Worlds | Easy to use but feature rich World Guard Plugin | Game Engine library

 by   survanetwork PHP Version: Current License: MIT

kandi X-RAY | Worlds Summary

kandi X-RAY | Worlds Summary

Worlds is a PHP library typically used in Institutions, Learning, Administration, Public Services, Gaming, Game Engine, Minecraft applications. Worlds has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Because there was no plugin to manage all aspects of Minecraft: Bedrock Edition servers for each world like WorldGuard on Bukkit, I made Worlds. With Worlds, you can control events like breaking blocks, dropping items, and many more. And it's getting even more!. If you want to help or you have ideas to make our plugin better, feel free to make a commit or open an issue. Please report bugs on the issues page on GitHub.
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            kandi-support Support

              Worlds has a low active ecosystem.
              It has 30 star(s) with 22 fork(s). There are 15 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 9 open issues and 58 have been closed. On average issues are closed in 92 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Worlds is current.

            kandi-Quality Quality

              Worlds has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              Worlds is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              Worlds releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed Worlds and discovered the below as its top functions. This is intended to give you an instant insight into Worlds implemented functionality, and help decide if they suit your requirements.
            • Create a new World
            • Copy a directory recursively .
            • Delete directory recursively
            Get all kandi verified functions for this library.

            Worlds Key Features

            No Key Features are available at this moment for Worlds.

            Worlds Examples and Code Snippets

            No Code Snippets are available at this moment for Worlds.

            Community Discussions

            QUESTION

            How to subtract a String Value from a List during Iteration? Flutter
            Asked 2021-Jun-11 at 06:50

            I have a list with widget constructors which are strings, that are used in different classes. The list consists of 39 labels and these 39 labels have different text some pages will have only 7 labels, how during iteration can i show only the number of labels that the class displays as a string?

            ...

            ANSWER

            Answered 2021-Jun-11 at 06:50

            I was able to get through this road block by having one list with all the widgets looping them and adding it to another list which worked wonders for what i was looking for: results = [];

            Source https://stackoverflow.com/questions/67898456

            QUESTION

            OpenGL: Move 2D Orthographic Camera with Mouse
            Asked 2021-Jun-10 at 17:13

            I'm making a level editor for my game with OpenGL in C++. I'm trying to make Editor Camera just like in Unity Engine 2D Scene Camera, but I have an issue when I try to implement mouse movement for the camera (Camera Panning). I'm converting mouse position from screen to world space.

            ScreenToWorldSpace Method:

            ...

            ANSWER

            Answered 2021-Jun-10 at 03:17

            Ordinarily, you wouldn't want to write the mouse position directly into the camera location (because that will be of limited use in practice - whenever you click on the screen, the camera would jump).

            What you probably want to do something along these lines:

            Source https://stackoverflow.com/questions/67906914

            QUESTION

            in C or C++, how can I prevent previous #define in a header file from affecting another header file later included?
            Asked 2021-Jun-04 at 03:15

            I think there may be no way of avoiding this but to change function/macro name, but I ask here just in case.

            I have met a strange situation.

            I'm trying (just started) to modify a program A (targeted for a dynamic library) so that the program uses a function in program B (this is not relevant for this question, but Program A is a simulator for an accelerator based on multi2sim written by my colleague, and program B is qemu, the famous CPU/machine emulator).

            A file driverA.cc in program A looks like this:

            ...

            ANSWER

            Answered 2021-Jun-04 at 02:08

            Switch the order of the includes:

            Source https://stackoverflow.com/questions/67830612

            QUESTION

            is there a way to use the forwarding of std::less<> and a custom compare at the same time with std::set/std::map?
            Asked 2021-Jun-03 at 16:59

            If I declare std::set I get case-sensitive comparison. If I want case-insensitive, I can write my own compare and declare like std::set and that works fine too.

            ...

