resumeGame | My Portfolio as a Platformer | Portfolio library

 by   nodes777 JavaScript Version: Current License: MIT

kandi X-RAY | resumeGame Summary

kandi X-RAY | resumeGame Summary

resumeGame is a JavaScript library typically used in Web Site, Portfolio applications. resumeGame has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

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              resumeGame has a low active ecosystem.
              It has 5 star(s) with 0 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 1 have been closed. There are 11 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of resumeGame is current.

            kandi-Quality Quality

              resumeGame has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              resumeGame is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

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

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            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of resumeGame
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            resumeGame Key Features

            No Key Features are available at this moment for resumeGame.

            resumeGame Examples and Code Snippets

            No Code Snippets are available at this moment for resumeGame.

            Community Discussions

            QUESTION

            Pause Menu won't activate when I hit escape
            Asked 2021-Apr-20 at 21:17

            I've just started teaching myself coding, and I've been watching Brackey's tutorial series. I'm trying to create a Pause menu, and I've followed along with the video, but for some reason I can't get the menu to activate when I hit escape. I've double checked the code and it should be working, when compared to what's on screen. Is there something I'm missing?

            ...

            ANSWER

            Answered 2021-Apr-20 at 21:17

            Now that I can see the relevant code and hierarchy I believe I see the issue. In your script, you are checking for input in the Update() which is only called when the GameObject the script component is on is active in the hierarchy.

            When you are toggling your pause, you are activating and deactivating the GameObject that you assign in the inspector. As the object you assigned in the GameObject that has the script, the Update() will never be called after it is disabled.

            You have a few options, but the easiest one would be to drag in the reference of the panel pauseMenu as the reference object to toggle in your script instead of the Canvas object you currently have. That way the Canvas can act as a manager for the pauseMenu, toggling it when the input changes.

            Source https://stackoverflow.com/questions/67185370

            QUESTION

            How do I make an audio source play and then when finished the player detector destroys?
            Asked 2020-Dec-23 at 13:14

            Hello I have a 2d Platformer in Unity and I have this sprite with a box collider that detects if its come into contact with the player, when it does it should play the audio source, pause it when the audio source is done it should resume time and destroy the detector. I have tried Enumerators but it doesn't pause time and the detector doesn't stop working.

            Here is the code:

            ...

            ANSWER

            Answered 2020-Dec-23 at 13:14

            You have to run the routine using StartCoroutine

            Source https://stackoverflow.com/questions/65424647

            QUESTION

            My Cursor Stays Visible When Exiting my Pause Menu Even Though I Have Called the Cursor.Visible Function When Exiting the Menu
            Asked 2020-Feb-02 at 22:26

            I am making a pause menu in my game. My game locks the cursor in position and then hides the cursor so that it is not distracting for the user. This works as intended until I pause the game. The cursor becomes visible (as Cursor.Visible is set to true in the pause function) and the pause menu works correctly. When I press escape again to exit the menu, however, the cursor remains visible in position on the screen.

            How can I fix this?

            Thanks,

            Here is my Code:

            ...

            ANSWER

            Answered 2020-Feb-02 at 22:26

            The problem here seems to be that when you run the code in the Unity Editor, the cursor does not vanish, but when the same code is built and then run, the cursor does vanish as intended. This problem was solved by building the project and running the .exe file.

            Source https://stackoverflow.com/questions/60029675

            QUESTION

            How can I dispatch one action, wait 1 second, then dispatch two more actions in Redux Observable?
            Asked 2019-Dec-11 at 21:33

            How would I do the following in a single epic

            1. Dispatch pauseGame()
            2. Wait 1 second
            3. Dispatch 2 actions

            The following dispatches the last two actions but not pauseGame().

            ...

            ANSWER

            Answered 2019-Dec-11 at 21:33

            The reason pauseGame isn't dispatching is because you're not dispatching it. You're calling the action creator and then immediately changing your observable state to lastMoveSuccessful.

            Instead, what you want is to split the pipeline and merge them back to one. I know this is confusing, but it's how Redux-Observable works at the moment. If you want a different way where you can dispatch at any point in time, checkout my article: https://dev.to/sawtaytoes/the-best-practice-anti-pattern-jj6

            When the move type occurs, switch to a new observable. That observable is a merging of 2 new observables: one which immediately dispatches pauseGame, the other which checks if the last move was successful, and if so, waits a second and dispatches 2 other actions.

