rot.js | ROguelike Toolkit in JavaScript. Cool dungeon-related stuff, interactive manual, documentation, test | Game Engine library
kandi X-RAY | rot.js Summary
kandi X-RAY | rot.js Summary
ROguelike Toolkit in JavaScript. For more info, see
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QUESTION
I wrote some application, which query search string for MediaWiki API and return results. However, this piece of code is not working while trying to put polish characters into URL string.
...My GET request function
ANSWER
Answered 2020-Jan-07 at 10:29Try to encode the url before sending the request, to avoid having special characters inside:
QUESTION
Recreating the way I color my Mandelbrot set I'm having a hard time implementing it in JavaScript. I currently use the common "escape time" algorithm:
...ANSWER
Answered 2019-May-07 at 14:47The linear_interpolate function is supposed to calculate a color between two colors, based on the linear function y = mx + b. To apply the linear function to colors, y is the output color, m is the difference between the two colors, b is the start color and x is a value between 0 and 1. When x is 0, this function outputs the start color. When x is 1, this function outputs the end color.
To do this calculation we need the color in the form of three numbers. If you need to use hex strings, you'll have to split them and parse each two characters as a 16 bit number. I'm going to use a palette that is already in number form, because it is easier.
Here's my three color palette. I'm not recommending that you use these colors, it's just for demonstration:
QUESTION
Here is my code:
...ANSWER
Answered 2018-Aug-18 at 19:10The issue you are having is that your canvas size is too small and it's clipping the image to the size. You're drawing the pixels correctly, it's just outside the bounds of the canvas. Try setting the width & height of the canvas element to something large enough to hold your image:
QUESTION
So I've got a small REST API built with express.js and sequelize that I've refactored out into several files, because I wanted to be but in the process the .create() method for my models seems to have 'disappeared'. (I'm new to JS btw)
...ANSWER
Answered 2018-Apr-09 at 06:10I think what you need to change is :
QUESTION
Here it is the code, it is the "webgl_terrain_dynamic" example rewriten to include the birds.
This is the new example, without the birds: https://threejs.org/examples/webgl_terrain_dynamic.html
This is the old example that works with birds - and the old version of three.js: http://alteredqualia.com/three/examples/webgl_terrain_dynamic.html
This is the code I've made. It all works but the birds do not move and they also look a bit pixelated on textures (especially the parrot).
...ANSWER
Answered 2018-Jan-07 at 22:30:) I just solved it this way:
In MorphAnimMesh.js I defined the variable clip like this: var clip = this.geometry.animations[ 0 ];
instead of var clip = THREE.AnimationClip.findByName( this, label );
and then called mesh.playAnimation(0.0003); in the function where I add the morph.
I hope it helps somebody. :)
QUESTION
I'am trying to implement a rogue like dungeon crawler game in react,I render the map before component mounts once and i later re-render the level using levelRender() function,but my state is returning back to its orginal value which is set by componentWillMount() function.Debugging shows that state is being chaged by levelRender() function but at end it returns to original state,which i think shouldn't be happening.I know my code is bit long but i guess problem lies with way i call componentWillMount() and levelRender() function.
In the game,brown box is the portal which should trigger the levelRender,when it is run over by player which is red box.
here is link to my codepen,use arrow keys to move around :)
...ANSWER
Answered 2017-Dec-27 at 06:01You are setting the state in levelRender and overwriting the same with the previous state.
On line 452, this.leverRender
is being invoked, which actually sets the new game state (desired). Later, on line 485, state is being overwritten with the variable map which has got the old values, which is responsible for the undesired output. This has to be resolved by setting the state only once, or setting it twice but with updated values of map.
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