t n)
                      {
                          random_Point_CCS_xy_generator rpg(Min, Max);
                          vector<Point_CCS_xy> Point_CCS_xy_vec;
                          Point_CCS_xy_vec.reserve(n);
                          for (size_t i = 0; i < n; ++i) {
                              Point_CCS_xy p = Point_CCS_xy(rpg());
                              Point_CCS_xy_vec.push_back(p);
                          }
                          return Point_CCS_xy_vec;
                      }
                      
                      ostream& operator<<(ostream& os, const Point_CCS_xy& pnt)
                      {
                          os << "X: " << setw(10) << left << pnt.x_coordinate_ << " Y: " << setw(10) << left << pnt.y_coordinate_;
                          return os;
                      }
                      
                      #include <iostream>
                      #include <iomanip>
                      #include <vector>
                      #include <random>
                      
                      class Point_CCS_xy {
                      private:
                          long double x_coordinate_{ 0.0 };
                          long double y_coordinate_{ 0.0 };
                      public:
                          Point_CCS_xy() = default;
                          Point_CCS_xy(long double x, long double y) : x_coordinate_(x), y_coordinate_(y) {}
                          ~Point_CCS_xy() = default;
                      
                          Point_CCS_xy(const Point_CCS_xy& cpyObj);
                          vector<Point_CCS_xy> Random_Point_CCS_xy(long double Min, long double Max, size_t n);
                      
                          friend ostream& operator<<(ostream& os, const Point_CCS_xy& pnt);
                      };
                      
                      class random_Point_CCS_xy_generator {
                      public:
                          random_Point_CCS_xy_generator(long double min, long double max)
                              : engine_(std::random_device()()), distribution_(min, max) {}
                      
                          Point_CCS_xy operator()() {
                              long double x = distribution_(engine_);
                              long double y = distribution_(engine_);
                              return Point_CCS_xy(x, y);
                          }
                      
                          std::mt19937 engine_;
                          std::uniform_real_distribution<double> distribution_;
                      };
                      
                      Point_CCS_xy::Point_CCS_xy(const Point_CCS_xy& cpyObj)
                          : Point_CCS_xy(cpyObj.x_coordinate_, cpyObj.y_coordinate_)
                      {
                      }
                      
                      vector<Point_CCS_xy> Point_CCS_xy::Random_Point_CCS_xy(long double Min, long double Max, size_t n)
                      {
                          random_Point_CCS_xy_generator rpg(Min, Max);
                          vector<Point_CCS_xy> Point_CCS_xy_vec;
                          Point_CCS_xy_vec.reserve(n);
                          for (size_t i = 0; i < n; ++i) {
                              Point_CCS_xy p = Point_CCS_xy(rpg());
                              Point_CCS_xy_vec.push_back(p);
                          }
                          return Point_CCS_xy_vec;
                      }
                      
                      ostream& operator<<(ostream& os, const Point_CCS_xy& pnt)
                      {
                          os << "X: " << setw(10) << left << pnt.x_coordinate_ << " Y: " << setw(10) << left << pnt.y_coordinate_;
                          return os;
                      }
                      
                      #include <iostream>
                      #include <iomanip>
                      #include <vector>
                      #include <random>
                      

                      How to run a while loop affected by multiple variables?

                      copy iconCopydownload iconDownload
                              class char:
                                  def __init__(self,name,side,Spd):
                                      self.name=name
                                      self.side=side
                                      self.Spd=Spd
                      
                              hero=char("Jimbo","good",4)
                              helplessSidekick=char("Timmy","good",2)
                              thug1=char("Crusher","evil",3)
                              thug2=char("Bruiser","evil",3)
                              
