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space-fighter | simple 2-d space fighter game | Game Engine library

 by   exanup JavaScript Version: Current License: MIT

 by   exanup JavaScript Version: Current License: MIT

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kandi X-RAY | space-fighter Summary

space-fighter is a JavaScript library typically used in Gaming, Game Engine applications. space-fighter has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.
A simple 2-d space fighter game created in vanilla JavaScript.
Support
Support
Quality
Quality
Security
Security
License
License
Reuse
Reuse

kandi-support Support

  • space-fighter has a low active ecosystem.
  • It has 2 star(s) with 0 fork(s). There are 1 watchers for this library.
  • It had no major release in the last 12 months.
  • space-fighter has no issues reported. There are no pull requests.
  • It has a neutral sentiment in the developer community.
  • The latest version of space-fighter is current.
space-fighter Support
Best in #Game Engine
Average in #Game Engine
space-fighter Support
Best in #Game Engine
Average in #Game Engine

quality kandi Quality

  • space-fighter has 0 bugs and 0 code smells.
space-fighter Quality
Best in #Game Engine
Average in #Game Engine
space-fighter Quality
Best in #Game Engine
Average in #Game Engine

securitySecurity

  • space-fighter has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
  • space-fighter code analysis shows 0 unresolved vulnerabilities.
  • There are 0 security hotspots that need review.
space-fighter Security
Best in #Game Engine
Average in #Game Engine
space-fighter Security
Best in #Game Engine
Average in #Game Engine

license License

  • space-fighter is licensed under the MIT License. This license is Permissive.
  • Permissive licenses have the least restrictions, and you can use them in most projects.
space-fighter License
Best in #Game Engine
Average in #Game Engine
space-fighter License
Best in #Game Engine
Average in #Game Engine

buildReuse

  • space-fighter releases are not available. You will need to build from source code and install.
  • It has 44 lines of code, 0 functions and 12 files.
  • It has low code complexity. Code complexity directly impacts maintainability of the code.
space-fighter Reuse
Best in #Game Engine
Average in #Game Engine
space-fighter Reuse
Best in #Game Engine
Average in #Game Engine
Top functions reviewed by kandi - BETA

kandi has reviewed space-fighter and discovered the below as its top functions. This is intended to give you an instant insight into space-fighter implemented functionality, and help decide if they suit your requirements.

  • Represents a game .
    • Initialize a new game object .
      • Initialize a new Start screen .
        • Project constructor .
          • Initialize a new Game screen .
            • Initialize a new game .
              • Initializes a entity hit .
                • The background scroll position .
                  • Initialize a new background element .

                    Get all kandi verified functions for this library.

                    Get all kandi verified functions for this library.

                    space-fighter Key Features

                    A simple 2-d space fighter game created in vanilla JavaScript.

                    Community Discussions

                    Trending Discussions on space-fighter
                    • Have camera follow player -object position and rotation in 3D-space (Unity3d)
                    Trending Discussions on space-fighter

                    QUESTION

                    Have camera follow player -object position and rotation in 3D-space (Unity3d)

                    Asked 2020-Jan-07 at 15:35

                    My objective here is to have a smoothed out "follow camera", for my space-fighter proof of concept game. The camera should match roll off the target object in all axis.

                    To that end I've "stolen" and modified this code from the unity Answers-site, and it works beautifully for X and Y (pitch and yaw), but it refuses to roll.

                    Code:

                    public float Distance;
                    public float Height;
                    public float RotationDamping;
                    public GameObject Target;
                    
                    void LateUpdate()
                    {
                        var wantedRotationAngleYaw = Target.transform.eulerAngles.y;
                        var currentRotationAngleYaw = transform.eulerAngles.y;
                    
                        var wantedRotationAnglePitch = Target.transform.eulerAngles.x;
                        var currentRotationAnglePitch = transform.eulerAngles.x;
                    
                        var wantedRotationAngleRoll = Target.transform.eulerAngles.z;
                        var currentRotationAngleRoll = transform.eulerAngles.z;
                    
                        currentRotationAngleYaw = Mathf.LerpAngle(currentRotationAngleYaw, wantedRotationAngleYaw, RotationDamping * Time.deltaTime);
                    
                        currentRotationAnglePitch = Mathf.LerpAngle(currentRotationAnglePitch, wantedRotationAnglePitch, RotationDamping * Time.deltaTime);
                    
                        currentRotationAngleRoll = Mathf.LerpAngle(currentRotationAngleRoll, wantedRotationAngleRoll, RotationDamping * Time.deltaTime);
                    
                        var currentRotation = Quaternion.Euler(currentRotationAnglePitch, currentRotationAngleYaw, currentRotationAngleRoll);
                    
                        transform.position = Target.transform.position;
                        transform.position -= currentRotation * Vector3.forward * Distance;
                    
                        transform.LookAt(Target.transform);
                        transform.position += transform.up * Height;
                    }
                    

                    Image:

                    enter image description here

                    ANSWER

                    Answered 2020-Jan-07 at 15:35

                    I would be more certain about this answer if you explained what you were trying to do, but you should consider moving by Height in the direction of currentRotation * Vector3.up instead of transform.up. Also, consider using currentRotation * Vector3.up to set the local up direction when calling LookAt:

                    transform.position = Target.transform.position;
                    transform.position -= currentRotation * Vector3.forward * Distance;
                    
                    Vector3 currentUp = currentRotation * Vector3.up;
                    transform.LookAt(Target.transform, currentUp);
                    transform.position += currentUp * Height;
                    

                    Source https://stackoverflow.com/questions/59588279

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

                    Vulnerabilities

                    No vulnerabilities reported

                    Install space-fighter

                    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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