game_manager | Game backend data statistics platform

 by   sdgdsffdsfff JavaScript Version: Current License: No License

kandi X-RAY | game_manager Summary

kandi X-RAY | game_manager Summary

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

Game backend data statistics platform
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            kandi-support Support

              game_manager has a low active ecosystem.
              It has 7 star(s) with 6 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              game_manager has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of game_manager is current.

            kandi-Quality Quality

              game_manager has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              game_manager 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

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

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            game_manager Key Features

            No Key Features are available at this moment for game_manager.

            game_manager Examples and Code Snippets

            No Code Snippets are available at this moment for game_manager.

            Community Discussions

            QUESTION

            Trying to make screen center to player in Pygame simple 2D Platformer
            Asked 2021-May-14 at 12:50

            I am creating a simple 2D platformer in Pygame. In this project I have been trying to use classes much more for good practice. My current problem is that I am trying to make the screen center on the player, however I cannot find a way to do this with the way my code is currently set up.

            In addition, I plan to later add a way to make the screen follow the player with a small amount of lag, following faster as it gets further away. However, making the camera center on the player is my main concern.

            When the player is moving right, I have all the "PlatformRects" move left at the same speed. I have tried different speeds, setting the player to zero speed and just moving the "PlatformRects" almost works (related comment in code in the "update" func of the "Player" class). I had also tried making the "PlatformRects" movement depend on the position of the player, but I couldn't get this to work either.

            I would appreciate any help. Here's my code (I trimmed out a lot of irrelevant code, like animating and such):

            ...

            ANSWER

            Answered 2021-May-14 at 12:50

            You should move the camera like this:

            Source https://stackoverflow.com/questions/67526781

            QUESTION

            Issue with Collision Detection in Pygame for simple 2D Platformer
            Asked 2021-Feb-09 at 22:09

            This is my first post so please let me know if I should alter anything.

            I am attempting to create a simple test 2D platformer, this is the first pygame project I've undertaken without a tutorial. The issue I am encountering is due to this can_jump variable. I am using this variable to stop the player from being able to jump when not on a platform or the bottom of the screen. I had attempted other methods but this is where I have ended up. I feel I've gotten so close.

            The issue at the moment appears to be that the variable self.can_jump1 continuously swaps between True and False in the platform loop (at exactly 3 Falses for every True I have noticed) when standing on a platform, I have isolated it to the commented section in collision_check(). I don't know why this happens, and as far as I can tell the rest of the code works as I want it.

            I would be happy to provide any extra information/clarification if need be.

            Here's my code:

            ...

            ANSWER

            Answered 2021-Feb-09 at 22:09

            When the player is standing on the platform, the player does not collide with the platform and self.can_jump1 is set False. Test if the player is on the platform when the player does not collide with the platform:

            self.can_jump1 = False

            Source https://stackoverflow.com/questions/66127646

            QUESTION

            Sorting multiple activities in Android Studio
            Asked 2020-Aug-18 at 13:37

            here is a more basic question, since I am not too familiar with Android Studio and I am not sure what the correct phrases are to find it in the developers guide or here on SO.

            My Question:

            How can I handle 3 activities (A,B,C), starting with A, going to B, and then have a constant exchange between B and C?

            When using the classic Intent calling approach everything is fine from A to B but going further gets me to A not to C. There seems to be a little delay and a white screen then, like if the application tries to open activity C but fails. I am passing a seriable object through all these activities. The object gets created and initialized in A. B displays the information in the object and let the user change some of it. C let the user change a special place in my object. I other words this object works as a persistent place to store information at the exchange between B and C.

            Intent call in A (MainActivity):

            ...

            ANSWER

            Answered 2020-Aug-18 at 13:37

            The answer of @Otid0 in the comments worked for me fine. Basically, the problem was the usage of an object through multiple activities. To solve this, the usage of a Singleton class can help. In my research I found some articles that strongly discourage the usage of Singleton classes. I assume that is because of the risks with global variables. If there are other risks or other approaches feel free to comment. Thanks a lot Otid and have a good day!

            Source https://stackoverflow.com/questions/63427909

            QUESTION

            In one file its working, in two files I got an error
            Asked 2020-Jan-29 at 13:04

            I have the same code but in one way it's working and in other way it's not. When Im putting this code in one file then it's working, but when im using imports with babel then I get an error. Code example:

            ...