                              global inactiveChars
                              inactiveChars = set()
                              global turns
                              turns = 5
                              def gameOver():
                                  global turns
                                  over = turns == 0
                                  if turns > 0:
                                      turns -= 1
                                  return over
                              def killChar(name):
                                  global inactiveChars
                                  inactiveChars.add(name)
                                  print(f"Oof! {name} was KO'ed")
                              def takeTurn(turnNumber, charName):
                                  if turnNumber == 2 and charName == "Jimbo":
                                      killChar("Crusher")
                      
                              chars = [hero, helplessSidekick, thug1, thug2]
                              chars.sort(key=lambda character:character.Spd, reverse=True)
                              curTurn = 0
                              while not gameOver():
                                  curTurn += 1
                                  print(f"======== Turn number {curTurn}:")
                                  for ch in chars:
                                      if ch.name not in inactiveChars:
                                          print(f"It's {ch.name}'s turn")
                                          takeTurn(curTurn, ch.name)
                      
                      ======== Turn number 1:
                      It's Jimbo's turn
                      It's Crusher's turn
                      It's Bruiser's turn
                      It's Timmy's turn
                      ======== Turn number 2:
                      It's Jimbo's turn
                      Oof! Crusher was KO'ed
                      It's Bruiser's turn
                      It's Timmy's turn
                      ======== Turn number 3:
                      It's Jimbo's turn
                      It's Bruiser's turn
                      It's Timmy's turn
                      ======== Turn number 4:
                      It's Jimbo's turn
                      It's Bruiser's turn
                      It's Timmy's turn
                      ======== Turn number 5:
                      It's Jimbo's turn
                      It's Bruiser's turn
                      It's Timmy's turn
                      
                              class char:
                                  def __init__(self,name,side,Spd):
                                      self.name=name
                                      self.side=side
                                      self.Spd=Spd
                      
                              hero=char("Jimbo","good",4)
                              helplessSidekick=char("Timmy","good",2)
                              thug1=char("Crusher","evil",3)
                              thug2=char("Bruiser","evil",3)
                              
                              global inactiveChars
                              inactiveChars = set()
                              global turns
                              turns = 5
                              def gameOver():
                                  global turns
                                  over = turns == 0
                                  if turns > 0:
                                      turns -= 1
                                  return over
                              def killChar(name):
                                  global inactiveChars
                                  inactiveChars.add(name)
                                  print(f"Oof! {name} was KO'ed")
                              def takeTurn(turnNumber, charName):
                                  if turnNumber == 2 and charName == "Jimbo":
                                      killChar("Crusher")
                      
                              chars = [hero, helplessSidekick, thug1, thug2]
                              chars.sort(key=lambda character:character.Spd, reverse=True)
                              curTurn = 0
                              while not gameOver():
                                  curTurn += 1
                                  print(f"======== Turn number {curTurn}:")
                                  for ch in chars:
                                      if ch.name not in inactiveChars:
                                          print(f"It's {ch.name}'s turn")
                                          takeTurn(curTurn, ch.name)
                      
                      ======== Turn number 1:
                      It's Jimbo's turn
                      It's Crusher's turn
                      It's Bruiser's turn
                      It's Timmy's turn
                      ======== Turn number 2:
                      It's Jimbo's turn
                      Oof! Crusher was KO'ed
                      It's Bruiser's turn
                      It's Timmy's turn
                      ======== Turn number 3:
                      It's Jimbo's turn
                      It's Bruiser's turn
                      It's Timmy's turn
                      ======== Turn number 4:
                      It's Jimbo's turn
                      It's Bruiser's turn
                      It's Timmy's turn
                      ======== Turn number 5:
                      It's Jimbo's turn
                      It's Bruiser's turn
                      It's Timmy's turn
                      
                      class Char:
                          def __init__(self, name, side, Spd):
                              self.name=name
                              self.side=side
                              self.Spd=Spd
                      
                      def take_turn(char):
                          print(f"{char.name}'s turn...")
                          char.Spd -= 1
                      
                      hero = Char("Jimbo","good",4)
                      helplessSidekick = Char("Timmy","good",2)
                      thug1 = Char("Crusher","evil",3)
                      thug2 = Char("Bruiser","evil",3)
                      
                      in_game_chars = [hero, thug1, thug2, helplessSidekick]
                      i = 0  # index of character to go first
                      while len(in_game_chars) > 0:
                          i = i % len(in_game_chars)
                          char = in_game_chars[i]
                          take_turn(char)
                          if char.Spd < 1:
                              in_game_chars.pop(i)
                          else:
                              i += 1
                      print("Game over")
                      