            ANSWER

            Answered 2021-Jun-03 at 16:59

            I can avoid all that by using std::set<>>

            No, you can avoid all of that by using a comparison function that does asymmetric comparisons, of which std::less<> is one example (and it only works because std::string has a < comparison operator with char const*). You can just write your own in cmpi. Just add additional operator() overloads to do comparisons between std::string and char const*.

            Source https://stackoverflow.com/questions/67825183

            QUESTION

            Invalid argument(s) (input): Must not be null - Flutter
            Asked 2021-May-30 at 11:07

            Am building a movies App where i have list of posters loaded using TMDB using infinite_scroll_pagination 3.0.1+1 library. First set of data loads good but after scrolling and before loading second set of data i get the following Exception.

            ...

            ANSWER

            Answered 2021-May-30 at 10:18

            In Result object with ID 385687 you have a property backdrop_path being null. Adjust your Result object and make the property nullable:

            String? backdropPath;

            Source https://stackoverflow.com/questions/67755803

            QUESTION

            Why the reverse is not working ? and how can I add the rotation part?
            Asked 2021-May-19 at 22:32

            The post is a bit long but both scripts are connected to each other. I tried to reduce the amount of code.

            The Waypoints script is attached to empty GameObject and I added to it a rotation part :

            ...

            ANSWER

            Answered 2021-May-19 at 22:32

            I saw your previous post before it was deleted, so here is the answer I had for your original question of moving between waypoints by both rotating and movement with the option of what occurs at the end of the motion. I can answer your current question if answering your last deleted question has still not solved your issue.

            Instead of using the Update function to handle the rotation and movement between a series of waypoints in a list, I would recommend using a Coroutine. If you are unfamiliar, think of them as a process that handles small increments of work overtime and will jump back where it leaves off. It should simplify the issue of rotation and movement into smaller bite-sized pieces of logic, allowing an easier time to understand your issue.

            Source https://stackoverflow.com/questions/67609781

            QUESTION

            Nested json containing list of json-strings to dataframe
            Asked 2021-May-19 at 07:54

            I have the following json string that I would like to get into a dataframe:

            ...

            ANSWER

            Answered 2021-May-19 at 07:54

            See your JSON is nested on multiple levels,

            1. Creting sub dataframes

            Source https://stackoverflow.com/questions/67585411

            QUESTION

            javascript bind method parameters
            Asked 2021-May-13 at 21:07

            I saw examples of 2 types of bind calls. first kind is:

            ...

            ANSWER

            Answered 2021-May-13 at 21:07

            The first argument passed to bind is the this value and the other arguments are the additional arguments to the function. In the first case, it only sets the this value, while in the second case, it sets both the this value and the first argument. However, it is likely that the this value wasn't truly needed, so null could have been passed too.

            Source https://stackoverflow.com/questions/67526195

            QUESTION

            How can I loop using foreach each time once in the Update and also using a bool flag each time once?
            Asked 2021-May-13 at 07:36
            using System.Collections;
            using System.Collections.Generic;
            using System.Linq;
            using UnityEngine;
            using Cinemachine;
            
            public class Waypoints : MonoBehaviour
            {
                [Header("Objects To Move")]
                public Transform objectToMovePrefab;
                public int numberOfObjectsToMove = 1;
            
                [Header("Speed")]
                public float speed;
                public bool randomSpeed = false;
                public float minRandomSpeed = 1;
                public float maxRandomSpeed = 100;
                private bool changeSpeedOnce = false;
                private bool currentSpeedState;
            
                [Header("Waypoints")]
                [SerializeField] private List waypoints;
            
                [Header("Delay")]
                public bool useDelay = false;
                public float delay = 3;
                public bool randomDelay = false;
                public float minRandomDelay = 0.3f;
                public float maxRandomDelay = 5;
            
                [Header("LineRenderer")]
                public LineRenderer lineRenderer;
                public bool moveOnLineRenderer = false;
                public List lineRendererPositions = new List();
            
