alphaBot | Farming bot for the game * * Alpha Wars * * | Game Engine library
kandi X-RAY | alphaBot Summary
kandi X-RAY | alphaBot Summary
(Not important for running alphaBot). In my last exam period, I was searching for a simple browser game that can be played without to much intellectual effort. Something for the evenings after exhausting days of learning. One of my attempts was Alpha Wars. A game in which you must produce raw materials to update your buildings and create an army. It seems that the whole purpose of this game is to wage war against other players and there is no room left for players that prefer to build and collect. Thus it became boring to me very fast. Additionally it turned out that the game follows the Pay2Win principle what makes it very hard for me to like that game at all. Something that aroused my curiosity was the captcha system of the game. To prevent the usage of bots ( ;) ), you need to click on a captcha every time you produce a raw material. The captcha consists of a number of simple geometric objects, mostly triangles and a single rectangle. To solve the captcha, you need to identify and click on that single rectangle. Then you can produce a raw material for exactly one minute. If you want to produce longer than a minute, you need Titanium. This can be bought or created by transforming fuel. But the transformation is very expensive and the costs increases with every executed conversion. To become a serious threat to your opponents you need to buy Titanium for money, otherwise you spend whole days by clicking every minute on a capture. Example of an Alpha Wars captcha. Clicking on a rectangle. Seems to be a very simple task, even for a computer. My plan was to take a screenshot and do some image processing. I always searched for a project where I could use image processing, because I was eager to learn the skill. Thus it was a great opportunity. My first approach was very optimistic. I thought one hour for a python script and my computer solves the captchas for me. Yeah... one hour became five hours and five hours became a couple of days. Mostly spent with optimizing the algorithms and the assessment parameters. My first approach was to apply a corner detector and cluster the detected corner points. A problem of this approach is that the number of clusters is not fixed. Sometimes there are up to four different geometric objects, but on other occasions there is only one single rectangle. So I needed to cluster for k = {1,...,4}. This provided a big pile of clusters and I needed a rating function that founds the best fitting (and hopefully the correct) cluster. My plan was to determine the convex hull of a cluster and then compare the points within the hull with the points that are part of the convex hull itself. This alone was very inacurate and I decided to consider also the angles between adjacent lines of the convex hull. My plan was to analyse every possible clustering and define its rating according to the number of right corners (+/- an epsilon) in the convex hull. Actually, the algorithm worked... kind of. The hit rate was 4/7 that means: for 7 clicks the algorithm hit the rectangle in 4 cases. It seems not very good but if you do not have to stand beside your computer it is acceptable. However, it turned out, that the game has an additional bot protection. If you click on the wrong object to often, you will be logged off eventually. The number of wrong clicks until you are logged off is adaptive. There is a point where you will be logged off every time you hit the wrong object. Thus I needed to increase the accuracy of the algorithm. But this was impossible by using the corner detector, because I found no way to increase the quality of feature points on a representable set of different captchas. It worked only for a few of them, while the results on the remaining worsened. The solution was already part of my thoughts, but until now I was to lazy to implement this idea: I had to analyse the lines in the image. I read some papers and found a simple and fast line finding algorithm. It is implemented in a separate library (because I am going to use it in several projects. The line finding algorithm was the answer to everything. Now the algorithm achieves a nearly perfect hit rate. And at last I am able to finish the chapter Alpha Wars. Consider the following as my share in fighting the Pay2Win philosophy ;).
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Top functions reviewed by kandi - BETA
- Processes the given image .
- Finds the tetragon lines in the input image .
- Main function for running fuelstation
- Rate a list of structures .
- Reads a report from a file
- Find the matching template in image .
- Starts a spinner thread
- Extract a PNG image part .
- Save the report to a file .
- Initialize the factory .
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Trending Discussions on Game Engine
QUESTION
I'm very new in Unity and Stackowerflow. If i did something wrong, please don't judge me ^^ I used Unity's TPS Controller asset for my game. In first, it worked very well. But then It broke. But i didn't do anything :( (i don't even touch scripts or prefabs). After that, i deleted asset and re-download it but it didnt work again. Here is one example from my broken scene and these are the codes from my controller. Thanks For Any Kind of Help.
Starter Assets Input ...ANSWER
Answered 2022-Apr-08 at 23:22I had the same problem too. I researched a lot of documents about that and finally, I solved this problem. The problem is not about your codes or events or smth else. The problem is related to Unity. I don't know the exact reason for the problem but you can solve it this way: First, go Edit > Project Settings and select Input System Package from the Left tab. And then, change the Update Method with Process Events In Dynamic Update. And that's all! Dynamic update means the usual Update method that you see in the scripts void Update().
ImagesQUESTION
I am learning to program a game engine which is why I followed a tutorial, with that tutorial I have gotten this far and even though my code is identical to theirs (theirs did work in the videos) its not working the way it is meant to. The triangle stays black no matter what. There is not any errors.
