Bomberman | Bomberman clone with AI written in python using pygame | Game Engine library

 by   Forestf90 Python Version: Current License: GPL-3.0

kandi X-RAY | Bomberman Summary

kandi X-RAY | Bomberman Summary

Bomberman is a Python library typically used in Gaming, Game Engine, Pygame applications. Bomberman has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has low support. However Bomberman build file is not available. You can download it from GitHub.

Bomberman clone written in python using pygame. Game allow to play against two types of AI (Dijkstra Algorithm and Depth-first search).
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            kandi-support Support

              Bomberman has a low active ecosystem.
              It has 6 star(s) with 2 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Bomberman is current.

            kandi-Quality Quality

              Bomberman has 0 bugs and 0 code smells.

            kandi-Security Security

              Bomberman has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Bomberman code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Bomberman is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              Bomberman releases are not available. You will need to build from source code and install.
              Bomberman has no build file. You will be need to create the build yourself to build the component from source.
              It has 993 lines of code, 48 functions and 11 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed Bomberman and discovered the below as its top functions. This is intended to give you an instant insight into Bomberman implemented functionality, and help decide if they suit your requirements.
            • Main menu loop .
            • Initialize game .
            • Generate dijkstra
            • move the scene
            • Main game loop .
            • Play the game over the game .
            • Get a range of sectors
            • Draw the game .
            • update explosions
            • Generate a random map
            Get all kandi verified functions for this library.

            Bomberman Key Features

            No Key Features are available at this moment for Bomberman.

            Bomberman Examples and Code Snippets

            No Code Snippets are available at this moment for Bomberman.

            Community Discussions

            QUESTION

            Why this gesture Detector is not function as tapping
            Asked 2021-Dec-06 at 12:04

            I was trying to make a game, it should restart on tap . But it is not showing any error or neither functioning. Is it because i have used Gesture Detector before scaffold or something else. Or I have created a function startgame is it not proper .

            This is the first half which include the function that i have used.

            ...

            ANSWER

            Answered 2021-Dec-06 at 11:50

            Change GestureDetector tap functions like this :

            Source https://stackoverflow.com/questions/70244640

            QUESTION

            How can I set a for loop with settimeout that iterates backwards?
            Asked 2021-Dec-04 at 16:48

            I may be approaching this in completely the wrong way, as I'm a bit of a novice when it comes to javascript, but essentially what I'm trying to do (for a bit of fun) is to have a cell of a table change colour onclick, then have the cells to the north, east, south, and west change to a different colour in sequence (think of the bomb effect in bomberman).

            So far, I've managed to get the south direction to work using the following code:

            ...

            ANSWER

            Answered 2021-Dec-04 at 16:48

            Even though your for loop reversed, it still passes in the same index for every iteration, and that index is used to compute the delay it gets. So no matter what, the item at index 0 gets 0*50 milliseconds delay, regardless whether it happens first or last. You still need your original counter in order to define their ordered index. You could solve it like this:

            Source https://stackoverflow.com/questions/70227394

            QUESTION

            How to make class B inherits class A with Lua?
            Asked 2021-Feb-14 at 00:57

            What I know is to make a class like that:

            ...

            ANSWER

            Answered 2021-Feb-13 at 10:00

            Inheritance is implemented using __index.

            See https://www.lua.org/manual/5.4/manual.html#2.4

            __index: The indexing access operation table[key]. This event happens when table is not a table or when key is not present in table. The metavalue is looked up in the metatable of table. The metavalue for this event can be either a function, a table, or any value with an __index metavalue. If it is a function, it is called with table and key as arguments, and the result of the call (adjusted to one value) is the result of the operation. Otherwise, the final result is the result of indexing this metavalue with key. This indexing is regular, not raw, and therefore can trigger another __index metavalue.

            So whenever something is not implemented in B you can refer the index operation to A.

            I suggest you give this a read

            http://lua-users.org/wiki/InheritanceTutorial

            You can boil everything down to a function like this:

            Source https://stackoverflow.com/questions/66182231

            QUESTION

            I have issues implementing a 'bomberman explosion' into my game C# Monogame
            Asked 2021-Feb-09 at 17:00

            I am trying to make a bomberman explosion in my bomberman clone. I have all the necessary classes implemented in the game, such as Player, Tilemap, Bomb, Grass, Stone etc. However, I struggle to stop / halt the explosion after it hits a block. By this I mean that the explosion (sometimes) continues even after it hits a collidable Tile (Stone, Crate, etc).

            What have I done?

            As I stated above, I have not done a recursive explosion. Instead, I took another approach.

            I made two classes, a Fire class and an Explosion class. The Fire class is an explosion on one specific tile. So if I set a Fire object at (1,1) in the Tilemap grid. It will only explode in that specific tile. The fire class checks for collision in it's Update() function. If it finds a collision it sets HasHitWall to true.

