Asteroids | HTML5 CanvasDynamic difficulty Sound effects Powerups | Canvas library

 by   Haseeb-Qureshi JavaScript Version: Current License: No License

kandi X-RAY | Asteroids Summary

kandi X-RAY | Asteroids Summary

Asteroids is a JavaScript library typically used in Telecommunications, Media, Media, Entertainment, User Interface, Canvas, Three.js, WebGL applications. Asteroids has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

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              Asteroids has a low active ecosystem.
              It has 25 star(s) with 17 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              Asteroids has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Asteroids is current.

            kandi-Quality Quality

              Asteroids has no bugs reported.

            kandi-Security Security

              Asteroids has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Asteroids 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

              Asteroids releases are not available. You will need to build from source code and install.

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            Asteroids Key Features

            No Key Features are available at this moment for Asteroids.

            Asteroids Examples and Code Snippets

            No Code Snippets are available at this moment for Asteroids.

            Community Discussions

            QUESTION

            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

            ...

            ANSWER

            Answered 2021-Jun-10 at 08:40

            Use Transformations.map

            Source https://stackoverflow.com/questions/67906574

            QUESTION

            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

            ...

            ANSWER

            Answered 2021-Jun-09 at 12:11

            You should be able to return the LiveData value:

            Source https://stackoverflow.com/questions/67903812

            QUESTION

            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

            ...

            ANSWER

            Answered 2021-Jun-08 at 08:21

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

            Source https://stackoverflow.com/questions/67882761

            QUESTION

            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

            http://localhost:63342/untitled1exercise.1html/exercise1.html?_ijt=kk8leu22fhfgiu9fi47k34bc04

            ...

            ANSWER

            Answered 2021-Apr-24 at 15:41

            QUESTION

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

            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 ...

            ANSWER

            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:

            Source https://stackoverflow.com/questions/67221420

            QUESTION

            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: https://www.youtube.com/watch?v=QJJDxZE_kbU

            Code:

            ...

            ANSWER

            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:

            Source https://stackoverflow.com/questions/66786601

            QUESTION

            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);
              noCursor();
            
              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() {
              background(0);
              ship.display();
              ship.move(mouseX, mouseY);
              satellite.display();
              for (int i=0; i < asteroid.length; i++) {
                asteroid[i].display();
                asteroid[i].update();
              }
              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;
            }
            
            ...

            ANSWER

            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:

            Source https://stackoverflow.com/questions/66736949

            QUESTION

            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: https://github.com/warmwaffles/Noise/blob/master/src/prime/PerlinNoise.java

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

            ...

            ANSWER

            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.

            Source https://stackoverflow.com/questions/66582835

            QUESTION

            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,

            ...

            ANSWER

            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!

            Source https://stackoverflow.com/questions/66393236

            QUESTION

            Camera not following spaceship
            Asked 2021-Feb-25 at 21:58

            I'm a newb, when it comes to developing games, especially with a new language and framework. I'm having trouble at making the camera stick to the player. Not sure where should I put the this.camera.startFollow(); statement so it would work. The game is an asteroids remake, however, the map is larger than 800x600. The game is already set up with socket.io. Here's the code:

            ...

            ANSWER

            Answered 2021-Feb-25 at 21:53

            Solved by adding the following code in the create() function:

            Source https://stackoverflow.com/questions/66374383

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

            Vulnerabilities

            No vulnerabilities reported

            Install Asteroids

            You can download it from GitHub.

            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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