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DPress is a simple blog powered by Django.
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QUESTION
I am creating a basic platforming system. When the player hits the platform, I want the players velocity to be set to the platforms velocity. However, the platforms velocity changes when it is landed upon, as tested through my print statements, despite the platforms velocity not being changed explicitly through the code (to my understanding). I have included the entire source code as I'm not sure where, or how, the platforms velocity is being changed.
The platforms velocity appears to change when the player is intersecting it and the players velocity changes, such as between the print statements "1" and "2".
...ANSWER
Answered 2020-May-26 at 20:13You set the player and platform to share the same array for their velocity:
QUESTION
I am a newbie to coding, and I am making a game, but I do not know how to simulate gravity to make my character jump. I have tried many different things, and turned up with disastrous results. This is my code:
...ANSWER
Answered 2018-Jan-06 at 18:32Some recommendations:
- your basic problem is the magnitudes of velocity and resistance. You'll get closer by adjusting how much you change these.
- run your animations based on time; don't just update the position with every draw call. This will make it invariant to rendering rate.
- encapsulate your object to model it's properties, including the effect gravity has on it. This will make you less crazy as you develop your code.
- There are some great tutorials out there on how to do this. Search around and you'll find some useful techniques.
QUESTION
I'm having a strange bug with my code. The camera is centered on the player (first-person), who can move around with WASD. The camera is rotated independently with his head with UPDOWNLEFTRIGHT. I want the head to only move up, down, left, right - no tilting or going upside-down. At the start it does this, but soon the camera starts to get a mind of its own. EDIT: I believe this is because, when i look down/up the axis changes and then when left/right is pressed, the view is changed according to this new axis.
Code for camera to follow player:
...ANSWER
Answered 2018-Apr-24 at 19:19I have actually only figured out how to do this today - a little delayed. Thank you to @avariant, for inspiring the solution. The coordinate system was actually set to Space.World by default for some reason. I simply needed to use Space.Self instead. So to alter the example given by Avariant:
QUESTION
Im working on a target practice game, its only in the beginning stages right now but im trying to work in the target, however when I put the target image in it became blinked to the front and behind of the 'crosshairs' image instead of staying in the back. It takes a some time before it actually starts blinking forward and backward This is my code:
...ANSWER
Answered 2017-May-16 at 21:29You have 2 problems that I can see:
- You are reloading your images every loop
- You have too many loops
I would suggest loading all your images up front an then starting your game loop after they have loaded. You do something different after you have your game actually rendering.
Try something like the following:
QUESTION
so this is my very first post and i am really sorry if my grammar is bad (english is not my mother language). I recently started programming in java and i am interested in learning. So i started a few small projects to help me understand more of the basic stuff and to improve my coding.
Recently i read about keyListeners, keyBindings and all that stuff. So i thought i code a very basic program (nearly no gui) which should work like a simple piano:
...ANSWER
Answered 2017-Feb-11 at 03:20The answer to your question revolves around what you ultimately want to achieve, if you simply want to stop more than one sound playing, then you need some kind of condition you can monitor, if you want to stop a "particular" sound from playing, then you need to maintain some kind of List
of flags which you can check.
So, based on your code, lets assume you're making a piano, so you want sounds to overlap, in this case, we need some way to determine if a particular sound is been played or not.
There are a number of ways to achieve this, but lets settle on a Set
, which allows you to maintain unique a List
of items (no duplicates).
Each time playSound
is called, we check this list and determine if the sounds is already been played or not, if it isn't, we add the sound to the list and play it, when the sound stops, we remove it from the list
I've changed your code a bit and I'll explain it more it detail later, but essentially, this is the "core" of the idea...
QUESTION
I'm developing a web application with Angular2, with one component needing to listen to the keyboard to check if the 'D' key is pressed. This works fine, except that it's preventing me from typing into a HTML which resides in another component. I'm guessing it's caused by some piece of code in the keyboard listener class, but I'm not sure where.
Here is the listener class in it's entirety:
...ANSWER
Answered 2017-Jan-23 at 00:07The call of event.preventDefault stops the default behaviour of that event and as a result the character is not shown in the input field.
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