gameboy | 2010年初学js时写的游戏机,内置多款游戏
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2010年初学js时写的游戏机,内置多款游戏
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QUESTION
I am working/practicing with SpriteKit and making a directional pad for controls. It works to move the character, except for the SKAction. I have the actions in the Actions.sks file that based off what button is pressed determines the action that is called. When I press the button the character moves fine, but when I hold it the character glides and the walking animation is stuck on the first frame until I release. What I am trying to do is have the character move if the button is pressed, and continue moving(with walking animation) when the button is held. I am trying to make it look like the gameboy era games.
...ANSWER
Answered 2021-Mar-10 at 21:50The reason it is stuck on the first frame is because the action is being called on every update i believe. You could check to see if the animation is already running, if so do not run it again.
To do this, for each run action give it a name.
So player.run(group)
could be
player.run(group, withKey: "moveside")
. Then, you can check to see if the action is already running or not like this if (player.action(forKey: "moveside") == nil)
. Finally, add in code to remove all other actions (like current movement or animations).
Putting it altogether:
QUESTION
I'm implementing a gameboy emulator as so many before me.
I'm trying to implement the PPU and to do this I'm using a class representing the screen.
...ANSWER
Answered 2021-Feb-23 at 04:24You can't do anything graphical after Application.Run
has been called, because it doesn't finish until the user closes the main form. Instead, you can create an event handler that is called once the main form is loaded, like this:
QUESTION
I want to achieve the link= /platform/:id each time the navbar dropdown item is selected. instead i get /platform/:id/platform:id
code for the Header.js:
...ANSWER
Answered 2021-Feb-12 at 13:23So for your previous question, i guess it is figured out that we use
QUESTION
I'm working on an implementation for the DMG-01 (A.K.A gameboy 1989) on my github. I've already implemented both the APU and the PPU, with (almost) perfect timing on my pc (and the pc of my friends). However, when I run the emulator on one of my friend's pc, it runs twice as fast as mine or the rest of my friends.
The code for syncronizing the clock (between the gameboy and the pc it's running on) is as follows:
Clock.h Header File:
...ANSWER
Answered 2020-Oct-14 at 13:07I think you may be running into overflow under the hood of .
The expression:
QUESTION
I have multiple tabs on my website and the main tab group does not have any issues at all. However, when I place an other tab group within on the tabs, the ink bar is only displayed when one of the tabs is clicked.
Here are is a picture of my problem :
When I click on a tab, event if it is already being display, the ink bar will do a transition animation from outside of the screen and place itself correctly where is is supposed to be :
( here I clicked on the sub - sub tab group and the sub tab group - Jeu vidéo - does not react )
The tabs are completely functional ( they react normally when clicking on them ) but I cannot get the ink tab to be display without a click.
What can I do to get the tabs to have their ink tab displayed correctly without having a user input ?
The code is as follow ( there is no javascript currently but I can add some ) :
...ANSWER
Answered 2020-Jul-05 at 02:56You need to encapsulate the mat tab groups with an
QUESTION
I was thinking of creating a retro style game for iOS using SpriteKit and I was wondering if there would be any way to run it on a Gameboy Advance.
Based on what I've seen, Gameboys can run any game written in any programming language as long as it "compiles to ARM Assembly". I checked if Swift compiles to ARM Assembly and there was a mention of Swift compiling to native code (i.e. assembly). Does this mean it would be possible to run a retro style iOS game on an actual Gameboy (keeping in mind the resolution the artwork would need to be and other such limitations)?
If there's any way I can create a game for iOS but have it run on a Gameboy Advance as well please let me know.
...ANSWER
Answered 2020-Sep-04 at 05:41No. For a bunch of different reasons, the most important being SpriteKit would not be able to access any of the GameBoy Advance hardware.
It goes just beyond the Arm7 CPU. You need to work with the video registers and modes, which are all customized by nintendo.
You may be able to get swift to compile ARM7 code, but that is about as far as you are getting. The rest of the libs you will have to make yourself.
QUESTION
I got the solution But, i can't understand the function named 'isInSecondArray()' and its parameter 'item'. How that works.
...ANSWER
Answered 2020-Aug-03 at 05:54Your code compares two arrays—concretely, it keeps only those items of the first array that the second array contains.
To do so, your function justCoolStuff
takes both arrays. Then it declares a function called isInSecondArray
. This function is then passed to the invocation of the filter function in the line firstArray.filter(isInSecondArray)
.
The filter
function iterates over firstArray
. As it iterates, it passes each item from firstArray
into the isInSecondArray
function. For example, if firstArray
contains five elements, then isInSecondArray
will run five times, once with each item. At every iteration, the isInSecondArray
function iterates over the second array and compares the item from the first array with the current item from the second array. filter
then returns a new array with only those items for which isInSecondArray
returned a truthy value.
In other words, you have two loops, one implicit in filter
, another explicit in the for
loop. The for
loop is nested in the filter
loop. If your arrays have five and four items, respectively, there will be a total of 4 * 5 = 20 iterations. (That number could be reduced significantly if you used sets instead of arrays, but admittedly that's not what you asked about.)
QUESTION
For a Gameboy emulator, you have two u8 fields for registers A and F, but they can sometimes be accessed as AF, a combined u16 register.
In C, it looks like you can do something like this:
...ANSWER
Answered 2020-Jul-14 at 21:40I can give you a couple of ways to do it. First is a straightforward unsafe analogue but without boilerplate, the second one is safe but explicit.
- Unions in rust are very similar, so you can translate it to this:
QUESTION
I'm currently implementing gameboy emulator. When I was implementing rotate instructions, I've noticed that RL instruction is rotate through carry, while RLC instruction is rotate without carry. Wouldn't it be more logical to interchange the names. Why are they called this way, is there some hidden reason behind it?
...ANSWER
Answered 2020-Jul-12 at 14:27With instruction mnemonics, it's often hard to give too much importance to the names. However, here there is some answer, by looking at the long names shown in some (but not all) places:
RL
: Rotate Left
RLC
: Rotate Left Circular
These names make sense if you think about the carry being a part of the circular cycle in the case of RLC
. The 'C' in RLC
isn't for "carry", it's for "circular".
QUESTION
First, Here's the code
...ANSWER
Answered 2020-Jun-08 at 15:25IfWinNotExist, ahk_exe Sonos.exe
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