Main Program Script:
...ANSWER
Answered 2022-Apr-03 at 07:08You actually assign the shader program to a local variable in the event callback function's scope. You need to assign it to the variable in scope of Main
:
QUESTION
I'm currently attempting to create a first-person space flight camera.
First, allow me to define what I mean by that.
Notice that I am currently using Row-Major matrices in my math library (meaning, the basis vectors in my 4x4 matrices are laid out in rows, and the affine translation part is in the fourth row). Hopefully this helps clarify the order in which I multiply my matrices.
What I have so Far
So far, I have successfully implemented a simple first-person camera view. The code for this is as follows:
...ANSWER
Answered 2022-Mar-02 at 23:15The problem is that two numbers, pitch and yaw, provide insufficient degrees of freedom to represent consistent free rotation behavior in space without any “horizon”. Two numbers can represent a look-direction vector but they cannot represent the third component of camera orientation, called roll (rotation about the “depth” axis of the screen). As a consequence, no matter how you implement the controls, you will find that in some orientations the camera rolls strangely, because the effect of trying to do the math with this information is that every frame the roll is picked/reconstructed based on the pitch and yaw.
The minimal solution to this is to add a roll component to your camera state. However, this approach (“Euler angles”) is both tricky to compute with and has numerical stability issues (“gimbal lock”).
Instead, you should represent your camera/player orientation as a quaternion, a mathematical structure that is good for representing arbitrary rotations. Quaternions are used somewhat like rotation matrices, but have fewer components; you'll multiply quaternions by quaternions to apply player input, and convert quaternions to matrices to render with.
It is very common for general purpose game engines to use quaternions for describing objects' rotations. I haven't personally written quaternion camera code (yet!) but I'm sure the internet contains many examples and longer explanations you can work from.
QUESTION
I'm new to Godot coming fresh from unity and I cant figure out how to duplicate an object/node. I've tried the duplicate function to no effect. My most recent attempts try to create child nodes with the same property as the parent. I cant seem to get anywhere, help would be appreciated. Here is my code that tries to create a child node:
...ANSWER
Answered 2022-Feb-19 at 01:11- The base node class is invisible (gray) so you cannot see if they were added or not. You can switch from the local to the remote tab in the scene tree while running to see only one invisible node added.
- If you change the code to
AddChild(copynode).Duplicate();
you can see it adds all 5 invisible nodes.
QUESTION
When I say "Entity" below, I'm not specifically referring to anything relating to the ECS pattern, I just mean a general game entity.
I'm trying my hand at game development in C, after having done previous game dev in TypeScript. I'm looking for a C idiomatic way to reuse a pattern with which I'm familiar: each tick, the game iterates through a list of entities, telling each one to update itself, then draw itself. Each entity knows how to update itself, but requires information about the game as a whole to make this update.
...ANSWER
Answered 2022-Feb-13 at 13:14Don't #include "entity.h"
from game.h
and vice versa. Just forward declare what you need a pointer to. Also add header guards if you haven't already.
Example:
QUESTION
helloI'm making an object in Unity that gives players random weapons when they hover over it, but it always gives me this warning and doesn't create it.
...ANSWER
Answered 2022-Feb-10 at 07:54This is because of you are calling the spawn function from client. You should call it in server.
QUESTION
I am trying to learn Godot by making a simple 2D shooter, but am running into a problem. I do not know how to detect if an enemy has been shot by a bullet. My bullets are Area2D nodes with a Sprite, and CollisionShape2D node attached. My enemies are KinematicBody2D nodes with a Sprite, and CollisionShape2D node attached. The enemy also has a timer attached, but that is not important.
Here is the enemy code:
...ANSWER
Answered 2022-Feb-06 at 03:20On your _on_PlayerBullet_body_entered
you a body
that has a reference to whatever the Area2D
collided with, you can use it to communicate with it.
For example, you can call a method on it. Which could, of course could be queue_free
:
QUESTION
I used to handle a group of sprites by push them into an array or sprite group which is build-in class in the Phaser. But I am seeking another simple way could get or remove all sprites in an scene. Does anyone have any idea to resolve this? Thanks a lot!
...ANSWER
Answered 2022-Jan-29 at 09:00The Scene has a property children
(link to documentation)
You can get all Sprites, with the command:
QUESTION
I'm trying to create a scoreboard using phaser3. It creates the board when I do the following in create function:
...ANSWER
Answered 2022-Jan-21 at 00:26YourGraphic.setScrollFactor(0,0);
QUESTION
I Am New To Ursana Engine And I Don't Know It Properly. But I Can Make Games In It. But The Problem Is That My Game Doesn't Have Any . So My Game Looks Dead.
Is There Any Way To Make My Game Look Good Using In Ursana Engine?
...ANSWER
Answered 2021-Dec-11 at 20:32You have to add lights and also apply lit_with_shadows_shader
to entities that will receive shadow.
See more here: https://www.ursinaengine.org/cheat_sheet.html#DirectionalLight
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