tanks | A tank game for the CCCB Airport Display | Game Engine library
kandi X-RAY | tanks Summary
kandi X-RAY | tanks Summary
A tank game for the CCCB Airport Display. By Felix and Stephen.
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Top functions reviewed by kandi - BETA
- 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 .
tanks Key Features
tanks Examples and Code Snippets
Community Discussions
Trending Discussions on tanks
QUESTION
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 20:59This 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)
.
QUESTION
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
...ANSWER
Answered 2022-Jan-24 at 13:48you need to import MLAPI like so using Unity.Netcode;
QUESTION
I have the following ramda code and The values are not unique
...ANSWER
Answered 2022-Jan-21 at 17:21After mapping the type
, pipe the items into R.uniq
:
QUESTION
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 11:38Here 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:
QUESTION
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 13:24Similar 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:
QUESTION
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 09:43I’ll respond using syntax and types form the “regular” Haskell environment, https://code.world/haskell.
The type of a activityOf
is:
QUESTION
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 14:12Depending 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.
QUESTION
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 18:03You can use cloneNode
to create a copy of your element:
QUESTION
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 05:33The 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:
QUESTION
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 07:04Based 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.
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.
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