CollisionDetection | A book and examples on collision detection | Game Engine library

 by   jeffThompson JavaScript Version: Current License: No License

kandi X-RAY | CollisionDetection Summary

kandi X-RAY | CollisionDetection Summary

CollisionDetection is a JavaScript library typically used in Gaming, Game Engine applications. CollisionDetection has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

A book and examples on collision detection
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            kandi-support Support

              CollisionDetection has a low active ecosystem.
              It has 211 star(s) with 33 fork(s). There are 12 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 7 open issues and 11 have been closed. On average issues are closed in 8 days. There are 2 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of CollisionDetection is current.

            kandi-Quality Quality

              CollisionDetection has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              CollisionDetection 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

              CollisionDetection releases are not available. You will need to build from source code and install.
              CollisionDetection saves you 168 person hours of effort in developing the same functionality from scratch.
              It has 417 lines of code, 0 functions and 33 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            CollisionDetection Key Features

            No Key Features are available at this moment for CollisionDetection.

            CollisionDetection Examples and Code Snippets

            No Code Snippets are available at this moment for CollisionDetection.

            Community Discussions

            QUESTION

            How to create a game over screen for a basic HTML/JS game?
            Asked 2021-Jun-04 at 21:19

            I have been making an Atari Breakout inspired game based off of a tutorial. I was wondering how to make a "GAME OVER" screen that will show up once the player dies. The code that I have has a variable that I created called "DrawDeath()". I have it coded so that text appears when you die but for some reason it never shows up.

            ...

            ANSWER

            Answered 2021-Jun-04 at 21:19

            You have some errors in your code so I correct what the console showed. I have also changed the code to use requestAnimationFrame. Once a gameOver status has been triggered the requestAnimationFrame will stop running and setInterval will run the drawDeath function. You also have an error in your game over text as you were missing the x and y coordinates.

            Additionally I added the downPressed variable that was missing so you could restart the game.

            Source https://stackoverflow.com/questions/67837036

            QUESTION

            collision detection between two tubes
            Asked 2021-Apr-20 at 19:10

            I try to use vtkCollisionDetectionFilter to detect collision between two tubes that created with vtkTubeFilter, but vtkCollisionDetectionFilter can not detect it. when i write and read one tube as STL file, it works properly. how can i solve this problem without writing as STL file. In first condition i give the vtktubefilter outputs to the collisiondetection, in this case it doesn’t work. in second condition i write and read vtk tube output as a STL file and give the STL file output to the collisiondetection, in this case it works properly.

            ...

            ANSWER

            Answered 2021-Apr-20 at 19:10

            type of vtkTubeFilter cells is TriangleStrip while collision required Triangle cell. vtkTriangleFilter can convert cell type to Triangle cell.

            Source https://stackoverflow.com/questions/67183933

            QUESTION

            React runs via Axios Mysql Query twice
            Asked 2021-Mar-12 at 12:41

            I'm running into a double execution of my axios request in a functional react-app, which by random inserts 1 or 2 rows instead of always just 1 row into the database. Tried to wrap it in a useEffect-Hook...did not help. By logging the execution function it seems only to run once. But on the php-side it's kind of executed twice. The strange thing is, that I've implemented the same thing in two other parts of the app (just different items) and there the same code just works fine...any help very appreciated! Thx in advance!

            Js-Code in React:

            ...

            ANSWER

            Answered 2021-Mar-12 at 12:41

            Finally solved. It was in the php-part. I replaced the fetching of the activeCategory directly in mysql with a parameter that I sent with Axios. Somehow the activeCategory-fetching led to to this strange behaviour, that it randmly executed the insert-statement once or twice.

            Source https://stackoverflow.com/questions/66596694

            QUESTION

            Running multiple requestAnimation loops to fire multiple balls?
            Asked 2020-Oct-20 at 18:15

            I'm trying to get the ball below to keep appearing and firing up accross the y axis at a set interval and always from where the x position of paddle(mouse) is, i need there to be a delay between each ball firing. I'm trying to make space invaders but with the ball constantly firing at a set interval.

            Do I need to create multiple requestAnimationFrame loops for each ball? Can someone help with a very basic example of how this should be done please or link a good article? I am stuck at creating an array for each ball and not sure how to architect the loop to achieve this effect. All the examples I can find are too complex

            ...

            ANSWER

            Answered 2020-Oct-20 at 18:15
            Basic principles

            Here's one way you could do it:

            1. you need a Game object that will handle the update logic, store all current entities, deal with the game loop... IMO, this is where you should keep track of when was the last Ball fired and whether to fire a new one.

              In this demo, this object also handles current time, delta time, and requesting animation frames, but some might argue that this logic could be externalised, and just call some sort of Game.update(deltaTime) on each frame.

            1. you need different objects for all entities in your game. I created an Entity class because I want to make sure all game entities have the minimum required to function (ie. update, draw, x, y...).

              There is a Ball class that extends Entity and is responsible for knowing it's own parameters (speed, size, ...), how to update and draw itself, ...

              There is a Paddle class that I left bare for you to complete.

            The bottom line is it's all a matter of separation of concerns. Who should know what about whom? And then pass variables around.

            As for your other question:

            Do I need to create multiple requestAnimationFrame loops for each ball?

            It's definitely possible, but I'd argue that having a centralized place that handles lastUpdate, deltaTime, lastBallCreated makes things much simpler. And in practice, devs tends to try and have a single animation frame loop for this.

            Source https://stackoverflow.com/questions/64371736

            QUESTION

            how do I fix "The name 'script' does not exist in the current context"?
            Asked 2020-Sep-28 at 14:55

            I have this code below, but I can't fix it the error:

            The name script does not exist in the current context.

            ...

