PlayerControls | Three.js 3rd person player controls | Frontend Framework library

 by   PiusNyakoojo JavaScript Version: Current License: No License

kandi X-RAY | PlayerControls Summary

kandi X-RAY | PlayerControls Summary

PlayerControls is a JavaScript library typically used in User Interface, Frontend Framework, Three.js applications. PlayerControls has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

PlayerControls is a modificatin to the three.js script, OrbitControls.js:
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            kandi-support Support

              PlayerControls has a low active ecosystem.
              It has 5 star(s) with 3 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              PlayerControls has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of PlayerControls is current.

            kandi-Quality Quality

              PlayerControls has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              PlayerControls 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

              PlayerControls releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.
              It has 68 lines of code, 0 functions and 2 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed PlayerControls and discovered the below as its top functions. This is intended to give you an instant insight into PlayerControls implemented functionality, and help decide if they suit your requirements.
            • Handler for mouse move
            • The mouse wheel event handler .
            • Register mouse down
            • bind mouseup event
            • change keydown
            • Keyup event handler
            • Return the angle for the auto rotate angle .
            • Gets the zoom scale .
            Get all kandi verified functions for this library.

            PlayerControls Key Features

            No Key Features are available at this moment for PlayerControls.

            PlayerControls Examples and Code Snippets

            No Code Snippets are available at this moment for PlayerControls.

            Community Discussions

            QUESTION

            How can I make the game stops for a while everytime someone scores, instead of rhush back to the game?
            Asked 2021-Dec-22 at 09:10

            I'm building a game to practice my skills. Everytime someone scores a point, the game starts again really fast and I'd like it to give it a little time before going back. The main function looks like this:

            ...

            ANSWER

            Answered 2021-Dec-22 at 09:10

            You would still call setTimeout(drawGame, 1); when you dont move it into the else statement or add a return after.

            Source https://stackoverflow.com/questions/70446466

            QUESTION

            How to move camera forward along horizontal with ThreeJS
            Asked 2021-Dec-20 at 22:13

            I have a three.js program, where when I press the "w" key it moves the camera forward.

            ...

            ANSWER

            Answered 2021-Dec-20 at 22:09

            The translateZ is important to move the camera in the direction you're facing, but you can easily fix the Y position by correcting it after each movement:

            Source https://stackoverflow.com/questions/70422585

            QUESTION

            2 Audio Players Independently from each other
            Asked 2021-Aug-31 at 14:45

            I'm trying to adapt someone's code from codepen.io that made this pretty visual audio player playlist. My goal I want to achieve is to have multiple of these on a single page since the original code only supported one. I'm trying to figure out how to get these audio players to behave on their own accord rather than, when I press play on one it will pause the previous or vice versa. At the moment, the problem is that they're all sharing the same audio controls and I'm trying to figure out a way to target each audio player uniquely.

            Been trying at this for a couple days so I'm reaching out for help. My initial thought which you'll see in the codepen.io below was to wrap each div of the audio player in its own unique div. Then in JS, call an array of the divs and with forEach iterate the JS function for the audio playlist on each div. I know there is something wrong with my functions or perhaps my approach in general and I would love to have some feedback and direction.

            Currently, I have just two audio players to start with so I can even see if my idea is working. Right now their both accessing the same songs/album covers, however I just wanted to figure out how to get them to play differently first before figuring out the rest of the stuff haha. So apologies if you notice that problem too.

            2 Audio Players Independently -- Codepen.io

            Lastly, I'm implementing this with some AHK scripts & Edge/IE, so I'm forced for the time being to use Legacy JS.

            Thank you. Cheers!

            Here is the code for the JS in case you don't want to visit codepen.io.

            ...

            ANSWER

            Answered 2021-Aug-31 at 14:45

            Alright, I've figured out why the players won't play independently, and it seems to be related to some type of JS scoping issue, and how the audio variable was being assigned in the init function. I'm still not exactly sure why, but it seems as every audio player created was referencing the same exact audio instance.

            If you change two things, then it should work for you.

            First, at the very beginning of the immediately invoked function expression, declare an audio variable, set to nothing.

            Source https://stackoverflow.com/questions/68972973

            QUESTION

            Play audio file based on id from mysql database
            Asked 2021-Jul-30 at 14:36

            I have this audio player script that plays audio files, but i don't know how to play the files individually based on id from mysql database. I have a datatable and all the files listed there with a play button to make an idea. Thanks

            Codepen audio player script: https://codepen.io/abxlfazl/pen/YzGEVRP

            Here is the audio script:

            PHP:

            ...

            ANSWER

            Answered 2021-Jul-30 at 14:36

            You could put the track ID into an attribute like "data-track" then retrieve it and send out an ajax request to a php page which will do your DB query and return the info you want.