                      Jimbo's turn...
                      Crusher's turn...
                      Bruiser's turn...
                      Timmy's turn...
                      Jimbo's turn...
                      Crusher's turn...
                      Bruiser's turn...
                      Timmy's turn...
                      Jimbo's turn...
                      Crusher's turn...
                      Bruiser's turn...
                      Jimbo's turn...
                      Game over
                      
                      from itertools import cycle, islice
                      
                      in_game_chars = [hero, thug1, thug2, helplessSidekick]
                      i = 0  # index of character to go first
                      while len(in_game_chars) > 0:
                          for char in islice(cycle(in_game_chars), i, None):
                              take_turn(char)
                              if char.Spd < 1:
                                  i = in_game_chars.index(char)
                                  # Remove player
                                  in_game_chars.pop(i)
                                  break
                      print("Game over")
                      
                      in_game_chars = [hero, thug1, thug2, helplessSidekick]
                      while len(in_game_chars) > 0:
                          in_game_chars = list(filter(lambda x: x.Spd > 0, in_game_chars))
                          for char in in_game_chars:
                              take_turn(char)
                      print("Game over")
                      
                      class Char:
                          def __init__(self, name, side, Spd):
                              self.name=name
                              self.side=side
                              self.Spd=Spd
                      
                      def take_turn(char):
                          print(f"{char.name}'s turn...")
                          char.Spd -= 1
                      
                      hero = Char("Jimbo","good",4)
                      helplessSidekick = Char("Timmy","good",2)
                      thug1 = Char("Crusher","evil",3)
                      thug2 = Char("Bruiser","evil",3)
                      
                      in_game_chars = [hero, thug1, thug2, helplessSidekick]
                      i = 0  # index of character to go first
                      while len(in_game_chars) > 0:
                          i = i % len(in_game_chars)
                          char = in_game_chars[i]
                          take_turn(char)
                          if char.Spd < 1:
                              in_game_chars.pop(i)
                          else:
                              i += 1
                      print("Game over")
                      
                      Jimbo's turn...
                      Crusher's turn...
                      Bruiser's turn...
                      Timmy's turn...
                      Jimbo's turn...
                      Crusher's turn...
                      Bruiser's turn...
                      Timmy's turn...
                      Jimbo's turn...
                      Crusher's turn...
                      Bruiser's turn...
                      Jimbo's turn...
                      Game over
                      
                      from itertools import cycle, islice
                      
                      in_game_chars = [hero, thug1, thug2, helplessSidekick]
                      i = 0  # index of character to go first
                      while len(in_game_chars) > 0:
                          for char in islice(cycle(in_game_chars), i, None):
                              take_turn(char)
                              if char.Spd < 1:
                                  i = in_game_chars.index(char)
                                  # Remove player
                                  in_game_chars.pop(i)
                                  break
                      print("Game over")
                      
                      in_game_chars = [hero, thug1, thug2, helplessSidekick]
                      while len(in_game_chars) > 0:
                          in_game_chars = list(filter(lambda x: x.Spd > 0, in_game_chars))
                          for char in in_game_chars:
                              take_turn(char)
                      print("Game over")
                      
                      class Char:
                          def __init__(self, name, side, Spd):
                              self.name=name
                              self.side=side
                              self.Spd=Spd
                      
                      def take_turn(char):
                          print(f"{char.name}'s turn...")
                          char.Spd -= 1
                      
