lasers | Lasers & Mirrors Game

 by   kevinjhanna Java Version: Current License: No License

kandi X-RAY | lasers Summary

kandi X-RAY | lasers Summary

lasers is a Java library. lasers has no bugs, it has no vulnerabilities and it has low support. However lasers build file is not available. You can download it from GitHub.

Lasers & Mirrors Game
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            kandi-support Support

              lasers has a low active ecosystem.
              It has 2 star(s) with 0 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              lasers has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of lasers is current.

            kandi-Quality Quality

              lasers has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

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

            kandi-Reuse Reuse

              lasers releases are not available. You will need to build from source code and install.
              lasers has no build file. You will be need to create the build yourself to build the component from source.
              It has 2577 lines of code, 306 functions and 82 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed lasers and discovered the below as its top functions. This is intended to give you an instant insight into lasers implemented functionality, and help decide if they suit your requirements.
            • Creates a new game
            • Process a single tile line
            • Generate tile object
            • Parse a game file
            • Initializes the panel
            • Initializes the Panel
            • Initialize the timer
            • Bifurcations are in the topology
            • Set a ray in the tile
            • Initializes the JFrame
            • Set whether the game is visible
            • Show a confirmation dialog
            • Show the load dialog
            • Quits the game
            • Show save dialog
            • Stop a ray
            • Show a new file
            • Creates a game from a saved file
            • Initialize the menu
            • Load a game from a previously saved game file
            • Initialize the welcome panel
            • Updates the origin of the ray
            • Stops the ray
            • Draw the grid color
            • Load the images
            • Saves the game in a file
            Get all kandi verified functions for this library.

            lasers Key Features

            No Key Features are available at this moment for lasers.

            lasers Examples and Code Snippets

            No Code Snippets are available at this moment for lasers.

            Community Discussions

            QUESTION

            How to rotate object towards target smooth slowly ? The object is not rotating facing the target
            Asked 2022-Apr-08 at 21:00

            The goal in the end is to rotate the object when he start moving so the object will facing towards the target he is moving to and also that the laser that coming out from the object eye will be facing the same target.

            The object that i want to rotate is at first at position 0,0,0 because the object is a child. the player is holding the object by hand. Then the object is getting throw with animation towards a target.

            The object is moving to the target but now i want the object to rotate also smooth slowly to the target in this case i set the rotation duration 1 second. and i see that the object rotation is changing but not facing the target.

            This screenshot show the object while it's still in the player hand at position 0,0,0

            Then the object get throw and start moving to the target at this time the object rotation change :

            The object that throw have a child transform the eye and from the eye a laser beam should be coming out and then i want to make that the object will rotate towards the target so the laser from the eye will be facing the target.

            I marked the eye with a small red circle :

            In this screenshot i marked the target far away, the laser in green is not facing the target and also the eye is not facing the target. the laser should come out the eye and the whole object should facing the target so the laser also should be facing the target with the eye.

            This screenshot is of the object before running the game the eye is facing forwards with the object. this is just to show that the eye is aligned with the object facing forward.

            This script is attached to my player and make the object to be thrown to the target and also should make the object to be rotating towards the target :

            The throw part that make the object move to the target is working fine but the rotating part is not :

            ...

            ANSWER

            Answered 2022-Apr-08 at 21:00

            This is one situation where it is important to understand the difference between passing by value, or passing by reference. In your AnimateRotationTowards function, all of the parameters to that function are passed by value. Changes to those rotations will affect the local values within the function scope, but those are not the same values that get used in the scene.

            What you probably want instead is a reference to some Transform object. If you assign a new rotation to that Transform, it will use that rotation in the scene.

            It looks like this script component is attached to the GameObject that will be rotating. Is that right? If yes, you can set a new rotation by assigning a value to transform.rotation:

            Source https://stackoverflow.com/questions/71802615

            QUESTION

            SFML: image gets drawn and moves when I press a key, but doesn't move when I try to create a vector of them
            Asked 2022-Mar-13 at 00:41

            The following code works... Basically when I press the spacebar, it draws a line, which continually moves in the Y direction on the screen.

            ...

            ANSWER

            Answered 2022-Mar-13 at 00:41

            When iterating over the lines, you create copies of the rectangles, and then move those copies, instead of the instances stored in the vector.