            Source https://stackoverflow.com/questions/68591299

            QUESTION

            Detect Mouse Wheel Scrolling Input with Unity`s new Input System
            Asked 2021-Mar-09 at 13:06

            I'm currently trying to detect the mouse wheel scrolling input for my 2D Game I am currently doing in the Unity Engine.

            I'm using the new Input System and I'm currently stuck with the follwing code.

            ...

            ANSWER

            Answered 2021-Mar-09 at 13:06

            If you treat the scroll wheel as a "1D Axis" you need to tell Unity which side (up or down) should win. Otherwise, you will only receive an average value which will always be 0.

            Another option that is better would be to let the value pass through and add a "Binding".

            Note that the default scroll value is 120 on most systems, but on Linux it seems to be 1. I would therefore recommend simply checking if the value is larger or smaller than 0 to decide if it is scrolling up or down.

            Source https://stackoverflow.com/questions/66543338

            QUESTION

            Unity 2D GameObject(s) Rotate Randomly
            Asked 2020-Dec-19 at 09:56

            Good evening everyone,

            I hate to ask this question but I am new to Unity and I'm running into an error(I think) that is really unexpected. I actually just started work on my first 2D game tonight and cannot find anything online that seems to explain this.

            Long story short, I have a character (GameObject) that simply moves from the left to the right on a platform, then he should fall (or jump) onto the next platform and keep moving until he falls into infinity. I have been able to get my character to move from the left to the right, but when he reaches the midway point between the two platforms ... the platforms begin to rotate counter-clockwise. I'm including screenshots below to show what I mean. Has anyone seen this before?

            My player has the RigidBody2D and Box Collider 2D Components My platforms have the Box Collider 2D Components

            This is the code I am using:

            ...

            ANSWER

            Answered 2020-Dec-19 at 09:07

            The problem of your game isn't the character but the platforms!

            On each platform you have a Rigidbody2D and a box collider 2D so the player can walk on them and collide.

            On unity physics is always working and so even if you set the gravity to zero the player has gravity and so it will push the platforms and make them rotate

            You can easily fix this by going to the constraints of the rigidbody2D of each platform and check the freeze rotation on the Z axis. It will stop rotating

            Source https://stackoverflow.com/questions/65367290

            QUESTION

            React setState hook async updating issue
            Asked 2020-Sep-10 at 02:18

            I'm trying to update some content on the screen upon a change in the data. I'm using React function component with hooks. When the data is updated in the parent element, I send it via props to PlayerControls:

            ...

            ANSWER

            Answered 2020-Sep-10 at 01:10

            Instead of rendering the heatmaps string, return the mapped data if it exists when rendering:

            Source https://stackoverflow.com/questions/63817069

            QUESTION

            How to show the image which is picked with react native image picker?
            Asked 2020-Jul-27 at 20:48

            Problem:

            I have created an image and video picker with react-native-image-picker. This is how my code looks like.

            ...

            ANSWER

            Answered 2020-Jul-27 at 20:48

            Once you have the image selected you'll have a response object, in which you'll have the uri for the image chosen (you can console.log the response object to make sure what the key for the uri is). Once you have this object with the response, use its uri to set a state and make sure you use that state in your image tag, like this: source={{ uri: imageUriFromState }}

            Source https://stackoverflow.com/questions/63119324

            QUESTION

            Issue when appending new items to a list
            Asked 2020-Feb-13 at 19:24

            I am trying to make a random enemy spawner for my game. For that, I have seen this method on Stack Overflow but it does not seem to work for me, and I am not sure why. When appending the code to my list, for some reason it does not go through properly. Below is my relevant code for more clarification as to what I mean. The code between the hashtags are the ones to be highlighted

            moveFunctions:

            ...

            ANSWER

            Answered 2020-Feb-13 at 19:24

            You actually create a new enemy list (enemies = []) in every frame and add 5 new enemy instances to the list. Furthermore the list is printed in the loop.

            Create the list of enemies before the main application loop and print the attributes of each single enemy rather than the list of enemies:

            Source https://stackoverflow.com/questions/60214933

            QUESTION

            How to receive updated variables from other functions?
            Asked 2020-Feb-12 at 22:38

            so in my game here, I'm trying to have a scoring system where every time an enemy is hit, your score goes up by 1. However, the score doesn't seem to be updating and I'm not sure why and how to fix it. If possible, I do not want to use global variables due to my lecturer encouraging us against it.

            Here's all relevant code (I have marked where the score variable is mentioned):

            main():

            ...

            ANSWER

            Answered 2020-Feb-12 at 22:37

            In fact, your attempt to return score from a function should work if you do it for every function that uses score, but you must also save that returned value from every call to each function that uses it in order to propagate the updated value between function calls. Modify your code to meet the following format and you should achieve the desired behavior.

            Source https://stackoverflow.com/questions/60197801

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

            Vulnerabilities

            No vulnerabilities reported

            Install PlayerControls

            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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