            Source https://stackoverflow.com/questions/59187250

            QUESTION

            The object of type "CanvasGroup" has been destroyed but you are still trying to access it
            Asked 2019-Jul-18 at 19:20

            I was testing out some code for my game: trying to make an object already picked up to not spawn again when reloading the level. For some reason, I get this error now and I don't seem to find a solution yet (saw many had this issues while googling but none of the fixes seemed to fit)

            Didn't try much as it is quite personnal. One fix wouldn't work to me as I cannot find out where to put it exactly (due to different scripts names..)

            ...

            ANSWER

            Answered 2019-Jul-18 at 19:20

            Apply this to the GameObject which you want to persist between scene .

            refs:

            Source https://stackoverflow.com/questions/57100994

            QUESTION

            The object of type 'GameObject' has been destroyed but you are still trying to access it
            Asked 2018-Aug-08 at 17:06

            So I am working on a runner game and it is almost done. The problem is that I am testing the Pause Panel and when player touches a zombie, pause panel shows up and I am restarting the game again by pressing the restart button. But when I touch the zombie again panel doesnt show up and gives me the error in the title. I am stuck and any help will be appreciated. This is the code and I referenced to the line that error sends me :

            ...

            ANSWER

            Answered 2018-Aug-08 at 16:59

            I found the solution. It was a simple mistake on the OnDisable method. I deleted the += sign and changed it with -= sign because it was enabling the event when it was supposed to disable.

            Source https://stackoverflow.com/questions/51751754

            QUESTION

            Observable ConcurrentModification Exception
            Asked 2018-May-26 at 16:41

            I got a problem with the observer design pattern.

            I tried to implement something like Observers on my own and ran into a nasty error I don't understand.

            ...

            ANSWER

            Answered 2018-May-26 at 16:41

            The problem caused by wrong usage of interface.

            Source https://stackoverflow.com/questions/50544240

            QUESTION

            holder.getSurface().isValid() is returning false
            Asked 2017-Dec-06 at 07:47

            I am using Surfaceview to change the background image. But I am getting false on holder.getSurface().isValid() and I don't know why. I looked at some of the similar questions here, but still could not solve it. Is there something missing on what I have done so far, or is there something else I should try

            Thanks

            ...

            ANSWER

            Answered 2017-Dec-06 at 07:47

            You had to add Callback in the SurfaceView to receive events about Surface availability and do drawing from a thread.

            A Callback Example will look like this :

            Source https://stackoverflow.com/questions/47669143

            QUESTION

            Need to check if the button was clicked in order to not proceed a function
            Asked 2017-Dec-02 at 04:16

            So i am trying to make a game where when "start" button is clicked the timer sets off and extra buttons appears also changing the "start" button into "pause". One of the buttons is "restart" which restarts the timer and the brings back "start" button. If "restart" was clicked while the timer was running everything goes okay. If "restart" was clicked when the timer was "paused", it resets the time, but when the game is "started" again, the basically two timers starts simultaneously. I know I would need to check whether the "restart" button was clicked and then not to start the "start" function, but I do not know how to check. I tried with "data" attribute and then put "start" function into if statement, but the function does not work then.

            my code is here https://jsfiddle.net/peliudzemas/kn3qeuct/1/

            ...

            ANSWER

            Answered 2017-Dec-02 at 04:16

            QUESTION

            Android : How to load an activity faster when calling it from another activity, even while loading several contents in the second activity
            Asked 2017-Aug-18 at 06:26

            I'm new to java and android so I am asking these kind of questions here to understand how it should work.

            I have 2 Activities in my app viz Welcome_Activity.java and Content_Activity.java

            The First Activity work smoothly but the problem comes when the Content_Activity(Second Activity) is called from Welcome_Activity(First Activity)

            In the onCreate of Second Activity, I think the contents which are too many cause the Activity to load too slow.

            How to solve this issue?

            Example :

            ...

            ANSWER

            Answered 2017-Aug-18 at 04:59

            You should have a look in Asyntask. It helps you to load/do the task that take sometime, by executing it in background thread. That would help your Activity(UI) won't be jerky.

            Source https://stackoverflow.com/questions/45748762

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

            Vulnerabilities

            No vulnerabilities reported

            Install resumeGame

            You can download it from GitHub.

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