            Use reference in your for-range loops.

            Source https://stackoverflow.com/questions/71453531

            QUESTION

            Calculate the normal equation for a checkerboard found through pose estimation
            Asked 2022-Feb-21 at 11:11

            I am working on a laserscanning project. For this, I am following this paper for calibration purposes. I am currently stuck, where the authors calculate the plane parameters of the checkerboard used to calibrate the camera (and in the following the laser plane).

            To generate test data, I used Blender, providing the camera data (focal length, pixel size, etc.) based on the raspberry pi V2. After calculating/finding the intrinsic camera matrix with OpenCv (Python 3)

            ...

            ANSWER

            Answered 2022-Feb-21 at 11:11

            I think I found the answer: Following this post, I introduced a scale factor s for the signed distance, to convert the distance into a real world distance (in mm).

            Source https://stackoverflow.com/questions/71176667

            QUESTION

            How to set different background depending on hotspot hover
            Asked 2022-Feb-19 at 10:14

            How would like to modify this codepen https://codepen.io/varcharles/pen/qNQpRv When hovering a red dot the box on right should change is background related on which hotspot is selected. So, four different images related to 4 different hotspots.

            ...

            ANSWER

            Answered 2022-Feb-19 at 10:14

            You can just add more data and assign each data object to the images. The following will change the background image when hovering the hotspot.

            Source https://stackoverflow.com/questions/70356238

            QUESTION

            Callback functions in ROS ? How to properly update them?
            Asked 2022-Jan-14 at 20:51

            So I make robot, which should get data from laser sensor and then move until some distance and stops.

            But I find problem in callback functions. Is there somewhere better explanation how to update variables with callback properly ? I had same problem with python and there I found out that time.sleep(0.2) let the class to update properly. Even this is little bit magic for me. Because I was thinking that in python this works automatically because separated threading.

            In c++ I know that the basic is using spinOnce() and spin(). This works how it should in normal non-object-oriented case. But in the class again I found out that the class is not updated properly. Why is this a case ? I can not find why the callback function is not working properly. I could see if it was the case by print full range from reading, but it never happens. I have ros::spinOnce() and I think I have correctly member functions. Can someone please help me ? And help me to understand ?

            robot.h

            ...

            ANSWER

            Answered 2022-Jan-14 at 09:02

            I found the problem. Basically with callbacks. You have to be sure, that the publisher catches up. So before you call the spinOnce() which checks if it is something there. You have to call some sort of wait function. ros::rate/ros::Duration and wait. Then when you call spinOnce(). You will have new incoming data, which the callback function can read.

            In this sence:

            Source https://stackoverflow.com/questions/70703772

            QUESTION

            Ros_posible_python_mistake
            Asked 2022-Jan-12 at 21:21

            guys I am making basic run and stop program for ROS simulation and I found a problem. I don't know why, when the call back function runs the self.l_scan = scan_data -> updates like it should. But when the is_obstacle member function runs. The self.l_scan is empty. I have probably some spell mistake, but I tried to look for it like for hour and I can not find the mistake. The topic /scan is from Turtlebot and it runs like it should. I tried via echo.

            Code

            ...

            ANSWER

            Answered 2022-Jan-12 at 21:21

            Your issue is because you're immediately calling move after finishing the constructor; where you setup the subscriber. This means there is relatively 0 chance that any data has been received. Instead, you should be validating that you have enough data before trying to slice the list and other operations on the data; because these operations assume you do have data. Something like this:

            Source https://stackoverflow.com/questions/70688356

            QUESTION

            I am getting an error with argument 1 must be pygame.Surface, not None. How do I fix this
            Asked 2021-Dec-10 at 12:05

            I am following a code tutorial on YouTube and for some reason my code wont execute as it is producing this error code. Please assist, thank you.

            Traceback (most recent call last): File "H:\Year 12 ict\game project\space game booster WORKING.py", line 194, in main() File "H:\Year 12 ict\game project\space game booster WORKING.py", line 192, in main redraw_window() File "H:\Year 12 ict\game project\space game booster WORKING.py", line 144, in redraw_window enemy.draw(WINDOW) File "H:\Year 12 ict\game project\space game booster WORKING.py", line 81, in draw window.blit(self.player_img, (self.x, self.y)) TypeError: argument 1 must be pygame.Surface, not None

            The code is:

            ...