            ANSWER

            Answered 2020-Sep-28 at 14:06

            script exists just in Start() method; so that' why it is not visible in the Update() method. Declare it globally, and then reuse it (in case if those are static class methods).

            Source https://stackoverflow.com/questions/64103755

            QUESTION

            Update Azerothcore with latest updates from master branch
            Asked 2020-Sep-02 at 19:30

            I am currently running Azerothcore via docker on my centos 7 server. I am trying to update it with the updates since i originally set it up.

            current docker version: Docker version 19.03.12, build 48a66213fe

            current docker-compose version: docker-compose version 1.18.0, build 8dd22a9

            Here is the build command i ran: ./bin/acore-docker-build

            When i run the docker build command i am getting the following errors:

            ...

            ANSWER

            Answered 2020-Sep-02 at 19:30

            i rebased my fork with the current master branch. Removed all the files in the src directory. Then did a git hard reset. Then ran git pull. Ran the remove build cache script again. Then kicked off another build. Build is working fine again with the current master branch. So i am guessing the issue was with my src directory not being in sync with the fork repo.

            Source https://stackoverflow.com/questions/63084589

            QUESTION

            JavaScript Tetris tetrominoes move apart after movement and rotation
            Asked 2020-Apr-22 at 08:20

            Learning JavaScript by making a tetris game.

            Problem: When I try to move (left, right or down from the starting position) a piece and then rotate it, then the rotated piece stretches appart. When I go back with it t the starting position, everything works fine. Also when I do not rotate the piece but only move it to the left/right/down then everything is also fine. Am thinking that I have the center of rotation ankered to the grid but not to the piece.

            Here you can play the game: Here

            Here is my github: Here

            Temporary controlls:

            Enter and after up arrow: start the game

            left arrow: move left

            right arrow: move right

            up arrow: rotate

            down arrow: move one row down

            Description:

            My tetrominoes and my grid are made of arrays (class based). The grid comes from SimpleBlock{} and GridBlock{}. My tetrominoes are made by Simple Block{} and

            ...

            ANSWER

            Answered 2020-Apr-21 at 12:09

            You first define your rotating positions as an array of BasicBlocks. This is an array of references to each Basic Block that constitutes a rotated position.

            When you do block.moveLeft(), you change the x value to a different number from the original. This means that the objects saved in the array of each position have changed to have that new x value and so when you try to rotate, the positions don't make sense anymore.

            Example:

            Look at tetrominoS. Its first position is

            Source https://stackoverflow.com/questions/61338995

            QUESTION

            How to keep player position after collision?
            Asked 2019-Dec-01 at 22:47

            Im making a game in canvas and I have included a library to deal with collision for me. The collision is working perfectly, but I am not really sure how to "freeze" the player in place and not allow movement in that direction after colliding. Can anyone help me out ?

            What I tried :

            ...

            ANSWER

            Answered 2019-Dec-01 at 12:40

            One way to do it is to have 20 as a property of your class. This property would be a "speed" property. You can then access it using "this.speed". Once you detect a collision set the speed to 0 and you will "freeze" your character.

            For example moveRight would become

            Source https://stackoverflow.com/questions/59125495

            QUESTION

            Having trouble with gameloop
            Asked 2019-Nov-22 at 16:39

            (I'm trying to make a basic space invaders game)I'm very new to coding so this might be a total mess, however, I'm using gameloop(s). One of them is moving the hero, one is moving the missiles, and drawing them. However, I can't seem to split them. I want to split them up so I can change the setTimeout, but it doesn't want to split up.

            Tried to split them up by making a gameloop_1();, but that wouldn't move the missiles... sooo... I'm lost

            ...

            ANSWER

            Answered 2019-Nov-22 at 16:39

            Disclaimer:
            If you expect an answer for your specific code here, you'll be disappointed, so if you do not intend to start from scratch or something like that, I'm sorry for the whole text.

            I think you're misundertanding the purpose of a Game Loop.

            There are some things wrong with your code, but I'll stick with the basis of your question, which also happen to be the basis of every game, the Game Loop.

            Frames

            Let's start with Frames. You probably know what a Frame is. It is like a drawing on the screen of a single moment in time. For example, when you watch a movie, you're actually watching a lot of pictures (frames) being drawn very fast, one after another, which gives the illusion of movement (usually 30 "pictures" per second).

            The Game Loop

            The Game Loop is the responsible for drawing the frames of the game, one after another, it executes functions, methods, changes variables and based on the results, it finally draws on the screen what is happening on the game.

            The Game loop is basically what makes everything in the game possible to happen, it's like what time is for us in real life: without time passing, there would be no past, present or future, we would be stuck in a single frame forever. The same happens on a game, withou a Game Loop, there would be no iterations, nor changes or frame updates.

            Extremely basic game structure

            Knowing that, the first thing you must do is always having a "central" game loop, and never split it. Always name other methods as "updates" and call them from the master game loop. So a most correct structure for your code would be (this is just pseudocode similar to js, not any language in particular):

            Source https://stackoverflow.com/questions/54690409

            QUESTION

            Pygame Reset game
            Asked 2019-Oct-29 at 21:10

            I need some help with reseting a game I made. I've got the main loop going and the collision detection working. I'm trying to get an instant restart on the game, one that just resets the score and gets going again - I don't want it to have any user input before it restarts the game again.

            MoveAsteroids() simply moves asteroids across the screen which the player has to avoid. It's also the function where score is incremented by 1 each time an asteroid is dodged.

            ...

            ANSWER

            Answered 2019-Oct-29 at 21:10

            If I get you right you just want to reset the game. Just do

            Source https://stackoverflow.com/questions/58615310

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

            Vulnerabilities

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            You can download it from GitHub.

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