Missile | Missile simulation for course Computer Graphics Polimi | Graphics library
kandi X-RAY | Missile Summary
kandi X-RAY | Missile Summary
Load the missile and the mountain with webgl.
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QUESTION
Apologies for asking a fairly common question, I have been looking all over and can't find a solution that fixes my problem.
I am using Firesharp, and trying to deserialize a Json object that Firebase returns into a class with a nested list.
...ANSWER
Answered 2021-May-26 at 14:30This in no way a complete answer. I assume you don't want to map/create classes for each "sub class", e.g. Barbarian, Wizard etc. You could perhaps use JsonConverter. The example only handles the first "anonymous" range of objects. Maybe you'll find some of this useful.
QUESTION
My chart was rendering last night. Now, it will sometimes render fully, sometimes partially, or often not at all. I am getting no errors in the dev tools. I copied my d3 code to a simple javascript file, with only the latest d3 scripts, and it works. Any insight would be appreciated. Thanks so much in advance.
repo if it helps: https://github.com/EvanPoe/d3-chart-to-react
...ANSWER
Answered 2021-May-25 at 19:58You can run the D3 code inside your RadarChart
component only when it's properly mounted:
- Add
useRef
hook and bind the ref to SVG:
QUESTION
ANSWER
Answered 2021-May-20 at 14:53If we are talking about KinematicBody2D and velocity
we are talking of a script something like this, give or take:
QUESTION
I´m creating simple game where I play as aeroplane and i´m dodging rockets (rockets appear from right side), I did something like barrier which block enemies and kill them, but it´s too OP, so I want to nerf it, so I´m going to spawn enemies from both, right side, and top side.
But I really don´t know how to spawn them from top.
I would really appreciate any help, thanks.
P.S. class named Enemy should spawn enemies from right (this is working correctly) class AnotherEnemy should spawn enemies from top (this is not working correctly) My code:
...ANSWER
Answered 2021-Mar-19 at 15:42You just have to adjust your position and speed logic to have the movement and variable part of the position be in the y
component. Because the top of the screen is 0
, you have to start at a negative y
value and move in positive steps instead of negative. You change the kill check to kill the enemy when it goes off the bottom of the screen (> screen height). Here's an enemy definition that comes from the top of the screen and moves down:
QUESTION
I´m creating simple game where I play as aeroplane and I´m dodging rockets.
I want to do "barrier" which I could activate with keyboard.
when rocket ram into the barrier, this particular rocket should be killed.
I tried to kill()
, but doesn't work, I also tried removing from sprite groups and so on.
I would really appreciate your help, because I´m stuck, bye
here´s my code:
...ANSWER
Answered 2021-Mar-18 at 17:12You are killing the wrong enemy. The enemy
variable contains a random enemy, but not the enemy that is colliding. pygame.sprite.spritecollideany()
returns the enemy Sprite which collides:
QUESTION
If player and enemy collide, I want the program to detect a collision between player and enemy(almost bottom of code). If this happens, its supposed to run the "killBullet()" function. It actually runs it, but "self.kill()" doesnt work. It really drives me nuts, since appearently it works on "update".
...ANSWER
Answered 2021-Jan-15 at 21:20pygame.sprite.spritecollideany
tests whether a sprite intersects anything in a group and returns the first sprite detected or None
. You have to kill
the detected Sprite instead of a new enemy instance:
QUESTION
if event.type == MOUSEBUTTONUP:
mouseX, mouseY=event.pos
if warsaw_button.collidepoint(mouseX,mouseY):
choices = ["build a structure", "acquire units", "destroy structure", "launch from silo"]
choicebox("What do you want to do commander?", warsaw_name, choices)
if choicebox == choices[0]:
msgbox("you want to build a structure")
elif choicebox == choices[1]:
msgbox("you want to acquire more units")
elif choicebox == choices[2]:
msgbox("you want to destroy structures you built")
elif choicebox == choices[3]:
msgbox("you want to launch missile from a silo")
...ANSWER
Answered 2020-Dec-14 at 20:20You are testing the choicebox
function against your strings. Instead, test the result of the choicebox
function against your strings. To make it cleaner, assign it to a choice
variable.
QUESTION
I am trying to make a C program about a Nuclear Missile launch. Below is my source code so far:
...ANSWER
Answered 2020-Dec-02 at 02:57Alright, let's do something cool and get you straightened out. To begin with, the proper prototype for fgets()
is:
QUESTION
I'm checking missileGroup to see if any instances of missile collided with any instances enemy in enemyGroup. When run, it prints "Hit" for the first loop, but it ignores the second for loop. Why is that?
...ANSWER
Answered 2020-Nov-29 at 00:44There's no obvious reason, based on the information provided(a), why the second collision check should fail. If there's a collision between (for example) enemy #7 and missile #3, there should also be a collision between missile #3 and enemy #7.
You're not using any edge-case stuff like providing your own (possibly non-commutative) collision function, so it will simply use the sprite rectangle to detect this.
I'd be curious to see the behaviour when you reverse the order of the two loops in the code.
Also, you should specify the types of those group variables. If enemyGroup
were something like an exhaustible generator rather than a list, it would be "emptied" by the first loop and then the second loop would have no items to iterate over(b) (the spritecollide
call will be iterating over the group to check each item against the sprite).
That's about the only way, short of a bug in spritecollide
itself, that you would see the effects you're describing.
By way of example, here's a piece of code that tries to iterate over a generator twice:
QUESTION
I have a Missile
class that gets the Player
's position when the spacebar is pressed. .fire()
uses this position to shoot a missile. It only shoots one at a time, how would I shoot multiple? I heard using a list would help.
ANSWER
Answered 2020-Nov-26 at 15:36You have to create a Group for the missiles. When SPACE is pressed create a new instance of Missile
and add it to the list:
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