gameboy | 2010年初学js时写的游戏机,内置多款游戏

 by   xinglie JavaScript Version: Current License: No License

kandi X-RAY | gameboy Summary

kandi X-RAY | gameboy Summary

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

2010年初学js时写的游戏机,内置多款游戏
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            kandi-support Support

              gameboy has a low active ecosystem.
              It has 120 star(s) with 39 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              gameboy has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of gameboy is current.

            kandi-Quality Quality

              gameboy has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              gameboy 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

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

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            gameboy Key Features

            No Key Features are available at this moment for gameboy.

            gameboy Examples and Code Snippets

            No Code Snippets are available at this moment for gameboy.

            Community Discussions

            QUESTION

            SKAction not running when button is held
            Asked 2021-Mar-10 at 21:50

            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 21:50

            The 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:

            Source https://stackoverflow.com/questions/66568667

            QUESTION

            windows.forms and redrawing bitmaps
            Asked 2021-Feb-23 at 04:24

            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 04:24

            You 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:

            Source https://stackoverflow.com/questions/66325086

            QUESTION

            Route stays the same with links platform/:id in Navbar dropdown item React react-bootstrap
            Asked 2021-Feb-12 at 13:23

            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 13:23

            So for your previous question, i guess it is figured out that we use

            Source https://stackoverflow.com/questions/66166023

            QUESTION

            Clock timing changes on different computers
            Asked 2020-Oct-14 at 13:07

            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 13:07

            I think you may be running into overflow under the hood of .

            The expression:

            Source https://stackoverflow.com/questions/64352614

            QUESTION

            Angular material tag group has no inkbar when the tab group is in an other tab group
            Asked 2020-Sep-25 at 13:22

            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 02:56

            You need to encapsulate the mat tab groups with an

            Source https://stackoverflow.com/questions/62735270

            QUESTION

            Using Swift to create a Gameboy game
            Asked 2020-Sep-04 at 05:41

            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 05:41

            No. 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.

            Source https://stackoverflow.com/questions/63699905

            QUESTION

            I filtered two arrays and return the similar items
            Asked 2020-Aug-03 at 05:56

            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 05:54

            Your 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.)

            filter function reference

            Source https://stackoverflow.com/questions/63224247

            QUESTION

            Rust: Using two u8 struct fields as a u16
            Asked 2020-Jul-14 at 21:40

            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 21:40

            I 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.

            1. Unions in rust are very similar, so you can translate it to this:

            Source https://stackoverflow.com/questions/62831700

            QUESTION

            Gameboy rotate instructions
            Asked 2020-Jul-12 at 14:27

            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 14:27

            With 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".

            Source https://stackoverflow.com/questions/62862185

            QUESTION

            Exit the script whenever i close spesific program || AutoHotKey
            Asked 2020-Jun-09 at 10:37

            First, Here's the code

            ...

            ANSWER

            Answered 2020-Jun-08 at 15:25
            IfWinNotExist, ahk_exe Sonos.exe
            

            Source https://stackoverflow.com/questions/62264421

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

            Vulnerabilities

            No vulnerabilities reported

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            You can download it from GitHub.

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