                      hero = Char("Jimbo","good",4)
                      helplessSidekick = Char("Timmy","good",2)
                      thug1 = Char("Crusher","evil",3)
                      thug2 = Char("Bruiser","evil",3)
                      
                      in_game_chars = [hero, thug1, thug2, helplessSidekick]
                      i = 0  # index of character to go first
                      while len(in_game_chars) > 0:
                          i = i % len(in_game_chars)
                          char = in_game_chars[i]
                          take_turn(char)
                          if char.Spd < 1:
                              in_game_chars.pop(i)
                          else:
                              i += 1
                      print("Game over")
                      
                      Jimbo's turn...
                      Crusher's turn...
                      Bruiser's turn...
                      Timmy's turn...
                      Jimbo's turn...
                      Crusher's turn...
                      Bruiser's turn...
                      Timmy's turn...
                      Jimbo's turn...
                      Crusher's turn...
                      Bruiser's turn...
                      Jimbo's turn...
                      Game over
                      
                      from itertools import cycle, islice
                      
                      in_game_chars = [hero, thug1, thug2, helplessSidekick]
                      i = 0  # index of character to go first
                      while len(in_game_chars) > 0:
                          for char in islice(cycle(in_game_chars), i, None):
                              take_turn(char)
                              if char.Spd < 1:
                                  i = in_game_chars.index(char)
                                  # Remove player
                                  in_game_chars.pop(i)
                                  break
                      print("Game over")
                      
                      in_game_chars = [hero, thug1, thug2, helplessSidekick]
                      while len(in_game_chars) > 0:
                          in_game_chars = list(filter(lambda x: x.Spd > 0, in_game_chars))
                          for char in in_game_chars:
                              take_turn(char)
                      print("Game over")
                      
                      class Char:
                          def __init__(self, name, side, Spd):
                              self.name=name
                              self.side=side
                              self.Spd=Spd
                      
                      def take_turn(char):
                          print(f"{char.name}'s turn...")
                          char.Spd -= 1
                      
                      hero = Char("Jimbo","good",4)
                      helplessSidekick = Char("Timmy","good",2)
                      thug1 = Char("Crusher","evil",3)
                      thug2 = Char("Bruiser","evil",3)
                      
                      in_game_chars = [hero, thug1, thug2, helplessSidekick]
                      i = 0  # index of character to go first
                      while len(in_game_chars) > 0:
                          i = i % len(in_game_chars)
                          char = in_game_chars[i]
                          take_turn(char)
                          if char.Spd < 1:
                              in_game_chars.pop(i)
                          else:
                              i += 1
                      print("Game over")
                      
                      Jimbo's turn...
                      Crusher's turn...
                      Bruiser's turn...
                      Timmy's turn...
                      Jimbo's turn...
                      Crusher's turn...
                      Bruiser's turn...
                      Timmy's turn...
                      Jimbo's turn...
                      Crusher's turn...
                      Bruiser's turn...
                      Jimbo's turn...
                      Game over
                      
                      from itertools import cycle, islice
                      
                      in_game_chars = [hero, thug1, thug2, helplessSidekick]
                      i = 0  # index of character to go first
                      while len(in_game_chars) > 0:
                          for char in islice(cycle(in_game_chars), i, None):
                              take_turn(char)
                              if char.Spd < 1:
                                  i = in_game_chars.index(char)
                                  # Remove player
                                  in_game_chars.pop(i)
                                  break
                      print("Game over")
                      
                      in_game_chars = [hero, thug1, thug2, helplessSidekick]
                      while len(in_game_chars) > 0:
                          in_game_chars = list(filter(lambda x: x.Spd > 0, in_game_chars))
                          for char in in_game_chars:
                              take_turn(char)
                      print("Game over")
                      

                      vue modal dropping frames when using transitions

                      copy iconCopydownload iconDownload
                      .rpg-modal{
                        will-change: transform, opacity, filter;
                      }
                      