            ANSWER

            Answered 2020-Jan-29 at 13:04

            It is because game variable is not in scope when you put this class in different file. you need to pass game variable in weather() function.

            Two changes required

            in class Mob

            Source https://stackoverflow.com/questions/59967279

            QUESTION

            pass an instance of a class with 'self' to another class and use 'self' there too
            Asked 2019-Aug-19 at 05:57

            I want to send the snake that i initialized in the code #1 to another file in another class in code #2 and add it there in a self.snakes list

            code#1: (class Snake)

            ...

            ANSWER

            Answered 2019-Aug-19 at 05:45

            I suggest to use a class variable holding snakes. You can then add snake drought the static method. All your instances of GameManager will have the same snake list

            Source https://stackoverflow.com/questions/57550920

            QUESTION

            how can I create an superclass object within interface class?
            Asked 2019-May-09 at 19:09

            I was given an interface (game_manager) that I can write the method's body but cannot add anything to it. I need to get my superclass inputs from the interface.

            I have a superclass called Game that inherits from game_manager.

            game_manager.h : (interface)

            ...

            ANSWER

            Answered 2019-May-09 at 16:51

            You should define a dummy body for the methods in class game_manager in order to avoid getting the undefined reference error. It can be something like:

            Source https://stackoverflow.com/questions/56062499

            QUESTION

            How can I access a value in an array stored within another array?
            Asked 2018-Apr-13 at 12:34

            I am looking for a way to access an array item in an array, which is held by another array. I can't quite figure it out :/

            I have 2 scripts: Game_Manager.cs and Board.cs.

            In Board.cs I have the following variables. (The array size adjusts automatically on start):

            ...

            ANSWER

            Answered 2018-Apr-13 at 12:34

            The Array class essentially contains a generic array - so an array of Array can contain arrays of different types (which may change at runtime). Accesing an element of that array returns a single instance of class Array (not the array itself) so using ArrayList[0][0] would result in a compiler error "Cannot apply indexing with [] to an expression of type 'Array'".

            Using an array of class Array you would need to explicitly cast the array element to your array type (which is an array of Transform) & then access the first element in this way :

            Source https://stackoverflow.com/questions/49814277

            QUESTION

            Heap has been corrupted when using std::unique_ptr
            Asked 2017-Sep-09 at 20:29

            I've been working on a Quake 3 BSP Loader in OpenGL and C++.

            And I've ran into a problem, when I run my code. I get a problem, it says "heap has been corrupted!" in debug mode. I have commented the line it corrupts on. My comment is 'gives me the error at this line "Heap has been corrupted"'

            ...

            ANSWER

            Answered 2017-Sep-09 at 20:29

            You've got incorrect loop condition:

            Source https://stackoverflow.com/questions/46134665

            QUESTION

            SdlDotNet Platformer Game: Collision Rectangle A (player) ntersectswith Collision Rectangle B (level)
            Asked 2017-Aug-17 at 18:05

            I'm struggling with collision between the collision rectangles of my player or enemy and the level/wall.

            The level is a 1D array.

            This draws well: a screen with a platform and a box around the level, so the player and enemy shoudn't be able to leave the arena.

            In my Game_Manager class (which handles the game, it's updates and the collision) draws the level, the player and one enemy. Works well, but the player and enemy can leave the area, because the collision detection is not right:

            In my Game_Manager class the player detects the enemy and it's position is reset when they collide:

            ...

            ANSWER

            Answered 2017-Aug-08 at 20:41

            Assuming that the level does not move, only the players does, you can actually do collision by the player X and Y coordinates. This makes it possible to make a basically infinitely-sized level without lag caused by having to test collision for every single tile.

            What you do is test collision only in tiles that are immediately adjacent to the player. As your player is as big as each block, that gives nine tiles to test collisions for (three above the player, three at the same level as the player, and three below the player).

            I don't know how your player X and Y are stored, but let's say it's in a Player class under xPos and yPos. For all the tiles, tile width is 40 and tile height is 40, but in case you want to change it, declare allWidth to be 40 and allHeight to be 40. Now let's set up the collision tests:

            Source https://stackoverflow.com/questions/45575986

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

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            You can download it from GitHub.

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