spacegame

 by   madbence JavaScript Version: Current License: No License

kandi X-RAY | spacegame Summary

kandi X-RAY | spacegame Summary

spacegame is a JavaScript library. spacegame has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

spacegame
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            kandi-support Support

              spacegame has a low active ecosystem.
              It has 7 star(s) with 2 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 39 have been closed. On average issues are closed in 150 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of spacegame is current.

            kandi-Quality Quality

              spacegame has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              spacegame 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

              spacegame releases are not available. You will need to build from source code and install.

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            spacegame Key Features

            No Key Features are available at this moment for spacegame.

            spacegame Examples and Code Snippets

            No Code Snippets are available at this moment for spacegame.

            Community Discussions

            QUESTION

            Creating multiple Enemies in kivy game
            Asked 2020-May-01 at 02:46

            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 02:46

            One 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:

            Source https://stackoverflow.com/questions/61499500

            QUESTION

            JS browser game - avoid initializing all objects
            Asked 2019-Dec-08 at 16:21

            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 16:21

            Adding 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:

            Source https://stackoverflow.com/questions/59236870

            QUESTION

            JavaScript innerHTML for few seconds
            Asked 2019-Dec-07 at 22:30

            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 22:30

            Without the rest of your code it's hard to give you an exact show, but this is largely what my comment was referring to.

            Source https://stackoverflow.com/questions/59230723

            QUESTION

            Trying to switch from applet to JFrame
            Asked 2019-Jun-03 at 18:03

            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 18:03

            QUESTION

            How to fetch local html file with vue.js?
            Asked 2019-Feb-07 at 00:01

            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 16:02

            When 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:

            Source https://stackoverflow.com/questions/46180047

            QUESTION

            Starting animation with a button Java Swing
            Asked 2018-Nov-14 at 22:38

            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 22:38

            Let's start with the glaringly obvious...

            Source https://stackoverflow.com/questions/53309623

            QUESTION

            DerelictGL3 `glCreateShader` Access Violation
            Asked 2018-Apr-24 at 10:16
            Introduction

            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 10:16

            As @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.

            Source https://stackoverflow.com/questions/49575481

            QUESTION

            How to render multiple html pages with node.js express?
            Asked 2017-Sep-04 at 13:21

            Want to accomplish this:

            ...

            ANSWER

            Answered 2017-Sep-01 at 14:38

            Using 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

            Source https://stackoverflow.com/questions/46002446

            QUESTION

            Stack Overflow Error in LibGDX when using "this.create()" and "this.render()"
            Asked 2017-Jun-29 at 07:36

            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 07:13

            create method call itself which will create endless calls to create.

            It can't be done without any stopping flag. Just remove this.create();

            Source https://stackoverflow.com/questions/44818465

            QUESTION

            Why do I sometimes have a box2Dcrash when I create bodies in LIbgdx
            Asked 2017-Feb-01 at 09:21

            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 15:48

            creation and deletion of entity (basically having physics component) should be bound with lock.

            creation and deletion must be performed when physics World is unlocked.

            Source https://stackoverflow.com/questions/41766221

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

            Vulnerabilities

            No vulnerabilities reported

            Install spacegame

            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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            https://github.com/madbence/spacegame.git

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            gh repo clone madbence/spacegame

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            git@github.com:madbence/spacegame.git

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