                      <b-modal>
                        <b-card>
                          <my-spinner v-if="loading" />
                          <my-content content="myData" />
                        </b-card>
                      </b-modal>
                      
                      mounted() {
                        this.loading = true
                        this.readSomeData()
                          .then(response => {
                            this.myData = response.data
                          })
                          .finally(() => {
                            this.loading = false
                          })
                      }
                      
                      

                      Set a global alias for a table and a column?

                      copy iconCopydownload iconDownload
                      create view document
                      as
                      select 
                        DDATE4 as creationdate
                        -- , other columns...
                      from xecblob;
                      
                      create view document (creationdate /*, other column aliases... */)
                      as
                      select 
                        DDATE4
                        -- , other columns...
                      from xecblob;
                      
                      create view document
                      as
                      select 
                        DDATE4 as creationdate
                        -- , other columns...
                      from xecblob;
                      
                      create view document (creationdate /*, other column aliases... */)
                      as
                      select 
                        DDATE4
                        -- , other columns...
                      from xecblob;
                      

                      It seems `setVelocityX` doesn't agree with the keystrokes. Am I missing something?

                      copy iconCopydownload iconDownload
                      class BootScene extends Phaser.Scene {
                        constructor() {
                          super({
                            key: 'BootScene'
                          });
                        }
                      
                        preload() {
                              // map tiles
                              this.load.image('tiles', 'https://raw.githubusercontent.com/liyi93319/phaser3_rpg/main/part1/assets/map/spritesheet.png');
                              
                              // map in json format
                              this.load.tilemapTiledJSON('map', 'https://raw.githubusercontent.com/liyi93319/phaser3_rpg/main/part1/assets/map/map.json');
                              
                              // our two characters
                              this.load.spritesheet('player', 'https://raw.githubusercontent.com/liyi93319/phaser3_rpg/main/part1/assets/RPG_assets.png', { frameWidth: 16, frameHeight: 16 });
                        }
                      
                        create() {
                          this.scene.start('WorldScene');
                        }
                      }
                      
                      class WorldScene extends Phaser.Scene {
                        constructor() {
                          super({
                            key: 'WorldScene'
                          });
                        }
                      
                        create() {
                          // create your world here
                          var map = this.make.tilemap({ key: 'map' });
                          // creates a tileset image
                          var tiles = map.addTilesetImage('spritesheet', 'tiles');
                          var grass = map.createLayer('Grass', tiles, 0, 0);
                          var obstacles = map.createLayer('Obstacles', tiles, 0, 0);
                          obstacles.setCollisionByExclusion([-1]);
                          this.player = this.physics.add.sprite(25, 25, 'player', 6);
                          this.cursors = this.input.keyboard.createCursorKeys();
                        }
                      
                        update(time, delta) {
                          this.player.body.setVelocity(0);
                         
                          // Horizontal movement
                          if (this.cursors.left.isDown) {
                            this.player.body.setVelocityX(-80);
                            if(!this._press){
                             this.start = (new Date()).getTime();
                             this.startX = this.player.body.x; 
                              this._press = true;
                             setTimeout(()=>{
                              console.info(`Started at x-Position: ${this.startX} -> Ended at x-Position: ${this.player.body.x} = distance: ${ Math.abs(this.player.body.x - this.startX) }`);
                             }, 1000)
                             }
                          }
                          else if (this.cursors.right.isDown) {
                            this.player.body.setVelocityX(80);
                          }
                          // Vertical movement
                          if (this.cursors.up.isDown) {
                            this.player.body.setVelocityY(-80);
                          }
                          else if (this.cursors.down.isDown) {
                            this.player.body.setVelocityY(80);
                          }
                        }
                      }
                      
                      var bootScene = new BootScene();
                      var worldScene = new WorldScene();
                      
                      var config = {
                        type: Phaser.AUTO,
                        parent: 'content',
                        width: 320,
                        height: 240,
                        zoom: 2,
                        pixelArt: true,
                        physics: {
                          default: 'arcade',
                          arcade: {
                            gravity: { y: 0 }
                          }
                        },
                        scene: [
                          BootScene,
                          WorldScene
                        ]
                      };
                      var game = new Phaser.Game(config);
                      <script src="https://cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
                      class BootScene extends Phaser.Scene {
                        constructor() {
                          super({
                            key: 'BootScene'
                          });
                        }
                      
