Reticle | Put a scope on your gunDB data | Storage library

 by   PsychoLlama JavaScript Version: 0.3.0 License: No License

kandi X-RAY | Reticle Summary

kandi X-RAY | Reticle Summary

Reticle is a JavaScript library typically used in Storage applications. Reticle has no bugs, it has no vulnerabilities and it has low support. You can install using 'npm i reticle' or download it from GitHub, npm.

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              Reticle has a low active ecosystem.
              It has 34 star(s) with 6 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 1 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Reticle is 0.3.0

            kandi-Quality Quality

              Reticle has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              Reticle 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

              Reticle releases are not available. You will need to build from source code and install.
              Deployable package is available in npm.
              Installation instructions are not available. Examples and code snippets are available.

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            Reticle Key Features

            No Key Features are available at this moment for Reticle.

            Reticle Examples and Code Snippets

            No Code Snippets are available at this moment for Reticle.

            Community Discussions

            QUESTION

            Change speed of request animation frame
            Asked 2021-Mar-26 at 21:01

            I have this code to move an image in a canvas from a position to an other one :

            ...

            ANSWER

            Answered 2021-Mar-26 at 21:01

            EDIT: added another movement example (look at cyan square)

            To answer your comment about how to get "somewhere" in a fixed amount of time, you can linearize most functions and then solve the equation by fixing the time. This is easy for linear movement but rather difficult for complex cases, like moving along non-linear functions (e.G. a logarithmic spiral).

            For a linear movement at constant speed (no acceleration/deceleration) from (x0, y0) to (x1, y1) in time dt you can use linear interpolation:

            Source https://stackoverflow.com/questions/66802877

            QUESTION

            How to make graphic overlay elements responsiveness in live preview Camera?
            Asked 2021-Mar-04 at 05:44

            Currently I'm developing a project that implements Object detection / tracking but now I need to add a new functionality that when user want to chose an element that is detected using Live Camera Preview may be possible to select it touching the reticle element in the center of their bounding box.

            This is how it currently looks my app.

            Nowadays I am able to draw a customized bounding box and a customized reticle that fit in the center of the bounding box, Im also able to show many bounding box as needed with mutliple object detection. So far that's what I can do. I see that on presentation on 2019 of the ML Kit a video they use another method using live preview camera, their pipeline consist on hold camera a couple of seconds to make a search. I want to do a similar thing but instead of hold camera an wait a couple of seconds, I want to give the chance to the app user to chose the element.
            I use ML Kit Vision Quickstart Sample App and ML Kit Showcase App with Material Design as base of my project, I was able to implement succesfully different stuff of both projects.
            I currently use kotlin but I can also work with Java code, so no problem. Also, if anyone thinks it's necessary, I can add code.

            ...

            ANSWER

            Answered 2021-Mar-04 at 05:44

            If you're also using a single custom view to draw all these bounding boxes and reticles like MLKit Samples do (e.g. GraphicOverlay in the MLKit Showcase App), then you can override its #onToucheEvent method to simulate a click event on reticle element (touching point is inside the reticle area) and do whatever what you want after it's triggered.

            Source https://stackoverflow.com/questions/66445419

            QUESTION

            Pyglet on_key_press and on_mouse_motion are being very inconsistent
            Asked 2021-Feb-06 at 01:43
            Background

            I've been toying around with pyglet when I stumbled across this guy's Minecraft clone. Github is here: https://github.com/fogleman/Minecraft

            I've made some modifications (for Python 3 and some of my own preferences), and the complete code is here: modified minecraft.

            The Problem

            Whenver I run the code, it may sometimes not register any mouse movements or key presses. It is rare, but it can happen occasionally. I would say that out of 10 times, it'll break once.

            Details

            I don't even know what the culprit is, but I'll provide some snippets code.

            It's unpredictable, but there are some ways to fix it. The only sure-fire way currently is to FORCE QUIT (not just quit) the application and then restart it.

