recta | Direct printing from Browser | 3D Printing library
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QUESTION
Now I have two Android Rect and want to know the relative position between them such as check if Rect B is to the right of Rect A or if Rect B is to the top of Rect A.
Just for reference, the coordinates of Android device screen works like following:
- (0, 0) is top left corner.
- (maxX, 0) is top right corner
- (0, maxY) is bottom left corner
- (maxX, maxY) is bottom right corner
ANSWER
Answered 2021-May-16 at 15:43Try this:
QUESTION
a strange phenomenon occurs.
With my edge detection program, I can transfer the inside of the GraphicsPath to a new image.
It always works great – except when I scale the original image with GIMP
and Word
(aspect ratio remains, only the dimensions are changed). Then the area is shifted. To the left and up. See attachement. In line 68, I looked what is in rectCutout. Everything OK.
Does this have anything to do with GIMP
? The dots per inch are the same (72). The compression quality of the JPEG also (100%).
I just realized: if I scale an image larger, the result is completely black.
The strange thing is: I'm not saying: the picture that is drawn on is larger than the picture that is saved. Then it would be logical that the path is not in the same position. It's about the fact that the loaded image is just smaller.
I would be happy if someone could tell me why. 😄
this is the scaled image which is loaded
...ANSWER
Answered 2021-May-05 at 21:31The solution is to use .SetResolution()
QUESTION
In the game i am currently making i need to make an ennemy move towards a player (here the enemy is a blob) to make this, i already created a function : def calculate_enemy_movement(enemy):
and inside of it i put what the function needs to do :
calculate what x value needs to be added each frame(x velocity), and what y value needs to be added each frame(y velocity) to the
enemy.x
andenemy.y
to walk towards theplayer.x
andplayer.y
and then return x velocity and return y velocity.
This function gets called here : add x velocity and y velocity to x and y pos of enemy each frameenemy_blob.x,enemy_blob.y += calculate_enemy_movement(enemy_blob)
now i just need someone to help me create this function. I've already looked into it and i know it has something to do with the vector mathematics but i'm not sure how exactly it works, so if someone could write the function and explain me how it works i would be really pleased.
if you need the rest of the code :
...ANSWER
Answered 2021-Feb-28 at 10:06Compute the vector from the the enemy position to the the player position:
QUESTION
I have a Form1 and a PictureBox. I have also subscribed to the MouseDown, MouseMove and MouseUp events in order to be able to draw a rectangle on the PictureBox with the mouse. In itself, it works fine. Now I am using an OpenFileDialog. If I select the file in the window and click on 'OK', the dialog disappears, but – and this is my problem – a rectangle is drawn immediately because I moved the mouse. I don't want that to happen at the moment. I've already tried to use a Boolean variable to lock the MouseMove procedure, but unfortunately that didn't work.OpenFileDialog Here you can see the accidentally created rectangle
...ANSWER
Answered 2021-Jan-12 at 13:02Set a Boolean
field to True
on the MouseDown
event and then only act on the MouseUp
if that flag is set.
QUESTION
I am trying to write aa small physics demo using Javascript. I have multiple balls that bounce off each other just fine, but things go wrong when I try to add gravity.
I am trying to conserve the momentum once they hit, but when I add constant gravity to each one, the physics start to break down.
Here is what I have in terms of code:
...ANSWER
Answered 2020-Dec-27 at 12:47There is a fundamental flaw in the collision testing due to the fact that the collisions are calculated only when 2 balls overlap. In the real world this never happens.
The result of "collide on overlap" when many balls are interacting, will result in behavior that does not conserve the total energy of the system.
Resolve by order of collisionYou can resolve collisions such that balls never overlap however the amount of processing is indeterminate per frame, growing exponentially as the density of balls increases.
The approach is to locate the first collision between balls in the time between frames. Resolve that collision and then with the new position of that collision find the next collision closest in time forward from the last. Do that until there are no pending collisions for that frame. (There is more to it than that) The result is that the simulation will never be in the impossible state where balls overlap.
Check out my Pool simulator on CodePen that uses this method to simulate pool balls. The balls can have any speed and always resolve correctly.
Verlet integration.However you can reduce the noise using the overlapping collisions by using verlet integration which will keep the total energy of the balls at a more stable level.
To do that we introduce 2 new properties of the ball, px
, py
that hold the previous position of the ball.
Each frame we calculate the balls velocity as the difference between the current position and the new position. That velocity is used to do the calculations for the frame.
When a ball changes direction (hits wall or another ball) we also need to change the balls previous position to match where it would have been on the new trajectory.