                        preload() {
                              // map tiles
                              this.load.image('tiles', 'https://raw.githubusercontent.com/liyi93319/phaser3_rpg/main/part1/assets/map/spritesheet.png');
                              
                              // map in json format
                              this.load.tilemapTiledJSON('map', 'https://raw.githubusercontent.com/liyi93319/phaser3_rpg/main/part1/assets/map/map.json');
                              
                              // our two characters
                              this.load.spritesheet('player', 'https://raw.githubusercontent.com/liyi93319/phaser3_rpg/main/part1/assets/RPG_assets.png', { frameWidth: 16, frameHeight: 16 });
                        }
                      
                        create() {
                          this.scene.start('WorldScene');
                        }
                      }
                      
                      class WorldScene extends Phaser.Scene {
                        constructor() {
                          super({
                            key: 'WorldScene'
                          });
                        }
                      
                        create() {
                          // create your world here
                          var map = this.make.tilemap({ key: 'map' });
                          // creates a tileset image
                          var tiles = map.addTilesetImage('spritesheet', 'tiles');
                          var grass = map.createLayer('Grass', tiles, 0, 0);
                          var obstacles = map.createLayer('Obstacles', tiles, 0, 0);
                          obstacles.setCollisionByExclusion([-1]);
                          this.player = this.physics.add.sprite(25, 25, 'player', 6);
                          this.cursors = this.input.keyboard.createCursorKeys();
                        }
                      
                        update(time, delta) {
                          this.player.body.setVelocity(0);
                         
                          // Horizontal movement
                          if (this.cursors.left.isDown) {
                            this.player.body.setVelocityX(-80);
                            if(!this._press){
                             this.start = (new Date()).getTime();
                             this.startX = this.player.body.x; 
                              this._press = true;
                             setTimeout(()=>{
                              console.info(`Started at x-Position: ${this.startX} -> Ended at x-Position: ${this.player.body.x} = distance: ${ Math.abs(this.player.body.x - this.startX) }`);
                             }, 1000)
                             }
                          }
                          else if (this.cursors.right.isDown) {
                            this.player.body.setVelocityX(80);
                          }
                          // Vertical movement
                          if (this.cursors.up.isDown) {
                            this.player.body.setVelocityY(-80);
                          }
                          else if (this.cursors.down.isDown) {
                            this.player.body.setVelocityY(80);
                          }
                        }
                      }
                      
                      var bootScene = new BootScene();
                      var worldScene = new WorldScene();
                      
                      var config = {
                        type: Phaser.AUTO,
                        parent: 'content',
                        width: 320,
                        height: 240,
                        zoom: 2,
                        pixelArt: true,
                        physics: {
                          default: 'arcade',
                          arcade: {
                            gravity: { y: 0 }
                          }
                        },
                        scene: [
                          BootScene,
                          WorldScene
                        ]
                      };
                      var game = new Phaser.Game(config);
                      <script src="https://cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>

                      Community Discussions

                      Trending Discussions on RPG
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                      QUESTION

                      Aerospike Golang how to use POLICY_KEY_SEND?