            I'm not sure why, and I've tried all sorts of things to try and fix it.

            If it matters, I'm using macOS Mojave, Python 3.8.2, and Pyglet 1.5.14

            Here's the __init__ function for the window:

            ...

            ANSWER

            Answered 2021-Feb-05 at 20:54

            It sounds like it could be a Mac related issue. Here is a bug report on something similar happening with Mac: https://github.com/pyglet/pyglet/issues/225

            One thing I would try is just try a barebones setup and see if the problems persists with the minimal code. If this still occurs, there is most likely a bug in the Mac/Pyglet interaction. If the basic sample works, there might be a bug in the Minecraft example.

            Source https://stackoverflow.com/questions/66068862

            QUESTION

            Trying to throw an item to my crosshair direction via ray
            Asked 2021-Jan-12 at 22:28

            I am trying with this more than 5 days now... I am trying to make a simple mechanic in third person mode that is allowing me to throw my items at the center of my screen where my reticle (crosshair) is located... I am using cinemachine, and even tried to simplify that mechanic only when my second "aim" camera is activated... But it still does not wanna throw the item exactly on the crosshair.. I tried making raycast hit function but it's not working. The item just flow in the direction that is not the crosshair aim at all... (Maybe it flows in direction of the camera, but not of crosshair direction) Here is my code that i've written until now for raycasting and throwing function:

            ...

            ANSWER

            Answered 2021-Jan-12 at 22:28

            The problem is that Camera.main is giving you the forward and position of the free look camera. You need to get the virtual camera's transform position and forward direction and use those instead.

            First, add a field you can assign the aim camera in the inspector:

            Source https://stackoverflow.com/questions/65692122

            QUESTION

            How to make an a-frame part of an HTML grid and take up the width of the parent div?
            Asked 2020-Dec-11 at 15:53

            I have started toying around with A-Frame, and I have used their Model Viewer example as a starting point. I have tried to make this model viewer part of the html site, where it would be a smaller part of the grid:

            ...

            ANSWER

            Answered 2020-Dec-11 at 15:53

            If you want to embed a scene within some custom layout there is the embedded component:

            Source https://stackoverflow.com/questions/65251621

            QUESTION

            Grappling hook ray cast direction problems in Unity
            Asked 2020-Jul-07 at 03:50

            Hey team I'm currently working on a 3rd person game where I would like to fire grappling hooks from the player to a point that is offset from the center of the camera.

            I have a screen overlay canvas with Ui images for crosshairs. When the left shift is held down the crosshairs move outward from center along the x axis and return to center once shift is released, a bit like crosshair spread in games except I want to trigger the spread via the shift key. These crosshairs are meant to dictate the location the anchors of the grappling hook land, originating from the player and hitting whatever object is directly forward of the crosshairs. (imagine attack on titan ODM gear if you've seen it). I am looking for a way to ray cast from the player to the point forward of these crosshairs while they're offset from the center.

            So far I have the grappling system set up and working but am having trouble with the direction parameter when I use the crosshair spread. It separates fine but where the hooks land in relation to the cross hairs are obviously out as I'm trying to use angle calculations at the moment instead of what is forward of these reticles.

            I'm basically wondering if it is possible to use these screen overlay UI images to cast forward from or if there's a better way to accomplish the same thing. I have my doubts because they're screen overlay so I imagine their coordinates wont be attached to the camera as they appear.

            Thanks in advance for your help.

            ...

