Gunfire | Lightweight Event Bus for Kotlin | Pub Sub library

 by   MinnDevelopment Kotlin Version: v1.ALPHA.0 License: Apache-2.0

kandi X-RAY | Gunfire Summary

kandi X-RAY | Gunfire Summary

Gunfire is a Kotlin library typically used in Messaging, Pub Sub applications. Gunfire has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Project Gunfire is a lightweight event bus framework which is built in and for the Kotlin Programming Language. This can be used to fire bullets with guns!.
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            kandi-support Support

              Gunfire has a low active ecosystem.
              It has 20 star(s) with 0 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              Gunfire has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Gunfire is v1.ALPHA.0

            kandi-Quality Quality

              Gunfire has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              Gunfire is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              Gunfire releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.

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            Gunfire Key Features

            No Key Features are available at this moment for Gunfire.

            Gunfire Examples and Code Snippets

            No Code Snippets are available at this moment for Gunfire.

            Community Discussions

            QUESTION

            When events should be used in SFML?
            Asked 2020-Sep-27 at 11:35

            I am confused about how to get inputs from Mouse or Keyboard. As an example, I want to draw little dots on my Mouse position when I pressed the button of my Mouse. Which implementation should I follow?

            I have used window.pollEvent function to catch the mouse pressed event in the code below.

            ...

            ANSWER

            Answered 2020-Sep-27 at 11:35

            You are essentially asking about the two ways for handling user input:

            • Events: handling objects that represent an occurrence.
            • Real-time input: querying the input device about its real-time state.

            Your first approach – calling sf::Window::pollEvent() – relies on events. It is an asynchronous mechanism; the button may not be pressed when your code handles the event. Event handling is usually the way to go if all you are interested in is whether the state of the input device has undergone a changeX, e.g., a button has been pressed or released.

            Your second approach – calling sf::Mouse::isButtonPressed() – is based on real-time input. It consists of querying the mouse whether a given button is pressed at the moment of calling the function. This approach for handling user input is usually the way to go if you just want to find out the current state of the input device.

            XNote, however, that events can be repeated (e.g., if you keep a key pressed for a long time), and therefore they may not necessarily imply a change in the state of the input device. You can disable this with sf::Window::SetKeyRepeatEnabled(), though.

            Source https://stackoverflow.com/questions/64083770

            QUESTION

            Play a sound by clicking a button
            Asked 2020-Sep-04 at 10:58

            I am having issues on running a code, that is to run a sound by clicking button in android studio using kotlin.

            the XML

            ...

            ANSWER

            Answered 2020-Sep-04 at 10:01

            try to implement the button like this

            Source https://stackoverflow.com/questions/63738449

            QUESTION

            Why here StartCorotine() is necessary
            Asked 2020-Feb-19 at 05:41
            using System.Collections;
            using System.Collections.Generic;
            using UnityEngine;
            
            public class FirePistol : MonoBehaviour {
            
                public GameObject TheGun;
                public GameObject MuzzleFlash;
                public AudioSource GunFire;
                public bool IsFiring = false;
            
                void Update () {
                    if (Input.GetButtonDown("Fire1"))
                    {
                        if (IsFiring == false)
                        {
                            StartCoroutine(FiringPistol());
                        }
                    }
            
                }
            
                IEnumerator FiringPistol ()
                {
                    IsFiring = true;
                    TheGun.GetComponent().Play("PistolShot");
                    MuzzleFlash.SetActive(true);
                    MuzzleFlash.GetComponent().Play("MuzzleAnim");
                    GunFire.Play();
                    yield return new WaitForSeconds(0.5f);
                    IsFiring = false;
                }
            }
            
            ...

            ANSWER

            Answered 2020-Feb-19 at 05:41

            In general: Every method returning IEnumerator has to contain at least one yield statement. In Unity you have to use StartCoroutine to run an IEnumerator as Coroutine.

            In your specific case: So you can delay your code by 0.5 seconds!

            It is short but 0.5 is about 30 frames!

            Someone using e.g. something like AutoClicker could jam the fire key each frame so he would cause significantly more damage then someone playing "normal" (due to physical limitations of your keyboard and finger ;) )

            You are just avoiding that and limit down firing to a maximum of 2x per second.

            In general - as usual - there are multiple ways to achieve that and you could go without Coroutines entirely but it makes coding so much cleaner and easier to maintain then doing everything in Update!

            As some alternative examples for simple delays as here you could also either do a simple timer in Update

            Source https://stackoverflow.com/questions/60274912

            QUESTION

            Reverse ttk.Progressbar()
            Asked 2017-Aug-21 at 09:00

            Curious how to fill a ttk.Progressbar() to the maximum value (any number specified by user) and reduce the bar with step in specified increments. So take a 100% filled bar (for instance user specifies 100 as the max value) and reduce it 25% every 15 seconds. here is what I've got:

            ...

            ANSWER

            Answered 2017-Aug-21 at 08:03

            In order to set the health bar to 100%, we can just use

            Source https://stackoverflow.com/questions/45790442

            QUESTION

            Build and update GUI status/progress bar
            Asked 2017-Aug-21 at 06:22

            I couldn't find a functioning answer for this question I have. I want to construct a python GUI that will display the health, damage/shot, fire rate, time to kill, shots to kill, pretty much every variable that is in this code, but I have no idea how to construct what I need. It needs to be a simple window with a colored bar (like a download percentage bar) in the middle with a button below it to activate the simulation (how fast death would actually occur to be shot with this particular weapon)and labels above in a sort of list. When the bar empties (from full health to zero health in real time) it needs to stay, so somehow I also need a button to refresh the simulation with all the same variable values. Here is my code (that does exactly what I need it to do save the GUI portion):

            ...

            ANSWER

            Answered 2017-Aug-21 at 06:02

            This is my very messy testing code to solve my GUI issue. Still not 100% what I want on the ttk.Progressbar() but it does it's job save when it reaches 100% it resets before stopping.

            Source https://stackoverflow.com/questions/45728824

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

            Vulnerabilities

            No vulnerabilities reported

            Install Gunfire

            To create an EventBus for your project you have to choose your Gun:. Every Gun implementation inherits from the Gun class and iterates over all registered targets.
            Gun The generic Gun which executes on the calling thread
            Sniper Extension of a simple Gun which synchronizes each bullet shot
            Revolver Extension of a simple Gun which can fire up to 6 bullets at once
            Uzi Fully automatic Gun which uses kotlin coroutines for each bullet shot
            Note: Here we register a target that will print every Throwable that is caught by the Gun! Using the Backfire bullet specification!.

            Support

            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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            CLONE
          • HTTPS

            https://github.com/MinnDevelopment/Gunfire.git

          • CLI

            gh repo clone MinnDevelopment/Gunfire

          • sshUrl

            git@github.com:MinnDevelopment/Gunfire.git

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