Gunfire | Lightweight Event Bus for Kotlin | Pub Sub library
kandi X-RAY | Gunfire Summary
kandi X-RAY | Gunfire Summary
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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Trending Discussions on Gunfire
QUESTION
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 11:35You 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.
QUESTION
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 10:01try to implement the button like this
QUESTION
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 05:41In 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
QUESTION
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 08:03In order to set the health bar to 100%, we can just use
QUESTION
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 06:02This 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.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install Gunfire
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!.
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