tanks | A tank game for the CCCB Airport Display | Game Engine library

 by   mrflix JavaScript Version: Current License: No License

kandi X-RAY | tanks Summary

kandi X-RAY | tanks Summary

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

A tank game for the CCCB Airport Display. By Felix and Stephen.
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              tanks has a low active ecosystem.
              It has 4 star(s) with 0 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              tanks has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of tanks is current.

            kandi-Quality Quality

              tanks has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              tanks 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

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

            Top functions reviewed by kandi - BETA

            kandi has reviewed tanks and discovered the below as its top functions. This is intended to give you an instant insight into tanks implemented functionality, and help decide if they suit your requirements.
            • Return true if move can move to tile positions .
            • Draw score of score .
            • check if target is a hash
            • Prints the layout to console .
            • Send pixels to display map
            • Set player to turn .
            • Place the given text into a buffer .
            • Draw canvas .
            • draw player s position
            • Get the detail contents of the player s coordinates .
            Get all kandi verified functions for this library.

            tanks Key Features

            No Key Features are available at this moment for tanks.

            tanks Examples and Code Snippets

            No Code Snippets are available at this moment for tanks.

            Community Discussions

            QUESTION

            How can I define an inequality in sympy?
            Asked 2022-Jan-30 at 00:19

            I am trying to define in sympy an inequality inecuacion = "19 < -25*x - 1 <= 37" so that I can print the solution set on a graph. When I print with a single value, i.e. like this: 2*x-4 < 0, it can be evaluated, but when it is 19 < -25*x - 1 <= 37, I get the error:

            ...

            ANSWER

            Answered 2022-Jan-25 at 20:59

            This chained inequality should be rewritten as ineq = And(19 < -25*x - 1, -25*x - 1 <= 37). It can then be re-written as an interval using interval = ineq.as_set() -> Interval.Ropen(-38/25, -4/5).

            Source https://stackoverflow.com/questions/70840970

            QUESTION

            "Using MLAPI" gives error message, even when I have MLAPI installed
            Asked 2022-Jan-24 at 13:48

            I have MLAPI (https://docs-multiplayer.unity3d.com/docs/migration/install/index.html) installed with Tanks multiplayer (https://assetstore.unity.com/packages/templates/tutorials/tanks-multiplayer-mlapi-photon-mirror-69172#description), and when I import the tanks multiplayer code for MLAPI, I get the error: "error CS0246: The type or namespace name 'MLAPI' could not be found (are you missing a using directive or an assembly reference?)", even though it is installed, and I don't know what to do

            image of error message

            image of the packages

            ...

            ANSWER

            Answered 2022-Jan-24 at 13:48

            you need to import MLAPI like so using Unity.Netcode;

            Source https://stackoverflow.com/questions/70626434

            QUESTION

            Ramda.js group by key with unique values
            Asked 2022-Jan-21 at 17:21

            I have the following ramda code and The values are not unique

            ...

            ANSWER

            Answered 2022-Jan-21 at 17:21

            After mapping the type, pipe the items into R.uniq:

            Source https://stackoverflow.com/questions/70804855

            QUESTION

            Space Invader project
            Asked 2021-Dec-04 at 11:38

            Hi I have been working on a space invader game in processing, I am relatively new to java/coding. What my problem is that I do not really understand how to make the collision actually work, and also my aliens (which are the space ships), they move left to right but do not move down. These are the 2 major problems that I am having a hard time solving. This is my code underneath, any professional advice would be appreciated.

            ...

            ANSWER

            Answered 2021-Dec-04 at 11:38

            Here is what I think the issues are. First of all, processing is not the best language to make a game like Space Invaders. You can't have multiple key inputs at once. For example, if I press the left arrow, hold it, then press the right arrow, and let go of the left arrow, processing will ignore the left arrow. Processing has one key input: key. It can only have one value. You can't track multiple inputs at once. You can maybe replace it with your mouse - if the mouse is far to the left, move left. If it is far to the right, move right. In the middle? Stay still.

            Aside from that, you want to check for collision. First of all, make the enemy into an object. I am assuming you know how to make objects. If not, look at this tutorial. Now, we need to check for collision. I'd suggest making a collision method inside of the enemy class, and here is what i'd imagine it to be:

            Source https://stackoverflow.com/questions/70208656

            QUESTION

            Modelica - Is it possible to set name of a submodel as the value of another variable?
            Asked 2021-Nov-23 at 16:36

            I’m quite noob in Modelica language and I’d appreciate any help about this simple issue. I’d like to know if it’s possible to write variables name (that depends on a submodel) as a function of other variable in order to shorten the general code. Here there is an example about what I’d like to do.

            I’m considering a top-level model that includes three identical submodels (OpenTank) of the Standard Modelica Library (tank1,tank2 and tank3). I’d like to know if it’s possible to call the variable (“level”) inside the submodels from the top-level model using a loop like this way (example code is attached) or something similar instead of repeating the code three times (I’m really interested in setting this operation in the top-level model)

            What would you advise me to do? Thanks in advance!

            ...

