kandi X-RAY | spacegame Summary
kandi X-RAY | spacegame Summary
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QUESTION
I am currently working on a space inavders game in kivy. I have a spaceship and it shoots bullets to the enemies. The enemies move to the right and when they hit the border they turn left and it happens again and again. Everything works perfect. I can shoot and enemy is moving. But the problem is I cant create multiple enemies. I have to put a own class for every enemy and write the same code again and again. My idea was that I will create a enemy list and then display them from the list . So that it looks like there are multiple enemies. But I have no ideas how I could do it and I am failing to do it from one day.Also when you another ideas, it would be great if you suggest them. Here is my code.
The enemy class:
...ANSWER
Answered 2020-May-01 at 02:46One of the main concepts of object oriented programming is that each object handles its own behavior. So, your Enemy
object should know how to move. Then, you just need to keep a list of Enemy
objects, and tell each one to do its move behavior on each update.
Here is modified version of your code that does that:
QUESTION
I followed a tutorial on how to build basic games by using JS/HTML and now I am expanding it : Game. (click on space to fire, right arrow to move on the right and left one to move on your left)
I have:
- 1
#hero
- 1 array of
#enemies
that stores.enemies
objects - 1 array of
#lifes
that stores.life
objects
I added more than 30 .enemies
objects in my #enemies
array, and I feel an impact on the speed of the page when the game is running. What would be the most efficient way to not add .enemies
objects in my #enemies
array gradually?
ANSWER
Answered 2019-Dec-08 at 16:21Adding objects to an array won't really cause a slowdown, but excessively updating the HTML on the page will. Try this as your darwEnemies function instead:
QUESTION
I followed a tutorial on how to build basic games by using JS/HTML and now I am expanding it. Game here
- press space to fire
- press the right arrow to turn right and the left one to turn left
I was able to get the location of the collision between an enemy and a missile and add a new #explosion
to the html by using innerHTML
. I am confused how I can be able to remove the explosion after 1 second.
ANSWER
Answered 2019-Dec-07 at 22:30Without the rest of your code it's hard to give you an exact show, but this is largely what my comment was referring to.
QUESTION
So I'm making a game and I want to switch it from an applet to a JFrame, as all my other classes use JFrames. However, I keep getting a bunch of run-time errors that I do not understand whatsoever.
I've mostly tried just replacing where it says extends Applet
to 'extends JFrame', as well as making another class where it makes a JFrame that contains everything about the game, such as the background, movement, literally the whole game.
This is one of the classes, the one in which I declare a JFrame that contains the rest of the game:
...ANSWER
Answered 2019-Jun-03 at 18:03Simple:
QUESTION
I am following this example
I am trying to load a html file with vue.js and add into my template.
my attempt:
HTTML:
...ANSWER
Answered 2017-Sep-12 at 16:02When you point the template to '../../Views/login.html'
the template is litterly a string with the value of ../../Views/login.html
, so you need a way to get the file's data inside a javascript variable.
You can do this with RequireJS or fill the template using php (using ex. file_get_contents)
A quick example of getting the data would be:
QUESTION
I'd like to create an animation of a few objects ("Spaceships") on the screen, with a start button. This is what I have so far:
...ANSWER
Answered 2018-Nov-14 at 22:38Let's start with the glaringly obvious...
QUESTION
I am attempting to create an OpenGL shader in D using Derelict's OpenGL binding. During the making of a quick test application to see if I could put everything together, it worked just fine, but when I started organizing things slightly better I have run into a highly odd (in terms of my understanding of the D language and the bindings) errror. Hopefully, I am simply being foolish.
If I were to call glCreateShader(GL_VERTEX_SHADER)
in the module spacegame.game.game
:
ANSWER
Answered 2018-Apr-24 at 10:16As @RichardAndrewCattermole pointed out, I was creating X copies of the same thing in multiple places, which beyond reasonable doubt confused the Derelict GL3 package. And actually, according to the official documentation of Derelict, it does state that you should wrap the implementation using glFreeFuncs
into its own file, so that you can require that whenever necessary.
Doing so eliminated the null pointer.
This means that whenever the need to use the library arises, a simple import gl;
like so is all that's required.
QUESTION
Want to accomplish this:
...ANSWER
Answered 2017-Sep-01 at 14:38Using the EJS templating language w/ Express you will be able to reach any goal in marking up your HTML.
Just install in via npm (example: npm link ejs
at your project location).
Then set express engine to ejs `app.set('view engine', 'ejs');
After you do it just call a render
method
QUESTION
I was following an online tutorial to make a space shooter using LibGDX and IntelliJ IDEA. Everything was working fine until I added the "this.create()" and "this.render()" functions. When they were added it caused at stack overflow error and I have no idea how to go about fixing it.
...ANSWER
Answered 2017-Jun-29 at 07:13create method call itself which will create endless calls to create.
It can't be done without any stopping flag. Just remove this.create();
QUESTION
I have been having a recurrent "random" fatal error in the libgdx mini-game I am developping. For what I gathered, it is a box2d native error, related to a body creation. A possible cause of this is the generation of a body during a timestep, but I believe I have taken the appropriate counter measures.
The following case seems similar, but actually was about the removal of objects from an array while looping through it : Deleting and creating body in libGDX .
Regarding my own issue, here is the output of the crash :
< console >
...ANSWER
Answered 2017-Jan-20 at 15:48creation and deletion of entity (basically having physics component) should be bound with lock.
creation and deletion must be performed when physics World is unlocked.
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