                [Header("Cinemachine Cameras")]
                public CinemachineVirtualCamera virtualCamera;
            
                private List waypointsFollowers = new List();
            
                private void Start()
                {
                    currentSpeedState = changeSpeedOnce;
            
                    for (int i = 0; i < numberOfObjectsToMove; i++)
                    {
                        var parent = GameObject.Find("Moving Object Parent");
                        var objectToMove = Instantiate(objectToMovePrefab, parent.transform);
                        objectToMove.name = "Platfrom";
            
                        waypointsFollowers.Add(objectToMove.GetComponent());
                    }
            
                    virtualCamera.Follow = waypointsFollowers[0].gameObject.transform;
                    virtualCamera.LookAt = waypointsFollowers[0].gameObject.transform;
            
                    foreach (Transform wp in waypoints)
                    {
                        lineRendererPositions.Add(wp.position);
                    }
            
                    if (moveOnLineRenderer)
                    {
                        foreach (WaypointsFollower wpf in waypointsFollowers)
                        {
                            wpf.go = true;
                        }
                    }
            
                    SpeedUpdater();
            
                    if (useDelay)
                        StartCoroutine(SendObjectstomoveWithDelay());
                }
            
                private void Update()
                {
                    lineRendererPositions.Clear();
                    lineRendererPositions.AddRange(GetLinePointsInWorldSpace());
            
                    SpeedUpdater();
                }
            
                public int Count => waypoints.Count;
                public Vector3 GetWaypoint(int index)
                {
                    return waypoints[index].position;
                }
            
                public int CountLR => lineRendererPositions.Count;
                public Vector3 GetLRWaypoint(int index)
                {
                    return lineRendererPositions[index];
                }
            
                IEnumerator SendObjectstomoveWithDelay()
                {
                    {
                        foreach (WaypointsFollower follower in waypointsFollowers)
                        {
                            if (randomDelay)
                            {
                                delay = Random.Range(minRandomDelay, maxRandomDelay);
                            }
            
                            yield return new WaitForSeconds(delay);
            
                            follower.go = true;
                        }
                    }
                }
            
                private void SpeedUpdater()
                {
                    foreach (WaypointsFollower follower in waypointsFollowers)
                    {
                        if (randomSpeed)
                        {
                            follower.speed = Random.Range(minRandomSpeed, maxRandomSpeed);
                        }
                        else
                        {
                            follower.speed = speed;
                        }
                    }
                }
            
                Vector3[] GetLinePointsInWorldSpace()
                {
                    var positions = new Vector3[lineRenderer.positionCount];
                    //Get the positions which are shown in the inspector 
                    lineRenderer.GetPositions(positions);
            
            
                    //the points returned are in world space
                    return positions;
                }
            }
            
            ...

            ANSWER

            Answered 2021-May-13 at 07:36

            I would use properties. With properties you can keep track in the variable value set, to conditionally or on value change execute some logic, like this (I did not compile check);

            Source https://stackoverflow.com/questions/67515215

            QUESTION

            awk: manipulations with multi-column data
            Asked 2021-May-11 at 03:49

            The following AWK script (being a part of the bash code) extracts numbers from selected columns of input.csv as well as do some simple stat operations of these numbers, eventually saving the results as 1 line in output.csv:

            ...

            ANSWER

            Answered 2021-May-11 at 03:49

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

            Vulnerabilities

            No vulnerabilities reported

            Install Worlds

            You can download it from GitHub.
            PHP requires the Visual C runtime (CRT). The Microsoft Visual C++ Redistributable for Visual Studio 2019 is suitable for all these PHP versions, see visualstudio.microsoft.com. You MUST download the x86 CRT for PHP x86 builds and the x64 CRT for PHP x64 builds. The CRT installer supports the /quiet and /norestart command-line switches, so you can also script it.

            Support

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            https://github.com/survanetwork/Worlds.git

          • CLI

            gh repo clone survanetwork/Worlds

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            git@github.com:survanetwork/Worlds.git

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