            ANSWER

            Answered 2021-Nov-23 at 13:24

            Similar to the answer to the post (Modelica - Is it possible to set name of a variable as the value of another variable?) you can declare an array of components like this:

            Source https://stackoverflow.com/questions/70081501

            QUESTION

            How to combine simulated animation with graphs in CodeWorld?
            Asked 2021-Oct-25 at 16:43

            I play with CodeWorld and use the "entrypoint" activityOf() to simulate a physical system consisting of tanks. Here we have one tank with an outlet flow qout(h) that depends on the height of volume level. Of course, for serious simulation work one should use other software, but still fun to do here!

            ...

            ANSWER

            Answered 2021-Oct-21 at 09:43

            I’ll respond using syntax and types form the “regular” Haskell environment, https://code.world/haskell.

            The type of a activityOf is:

            Source https://stackoverflow.com/questions/69631791

            QUESTION

            How to imitate OuterGlowBitmapEffect using WPF effects?
            Asked 2021-Sep-21 at 14:12

            I tried using DropShadowEffect but it's "glow" strength weakens when you increase BlurRadius. I want to have strong outer glow like the image below.

            If I stack the same effect a dozen times I am able to get this, but the performance tanks after this. Is this possible to do using WPF with a single effect?

            ...

            ANSWER

            Answered 2021-Sep-21 at 14:12

            Depending on how large you want the radius of the blur to be and how smooth the result needs to be, you could stack different effects like gradient stops instead of repeatedly stacking the same effect.

            Like you pointed out, the DropShadowEffect strength gets weaker as the BlurRadius increases.

            Source https://stackoverflow.com/questions/69205632

            QUESTION

            How to make "bullets" with HTML 5
            Asked 2021-Jul-24 at 18:56

            The project I am working on is here https://tank-paint.glitch.me/

            I am trying to make a tank game and I'm pretty new to programming how can I use JavaScript and HTML to more than one bullet at a time basically right now I use use document.getElementById(id).style.top = bulletY.toString + "px"; where bulletY is the desired location, but it only allows one bullet. Is there a way using getElementsByClassName or a way to clone an image and then set the style of the clone?

            ...

            ANSWER

            Answered 2021-Jul-24 at 18:03

            You can use cloneNode to create a copy of your element:

            Source https://stackoverflow.com/questions/68512385

            QUESTION

            Creating a Asteroid type game, problem is when player waits to press play button many asteroids spawn instead of controlled amount
            Asked 2021-Jul-17 at 05:33

            About 500 lines of code, so to make it easier to read I believe the bug comes from _update_asteroids(self) function. Simply put, when the user is in the paused game state and must press play, if the player decides to wait lets say a minute. A minutes worth of asteroids will spawn at the exact same time. I believe this is because the pygame.time.get_ticks() function continues to gain ticks while game is paused. Is there any way to reset the ticks or make it so that 100s of asteroids do not spawn when the user decides to wait before pressing play button?

            ...

            ANSWER

            Answered 2021-Jul-17 at 05:33

            The spawning of the asteroids depends on the next_object_time. next_object_time is initialized with 0. You need to set self.next_object_time when the play button is pressed:

            Source https://stackoverflow.com/questions/68416856

            QUESTION

            Using UseState to Reset Value Before Adding Some
            Asked 2021-Jul-08 at 08:14

            I couldn't make the setMajor and setMinor work inside the function.

            What happen is, it just overwrite some of the data inside major and keeps on adding data inside minor

            I use this code to clear all the value inside the major but it's kinda messy and it looks like I'm not using the useState function properly.

            ...

            ANSWER

            Answered 2021-Jul-08 at 07:04
            Issue

            Based upon enqueueing a bunch of state updates in a loop I'm going to guess that what isn't working is that only the last enqueued state update is what you are seeing. This is caused by starting from the same stale state each loop iteration.

            You are also mutating state, major[i].material = res.data[i].material is mutating the major element at index i for example.

            Solution

            Use functional state updates to update from the previous state, not the state from the previous render cycle. Shallow copy the array and then also shallow copy any nested state/elements that are being updated.

            Source https://stackoverflow.com/questions/68296816

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

            Vulnerabilities

            No vulnerabilities reported

            Install tanks

            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 .
            Find more information at:

            Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items

            Find more libraries
            CLONE
          • HTTPS

            https://github.com/mrflix/tanks.git

          • CLI

            gh repo clone mrflix/tanks

          • sshUrl

            git@github.com:mrflix/tanks.git

          • Stay Updated

            Subscribe to our newsletter for trending solutions and developer bootcamps

            Agree to Sign up and Terms & Conditions

            Share this Page

            share link

            Explore Related Topics

            Consider Popular Game Engine Libraries

            godot

            by godotengine

            phaser

            by photonstorm

            libgdx

            by libgdx

            aseprite

            by aseprite

            Babylon.js

            by BabylonJS

            Try Top Libraries by mrflix

            dimensions

            by mrflixJavaScript

            LayerStyles

            by mrflixJavaScript

            paperfold

            by mrflixJavaScript

            indieweb-contact

            by mrflixCSS

            kirby-protocol

            by mrflixPHP