            The Explosion class is simple, but it is the class that I can't get to work properly. The Explosion class contains a List of Fire instances. These Fire instances are set in the constructor:

            ...

            ANSWER

            Answered 2021-Feb-09 at 17:00

            I would like to state that I solved this issue thanks to @PallarDue & @NicoSchertler.

            I had to reorganize my code and play around a bit, but I finally got it working. I will try to sum it up.

            The idea is simple, I have an if statement that checks if the direction of fires it belongs to has previously collided. Lets say that index 4 in my fires array collides with a crate. Then I don't want any more fires to be created in that specific direction.

            Afterwards I make a Fire object and I check if that Fire object's hitbox collides with any of the colliders hitboxes using IsFireColliding(Fire fire). This method loops through all the collidables and returns true or false depending if any collision is detected.

            If IsFireColliding returns false, then I add the fire to my fires List.

            If it returns true, then I add the object to my list and set the direction bool (directionContinue[x]) equal to false. Setting the bool to false hinders any more fires to be created in that direction.

            Here is the code to the class that does this:

            Source https://stackoverflow.com/questions/66115702

            QUESTION

            How to handle key_down and key_up of char in WndProc?
            Asked 2021-Feb-09 at 03:22

            I'm trying to handle key up and key down messages for arrow keys and A, W, S, D characters.

            I can handle arrow keys' up and down behavior using WM_KEYUPand WM_KEYDOWN.

            But when I try to handle above characters' up and down behavior, it doesn't work properly.

            I tried WM_KEYUPand WM_KEYDOWN to handle chracters. But after I changed them to WM_CHAR and WM_DEADCHAR. But it still doesn't work.

            For characters I can handle first few key down and up messages, then program doesn't handle these. But for arrow keys, program works properly.

            I'm new in this, didn't found how to handle character's up and down behaviors.

            Below is the last code (Just WndProc function)I tried.

            ...

            ANSWER

            Answered 2021-Feb-09 at 03:22

            According to WM_DEADCHAR:

            WM_DEADCHAR specifies a character code generated by a dead key. A dead key is a key that generates a character, such as the umlaut (double-dot), that is combined with another character to form a composite character.

            So the WM_DEADCHAR message is not what you think corresponds to the WM_CHAR message.

            You can also use WM_KEYDOWN/WM_KEYUP messages to handle character keys:

            Source https://stackoverflow.com/questions/66112095

            QUESTION

            An error occurred during initialization of boot layer
            Asked 2020-Nov-24 at 18:45

            I am an absolute beginner when comes to Java and I just installed eclipse. When running my first project I see this strange error that I don't think has anything to do with my code:

            ...

            ANSWER

            Answered 2020-Nov-24 at 18:45

            This might probably be coz while creating your own class you might have also accepted to create a default class as prescribed by your IDE. If that's the case try this: go to PROJECT folder -> src folder -> Default package keep only one class(in which you had written code) and delete another one.

            Perhaps downgrading the java version and re-creating the project will help

            Source https://stackoverflow.com/questions/64989246

            QUESTION

            pygame.colliderect for all Rects on screen
            Asked 2020-Sep-28 at 14:50

            I am making my own version of bomberman, and was wondering if there was a way to have colliderect check for all Rect's on the screen, currently I have only managed to get it to work for one Rect at a time. heres my code(note it is incomplete) note what im trying to get the code to check for collisions with multiple 25x25 Rect's (the terrain squares) without checking for collision with each individual one.

            ...

            ANSWER

            Answered 2020-Sep-28 at 14:50

            You can use rect.collidelist(list) and pass in a list of rects.

            I'm pretty sure that all collidelist() does is iterate through the list of rects, similar to what you're currently doing, but I'd recommend looking at the documentation if you have any further questions.

            Source https://stackoverflow.com/questions/64098887

            QUESTION

            Collision Detection without Coordinates in Tilemaps in Pygame
            Asked 2020-Aug-26 at 10:15

            I am programming a Bomberman game, right now I don't have any sprites but I use rectangles for it. This is my code:

            ...

            ANSWER

            Answered 2020-Aug-26 at 10:15

            I have refactored the entire code because the code you posted throws an error and i couldn't test my code. The way we have implemented collision detection here works but is not really effective. If you want to know which side is colliding so you can implement the game logic, then colliderect is quite pointless. I suggest you ask a new question on how to build custom collision detection, since it's an entirely new topic but the following code solves the original question of how to implement collision detection using colliderect. The following example also shows how draw functions should be a separate method, which is the better way to do it. Btw, if tile == 10 you had put pygame.Rect(x * 32, y * 32, 32, 32) in your question which basically does nothing, so i put pass. If you want it to be a new type of wall, you can make a new class similar to Breakable and Wall. Final answer, hope it helped :).

            Source https://stackoverflow.com/questions/63576212

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

            Vulnerabilities

            No vulnerabilities reported

            Install Bomberman

            You can download it from GitHub.
            You can use Bomberman like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.

            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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