Use constant time steps.Using time steps based on time since last frame will also introduce noise and should not be used in the overlap collision method.
Reduce time, increase iterationTo further combat the noise you need to slow the overall speed of the balls to reduce the amount they overlay and thus more closely behave as if they collided at the point ballA.radius + ballB.radius
apart. Also you should test every ball against every other ball, not just ball against balls above it in the balls
array.
To keep the animation speed up you solve the ball V ball V wall collisions a few times per frame. The example does 5. The best value depends on the total energy of the balls, the level of noise that is acceptable, and the CPU power of the device its running on.
Accuracy mattersYour collision function is also way out there. I had a quick look and it did not look right. I added an alternative in the example.
When a ball hits a wall it does so at some time between the frames. You must move the ball away from the wall by the correct distance. Not doing so is like simulating a ball that sticks to a wall a tiny bit each time it hits, further diverging from what really happens.
ExampleThis is a rewrite of your original code. Click canvas to add some energy.
QUESTION
I am trying to add buttons to a kivy gridlayout with a rectangle shape above each of them. But all the rectangles seem to stack up at the bottom left of the screen, nowhere near the buttons. I think multiple rectangles are being created, but all of them are placed above each other, and not over the button. How do I fix it?
main.py:
...ANSWER
Answered 2020-Dec-07 at 19:00The problem is that you are drawing the Rectangle
in the __init__()
method using pos
and size
of the Recta
widget. In the __init__()
, the pos
and size
of a widget have not yet been set, and are still the default values of (0,0)
and (100,100)
.
You can fix this in either of two ways. The easiest is just to define the Rectangle
using kv
like this:
QUESTION
I'm trying to understand why passing by reference works and passing by value does not in a simple class definition
...ANSWER
Answered 2020-Oct-19 at 22:06This is because your copy constructor is not fully functional. It only copies a
, and not b
. Therefore when rectb
is copied when you call operator+=
, passing rectb
by value, the a
is copied and added to recta
but the b
is not copied and therefore not added to recta
. To fix this, add the b
copying in the copy constructor, or just delete it, and the compiler will generate a default copy constructor for you that copies both a
and b
.
QUESTION
So I been trying make my Pause function work ever since I moved my start screen away form my game loop to make my crash function work but i started to get a problem witch is making my pause function not work.
https://gyazo.com/c814f08961bf1738b547d0949f9b2f87
the video dose not show much but I am pressing my button that make's my game pause but it is not show the pause game menu, I don't really know why. I have tried to moved my pause function all the way up with my start screen but that did not work to, also I have tried putting it on the main loop but that did not work to.
this is my pause function
...ANSWER
Answered 2020-Aug-30 at 21:01The pause
function is being called, but the while
loop is ignored.
This is because your indents are wrong. The while
loop is not part of the pause
function. The loop is run at the start of the game and does nothing since pause
is False.
Make this change:
QUESTION
So I been trying to make my crash function restart my whole game when the player's live's reaches to 0 but it dose not work
https://gyazo.com/3a039c5d9af3a6868c278c39939314cf
as you can see from the video, it only restarts my lives when the it reaches 0, also it quickly shows the "you crashed" text but I want it to show for a little bit then restart my game. I have tried calling the main_loop with the crash function but that dose not change anything also I have tried putting the code that calls the crash function and makes the game restart above my start screen but that did not work to.
this is what I wrote for my restart game function
...ANSWER
Answered 2020-Aug-29 at 05:02To things need to be done to restart your game.
- The code that initializes the variables should be put in a function so it can be called to restart the game.
- In the main loop, when
crash
is called, it should alsoreturn
to exit the game loop.
Note that I merged the files together for testing.
Here are the changes....
After the pygame calls (image loads):
QUESTION
I have been working on this game and for some reason every time I add this part https://gyazo.com/8efc90c1bb655c140b83b279e42dd73d,
the fps drops a lot, if you take it out it works good but once you add it back it the the game get super laggy. I have tried taking it out but I want it in, also I have tried putting different levels on the https://gyazo.com/f973f353020018ea56b8773a2c586472
but that did not really work, I have also tried putting the fps higher but that did not work, the last thing I have tried was deleting some of the updates commands but that did not work
what make's my game lag
...ANSWER
Answered 2020-Aug-25 at 04:56Concerning the lag section, there's a few things:
- As @Kingsley mentioned, you're double looping, squaring the numbers of collision checks
- You're checking objects that aren't on the screen
- Your deleting objects while iterating them (probably explains the -1-1-1)
Try this code. It moves much faster:
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