yPlayer | A Web Music Player with Netease API | Music Player library
kandi X-RAY | yPlayer Summary
kandi X-RAY | yPlayer Summary
yPlayer is an easy web music player with Netease API.Its appearance is refer to the baiduFM.And the music list is from my Netease favorite playlist.
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QUESTION
I am currently doing this problem in cs50 AI where we need to make a minimax algorithm for playing tictactoe. My algorithm doesn't work at all (it is really easy to beat the computer) and I was wondering what I was doing wrong. I am also pretty sure that all my other functions are correct and that only the minimax function is incorrect. Would really appreciate any help, thank you all!
...ANSWER
Answered 2021-May-21 at 04:29You seem to have lots of unnecessary functions and your minimax code looks way too complicated than it needs to be. Basically you need 4 main functions for your game:
- Minimax itself
- Get all possible moves from a position (unless you want to do the loop inside minimax)
- Determine if a player has won
- Determine if board is full
Also, have you looked at the pseudo code for minimax from e.g. Wikipedia? :
QUESTION
I made 2 classes : 1 Player class and 1 Enemy class. I want that the enemy follows the player around. To do that I need to get the current player position from the Player class and use it in the Enemy class. But that isn't workink, and I don't know what to do
This is the code by now:
...ANSWER
Answered 2021-Apr-07 at 19:33Enemy
must not be derived from Player
class. Pass the instance of the Player
class to the move
method of the Enemy
class:
QUESTION
When I move the player he moves 10 pixels while I am holding down right arrow and goes back to initial postion when I release the key. Btw, u don't need to tell me the he moves to the left when I press right, I know that :)
This is code:
...ANSWER
Answered 2021-Mar-15 at 16:42The position of the player is continuously set in the application loop within the player
function:
QUESTION
i would like it so when you cross their line the game closes and when the enemy hits your line the game restarts, any ideas on how to code that in? you don't have to rewrite the code just help me with some ideas on how i could add it in.
here is the current code
...ANSWER
Answered 2020-Nov-14 at 08:19Use pygame.time.Clock
to control the frames per second and thus the game speed.
Pygame clock and event loops:
QUESTION
I am creating a simple game where you would shoot an enemy/ufo. Whenever I shoot the enemy it would pop/disappear, however the bullet won't (Python didn't give me any traceback error). Also when I tried to use the colliderect, nothing seems happening but when I used the collidepoint, it worked.
By the way, here is the full code:
...ANSWER
Answered 2020-Sep-16 at 10:50You have to update the attribute UBOX
, when the position of the ufo is changed:
QUESTION
I am making a game where a badGuy AI is trying to chase me while I use arrow keys to move away. In my main I have a try catch block for if the player attempts to exit the screen border. For some reason however when I click on start I get the exception which I have a system print out saying "GAME OVER, you exited the map". Without my reCalcPath method in the badguy class this does not happen so it must be an issue within this method.
For this method I have a map array. This array is a 40x40 boolean array of 20x20 pixels/cells/squares which states true if I have clicked on that cell position if previously false, painting a white square and visa versa. Now I thought, check the cell position of the badGuy, then check all of his neighbouring cells, if the state of that cell is false i.e. no cell is painted (which means there is no wall blocking him in this sense), then check for the distance between him and my player. I use a Euclidean distance approach by treating xPlayer-xbadGuy, yPLayer-xBadGuy as the opposite and adjacent sides of a triangle. Using pythagoras I get the hypotenuse. Do this for each neighbouring cell, the one with the smallest hypotenuse means shortest distance. Now this is not working at all as when its called the game crashes. Ignore the move method as that is irrelevant if recalcpath won't work
Main
...ANSWER
Answered 2020-Mar-25 at 19:52Your catch block is triggered by an IndexOutOfBoundsException. One easy way to find more information about your error is to log or output the stack trace. You can do that in your code by adding e.printStackTrace()
to your catch block:
QUESTION
Given this response from a Yahoo API, I am trying to parse the players out of it using Newtonsoft.Json and ASP.NET / C#. I would also like to check the value of count
at the end.