                      Asked 2022-Apr-11 at 10:26

                      Im trying to put a record with PK using golang, the default policy prevent PK to shows so i need to use policy POLICY_KEY_SEND. im able to put this policy using PHP but i have no clue how to use it in golang aerospike library, this is my code (Aerospike and PHP)

                      Golang (no clue how to put policy POLICY_KEY_SEND)

                      package main
                      
                      import "fmt"
                      import aero "github.com/aerospike/aerospike-client-go"
                      
                      func main() {
                          
                          client, err := aero.NewClientWithPolicyAndHost(aero.NewClientPolicy(), 
                              aero.NewHost("192.168.7.241", 3000), 
                              aero.NewHost("192.168.7.243", 3000), 
                              aero.NewHost("192.168.7.244", 3000), 
                              aero.NewHost("192.168.7.245", 3000),
                          )
                          
                          if err != nil {
                              fmt.Println("AEROSPIKE CON ERR :",nil)
                          } else {
                              fmt.Println("SUCCESS AEROSPIKE")
                      
                              namespace := "test"
                              setName := "test_golang_set"
                      
                              key,err := aero.NewKey(namespace,setName,"ASDF1234")
                              if err != nil {
                                  fmt.Println("AEROSPIKE KEY ERR :",nil)
                              } else {
                                  // define some bins
                                  bins := aero.BinMap{
                                      "game"  : "P4", // you can pass any supported type as bin value
                                      "genre" : "RPG",
                                      "price" : 59.9,
                                  }
                      
                                  writePolicy := aero.NewWritePolicy(0, 0)
                                  err = client.Put(writePolicy, key, bins)
                                  
                                  if err != nil {
                                      fmt.Println("AEROSPIKE PUT ERR :",nil)
                                  } else {
                                      fmt.Println("AEROSPIKE PUT SUCCESS")
                                  }
                              }
                          }
                      }
                      

                      PHP (using POLICY_KEY_SEND)

                      <?php
                      
                      /*blablah connection stuff*/
                      
                      $name_space = "test";
                      $sets  = "test_golang_set";
                      $pk_sets = "HIJK4869";
                      $key = $aeroDB->initKey($name_space,$sets,$pk_sets);
                      
                      $option = [
                          Aerospike::OPT_POLICY_KEY => Aerospike::POLICY_KEY_SEND
                      ];
                      
                      $bins = [
                          'game'   => 'ELDEN RING',
                          'genre'   => 'Relaxing',
                          'price'    => 59.9
                      ];
                      
                      $putStatus = $aeroDB->put($key,$bins,0,$option);
                      
                      if($putStatus == Aerospike::OK) {
                          echo "OK";
                      } else {
                          echo "ERR";
                      }
                      

                      this is sample of result, two last records generated by Golang (PK not shown because not using POLICY_KEY_SEND) , the first record by PHP (PK shown, because of POLICY_KEY_SEND) :

                      aql> select * from test.test_golang_set
                      +------------+--------------+------------+-------+
                      | PK         | game         | genre      | price |
                      +------------+--------------+------------+-------+
                      | "HIJK4869" | "ELDEN RING" | "Relaxing" | 59.9  |
                      |            | "P5"         | "RPG"      | 59.9  |
                      |            | "P4"         | "RPG"      | 59.9  |
                      +------------+--------------+------------+-------+
                      3 rows in set (0.508 secs)
                      

                      ps : im using this golang aerospike : https://github.com/aerospike/aerospike-client-go

                      ANSWER

                      Answered 2022-Apr-11 at 10:26

                      Try adding:

                      writePolicy.SendKey = true
                      

                      before calling:

                      err = client.Put(writePolicy, key, bins)
                      

                      According to Aerospike Go Client documentation: SendKey option is a part of BasePolicy (default is SendKey = false) which is a base policy of WritePolicy.

                      https://pkg.go.dev/github.com/aerospike/aerospike-client-go#BasePolicy https://pkg.go.dev/github.com/aerospike/aerospike-client-go#WritePolicy

                      Source https://stackoverflow.com/questions/71824413

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

                      Vulnerabilities

                      No vulnerabilities reported

                      Install RPG

                      You can download it from GitHub.
                      You can use RPG 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 RPG component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .

                      Support

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

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