Missile | Missile simulation for course Computer Graphics Polimi | Graphics library

 by   taratandel JavaScript Version: Current License: No License

kandi X-RAY | Missile Summary

kandi X-RAY | Missile Summary

Missile is a JavaScript library typically used in User Interface, Graphics, Three.js, WebGL applications. Missile has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Load the missile and the mountain with webgl.
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            kandi-support Support

              Missile has a low active ecosystem.
              It has 4 star(s) with 0 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              Missile has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Missile is current.

            kandi-Quality Quality

              Missile has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              Missile 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

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

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            Missile Key Features

            No Key Features are available at this moment for Missile.

            Missile Examples and Code Snippets

            No Code Snippets are available at this moment for Missile.

            Community Discussions

            QUESTION

            Can't deserialize JSON into an object with nested list
            Asked 2021-May-26 at 14:30

            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 14:30

            This 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.

            Source https://stackoverflow.com/questions/67702360

            QUESTION

            d3 Radar Chart Render Inconsistency in React
            Asked 2021-May-25 at 19:58

            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 19:58

            You can run the D3 code inside your RadarChart component only when it's properly mounted:

            1. Add useRef hook and bind the ref to SVG:

            Source https://stackoverflow.com/questions/67681269

            QUESTION

            Steering motion in Godot Engine
            Asked 2021-May-20 at 14:53

            I would like to learn about game development in Godot Engine. I'm trying to make a mobile game similar to the game Missiles:

            Right now I have a functioning joystick. I get the value as a normalized Vector2:

            ...

            ANSWER

            Answered 2021-May-20 at 14:53
            Velocity

            If we are talking about KinematicBody2D and velocity we are talking of a script something like this, give or take:

            Source https://stackoverflow.com/questions/67620139

            QUESTION

            How to spawn sprites from multiple sides?
            Asked 2021-Mar-19 at 15:42

            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 15:42

            You 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:

            Source https://stackoverflow.com/questions/66710812

            QUESTION

            how to kill One from many sprites?
            Asked 2021-Mar-18 at 17:13

            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 17:12

            You 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:

            Source https://stackoverflow.com/questions/66694106

            QUESTION

            Pygame doesn't kill
            Asked 2021-Jan-15 at 21:20

            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 21:20

            pygame.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:

            Source https://stackoverflow.com/questions/65743563

            QUESTION

            How do I run a good easygui choicebox function
            Asked 2020-Dec-14 at 20:20
                    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 20:20

            You 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.

            Source https://stackoverflow.com/questions/65293353

            QUESTION

            What is the proper way of asking user to input a few numbers in C?
            Asked 2020-Dec-02 at 02:57

            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 02:57

            Alright, let's do something cool and get you straightened out. To begin with, the proper prototype for fgets() is:

            Source https://stackoverflow.com/questions/65101305

            QUESTION

            For Loop blocking other For Loop
            Asked 2020-Nov-29 at 20:32

            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 00:44

            There'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:

            Source https://stackoverflow.com/questions/65055490

            QUESTION

            Shooting multiple projectiles in pygame
            Asked 2020-Nov-26 at 15:40

            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 15:36

            You have to create a Group for the missiles. When SPACE is pressed create a new instance of Missile and add it to the list:

            Source https://stackoverflow.com/questions/65024976

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

            Vulnerabilities

            No vulnerabilities reported

            Install Missile

            You can download it from GitHub.

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            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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