            ANSWER

            Answered 2020-Jul-07 at 03:50

            What I would do is determine the location of the reticleson the screen, then (as Aybe suggested) use ScreenPointToRay or ViewportToRay (depending on if it's easier to get a pixel position or a fractional position of each reticle) to Physics.Raycast that ray from the camera into the scene to find where the rays collide. At this point, you have two world positions the player seems to want to shoot the hooks.:

            Source https://stackoverflow.com/questions/62766983

            QUESTION

            paintComponent() not painting rectangles correctly
            Asked 2020-Jul-01 at 20:44

            I have a painted grid of custom rectangles inside a JPanel. I have rectangles stored in a list of rectangles. I have added a MouseMotionListener and a MouseListener to the JPanel; Both of these components will listen to either the users click or their click and hold, find out the position of where the mouse reticle is, loop through my list of rectangles and update its enum value accordingly. I then call repaint() to redraw the rectangles in the list on JPanel. The only thing is that on repainting the list, instead of just painting that one rectangle, it paints the entire column. Please Help.

            My Initialization of the initial rectangle list

            ...

            ANSWER

            Answered 2020-Jul-01 at 20:44

            To do something like this you are going to need two-dimensional ArrayLists. One-dimensional ArrayLists don't represent the Grid correctly.

            I also noticed I made a couple mistakes when making the first initialization ArrayList

            My Initialization of the initialization of the rectangle list

            Source https://stackoverflow.com/questions/62671197

            QUESTION

            GvrEventSystem vs EventSystem
            Asked 2020-Mar-15 at 15:56

            Working on a Unity hybrid VR (cardboard) /2D app. The cardboard side of it works fine. I am having trouble with the 2D/VR switching.

            When I am in 2D mode, reticle does not move, although screen taps register. So the app seems unaware of the gyro.

            I feel like I am missing something fundamental here. I have a GvrEventSystem prefab that has both an EventSystem and GvrPointerInputModule components.

            What obvious thing am I over-looking?

            ETA:

            I have been asked to add relevant code. Here is the code for 2D-VR switching on-the-fly. This code executes w/out error, and the app switches between VR and 2D mode every 3 seconds:

            ...

            ANSWER

            Answered 2020-Mar-15 at 15:56

            User error! I did not follow the "Magic Window" instructions as detailed at https://developers.google.com/vr/develop/unity/guides/magic-window... let my folly be a warning to future generations!

            Source https://stackoverflow.com/questions/60662032

            QUESTION

            How to have a picture box follow cursor c# windows forms
            Asked 2020-Feb-24 at 01:41

            I am making a shooting game where you click on the targets to score a point, i was wondering how I could have it so i have a picture box instead of the cursor, to act as an aiming reticle.

            ...

            ANSWER

            Answered 2020-Feb-24 at 01:41

            Maybe you can achieve this need by subscribing to the event MouseMove of the form. Then get the mouse position through the code and reset the position of PictureBox.

            Here is a demo you can refer to.

            Source https://stackoverflow.com/questions/60364556

            QUESTION

            Autohotkey (ahk) GUI Crosshair Implementation
            Asked 2019-Dec-17 at 13:49

            I wanted to create a fix for this unintended feature ( here's the demo: https://youtu.be/X9qQSk25mTo ) known as Chameleon Effect, Fallout 4. I wanted to create a crosshair implementation from AHK whereas if I hold right click there's a small dot in my screen that can guide during the "Chameleon" effect.

            Explanation: If you have the Chameleon effect it turns your character invisible when crouching including your weapon and it's reticle/iron sights, which makes it hard to aim. Aiming down the sight also removes the crosshair like in every modern fps games.

            Here's what I wrote

            ...

            ANSWER

            Answered 2019-Dec-17 at 13:49

            Cool script! This could be useful for a number of games.

            I think what you're looking for is the NoActivate or NA option for Gui, Show.

            https://www.autohotkey.com/docs/commands/Gui.htm#Show

            Modify this line and I think it will work as you want:

            Source https://stackoverflow.com/questions/59373611

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

            Vulnerabilities

            No vulnerabilities reported

            Install Reticle

            You can install using 'npm i reticle' or download it from GitHub, npm.

            Support

            If you find any problems or know of a way to improve Reticle (or gun for that matter), send us a message on Gitter. We're almost always on that channel.
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            npm i reticle

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