ANSWER
Answered 2019-Jun-23 at 17:11Ugh, this is a really terrible JSON format. The heterogeneous arrays make it particularly difficult to work with. It looks to me like this data was converted (badly) from XML. If so, it might be more straightforward just to work with the XML directly. In any case, we can make it work. Here's the approach I would take.
Make some classes to capture the player data you are interested in:
QUESTION
I made this code and when I run the program, I only get a black screen. There's no error about not being able to load images.
The code essentially goes like this: 1. Draw the map and the player (this part worked at some point but I don't have the last version of the code anymore) 2. Get the position of the player (this works)
These are the parts that don't work: 3. Update position of the player 4. Draw map & draw player again
...ANSWER
Answered 2019-Jun-22 at 19:49self.drawMap()
and self.blitPlayer
have to be done in the main loop rather than the event loop. pygame.display.update()
(or pygame.display.flip()
) is missing, it is needed to make the changes to the display visible.
QUESTION
I'm new to coding (somewhat familiar with basic concepts). Tried to create a maze with Pygame but it keeps freezing and I'm not sure what's the problem.
The code essentially goes like this: the map is a 2D array (Each number is a different pictures), and put each picture in its place. "if pressed[pygame.K_w]:" is there to test if I can successfully move the player.
...ANSWER
Answered 2019-Jun-10 at 19:08The application freeze, because the pygame events are not handled.
The states which are returned by pygame.key.get_pressed()
are evaluated, when the pygame.event
s are handled by either pygame.event.get()
or pygame.event.pump()
.
Add an event loop to the game loop and call pygame.key.get_pressed()
after that:
QUESTION
I added collision to my game but I have a problem. But first I´ll give you some background.
I have this:
...ANSWER
Answered 2018-Jan-14 at 21:37Your problem is that you are breaking all the laws of game collisions.
Note this is all a little tongue in cheek but nevertheless valuable advice
The 5 laws.- Never ever move to a position inside an obstacle... ever!
- To move from here to there you move over all the points between.
- You can only hit one thing at a time, and it will always be the closest to where you are.
- Every collision creates a new direction with a new destination.
- A journey takes time, always complete the journey.
If the object ends up inside something you are in an impossible situation, there is no mathematical solution, you can not move through solid mater. You must never break this law, all the other laws can be bent a little, but break the first law and you have a bug in the game.
Laws 2 & 3;Think of the real world, when you move you move along a path. If something is in your way you can not move through it. In a game you render the scene as a sequence of frames, and when you move the character from one point to the next, you are using teleportation. You can't do that, you must create a path and test if that path intersects any obstacles, if you skip an obstacle you may end up breaking the first law (you can't do that).
The obstacle closest to the start of the path is the one you will always hit first.
Laws 4 & 5;When you hit an obstacle you will bounce off of it, that will change the direction and the path you are traveling along. In the game you are animating at 60 frames a second. That means that the journey is 16,667 millisecond long, if you hit something it will be at some time between the frames. You must move to that point in time.
So now you have hit an obstacle at some time between the frames and have a new direction and a new destination. You also have the remaining time till the next frame. To complete the journey you must do it all again. To complete the journey you must do every collision until you have traveled the 16,667 millisecond in time to the next frame.
There can be many collisions between framesFrom one frame to the next you can have many collisions, if you don't do every one of them, in the correct order, you will end up getting stuck, or moving unnaturally, or worse and break the first law.
Some demosSome posts with examples on collisions. The first two are what I think you are looking for.
- AABB platform character collisions
- AABB rectangle finding the first collision along a path to use the demo follow the instructions, but draw a small box at the start or there is no room to move.
- Rectangle Or Ball basic collisions
- Quick test is point inside rotated rectangle
- Breaking the first law Unstoppable force meets unbreakable object. Though not applicable the demo can be used to illustrate how breaking the first law destroys the illusion that objects are solid.
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