            ANSWER

            Answered 2021-Dec-10 at 12:05

            Try changing self.player_img = None to self.player_img = pygame.Surface((0, 0)) in the ship class. Also, when you load an image, use .convert or .convert_alpha() at the end, for example img = pygame.image.load("image.png").convert_alpha(). It should improve the performance.

            You can also put this in draw() before blitting:

            Source https://stackoverflow.com/questions/70288557

            QUESTION

            Space Invader project
            Asked 2021-Dec-04 at 11:38

            Hi I have been working on a space invader game in processing, I am relatively new to java/coding. What my problem is that I do not really understand how to make the collision actually work, and also my aliens (which are the space ships), they move left to right but do not move down. These are the 2 major problems that I am having a hard time solving. This is my code underneath, any professional advice would be appreciated.

            ...

            ANSWER

            Answered 2021-Dec-04 at 11:38

            Here is what I think the issues are. First of all, processing is not the best language to make a game like Space Invaders. You can't have multiple key inputs at once. For example, if I press the left arrow, hold it, then press the right arrow, and let go of the left arrow, processing will ignore the left arrow. Processing has one key input: key. It can only have one value. You can't track multiple inputs at once. You can maybe replace it with your mouse - if the mouse is far to the left, move left. If it is far to the right, move right. In the middle? Stay still.

            Aside from that, you want to check for collision. First of all, make the enemy into an object. I am assuming you know how to make objects. If not, look at this tutorial. Now, we need to check for collision. I'd suggest making a collision method inside of the enemy class, and here is what i'd imagine it to be:

            Source https://stackoverflow.com/questions/70208656

            QUESTION

            General problems
            Asked 2021-Oct-21 at 16:19

            Bellow you can find the entire model I developed. I think my main issues lie in:

            eq08:it is supposed to only allow one surgery to be scheduled during the entire duration of said surgery. For example, if surgery s has duration=7 and it's scheduled at t=4, on a day and a room, no other surgery can be scheduled at t=4,5,6,7,8,9,10 for that day and room. I think the equation is not doing this.

            eq21: no surgeries that require ag (=1 in the data) can be scheduled in room 1, but i think it is not doing this, instead it is not scheduling any surgery in room 1.

            eq22: surgeons can only be performing 1 surgery at a time, but I think it is not doing that.

            eq24: some surgeons have pre-assigned times frames and no other surgeon can use them, but when I include this constraint it says the output file is too big.

            Thank you, Gonçalo

            ...

            ANSWER

            Answered 2021-Sep-02 at 09:27

            I got a different error, but to me, it looks as if you actually want surgData to be a 4 dimensional symbol. So if I change the Table ... line to

            Source https://stackoverflow.com/questions/69027462

            QUESTION

            Oriented projectiles keep facing camera
            Asked 2021-Oct-16 at 15:17

            I'm trying to render a 2d image that represent a projectile in a 3d world and i have difficulty to make the projectile face the camera without changing its direction. Im using JOML math library.

            my working code to orient the projectile in his direction

            ...

            ANSWER

            Answered 2021-Oct-16 at 15:05

            Since you are using JOML, you can massively simplify your whole setup.

            Let's assume that:

            • projectilePosition is the position of the projectile,
            • targetPosition is the position the projectile is flying at/towards, and
            • cameraPosition is the position of the "camera" (which we ultimately want the projectile to face)

            We will also assume that the local coordinate system of the projectile is such that its +X axis points along the projectile's path (like how you depicted it) and the +Z axis points away from the projectile towards the viewer when the viewer is "facing" the projectile. So, the projectile itself is defined as a quad on the XY plane within its own local coordinate system.

            What we must do now is create a basis transformation that will effectively transform the projectile such that its X axis points towards the "target" and its Z axis points "as best as we can" towards the camera.

            This is very reminiscent of what we know as the "lookAt" transformation in OpenGL. And in fact, we are just going to use that. However, since the common "lookAt" is the inverse of what we wanted to do, we will also just invert it.

            So, all in all, your complete model matrix/transformation for a single projectile will look like this (in JOML):

            Source https://stackoverflow.com/questions/69505698

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

            Vulnerabilities

            No vulnerabilities reported

            Install lasers

            You can download it from GitHub.
            You can use lasers 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 lasers 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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