arkanoid | 80s arcade game Arkanoid , using Python | Game Engine library
kandi X-RAY | arkanoid Summary
kandi X-RAY | arkanoid Summary
I decided I would have a go at building a game using Python and pygame, and I chose the 1980's arcade classic, Arkanoid. I've always enjoyed breakout-type games which are addictive and satisfying to play, and Arkanoid with its varying brick layouts, powerups and enemies adds some extra fun and depth to both the gameplay and code design. Being new to pygame, I started out by reading the tutorials, one of which helpfully uses Pong as an example. This enabled me to get a headstart with the basic paddle and ball concepts which I was then able to build upon. This implementation of Arkanoid is still work in progress. The following sequences of the first 4 levels give you an idea of how it looks.
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Top functions reviewed by kandi - BETA
- Update the sprite
- Calculate the collision between two sprites
- Calculate the direction of the padd
- Calculate new position
- Update the game
- Set the anchor position
- Transition to given state
- Creates a table of the bricks
- Blit a brick
- Create the background surface
- Draw a box
- Saves the high score to file
- Show the powerups
- Update the image
- Activate the player
- Update the door
- Start the game
- Creates the bricks
- Creates the fabric
- Create the bricks
- Create a list of bricks
- Activate the game
- Configures the ball
- Create event handlers
- Update the game state
- Load animation sequence
arkanoid Key Features
arkanoid Examples and Code Snippets
Community Discussions
Trending Discussions on arkanoid
QUESTION
This error is showed up when I ran the code for an Arkanoid Game published on freecodecamp articles. I am not able to set up the configuration correctly for the game. I expected it to run the game but it didn't do the same. While debugging it kept throwing errors regarding its build. I have no idea as I have learned it online but this error is not getting resolve. I am attaching both the debugger image and the error image along with the log file text, where it showed the error. DEBUG CONSOLE
...ANSWER
Answered 2021-May-28 at 09:26To be able to load an ES module, we need to set “type”: “module” in this file or, as an alternative, we can use the .mjs file extension as against the usual .js file extension.
In your package.json
file add this:
QUESTION
I'm making a training project (Arkanoid). When bonus block is destroyed, the paddle is temporarily expended and this effect is illustrated by the timebar. The problem is timebar position. For some reason it depends on window size. Could you please help me to understand the reason of this problem and ways to solve it?
I adjusted its position for this case and it looks good:
But when I maximize on play it appears in a strange position.
The timebar is instantiated by this code:
...ANSWER
Answered 2021-May-04 at 18:09The issue is related to your Canvas in some way, yes, but mainly lies with the UI component you have not being anchored at all. As screen size can change quite drastically, to assure UI elements are relatively the same across all platforms and resolutions, anchor points are used. Think of them as a definitive point relative to screen size where an object will want to be.
When selecting a UI object, the top of the inspector of this object should show a RectTrasnform
, which has a square with a box and some arrows. This box is a visual representation of the anchor points of this object and how it will attempt to be placed when the screen resolution drastically changes from whatever you are using in the editor.
After clicking on this box, you will be met with a few different options. You are able to both set the anchor point, which is what you want as well as the position. I tend to anchor an object then move the position myself to a location I like. For your case, I would select the top-left anchor point, then drag it to a location relative to the top-left anchor you prefer.
Another issue could be how your Canvas
is set up.
I would make your UI set to Scale with Screen Size
so the UI can auto-adjust itself to the new resolution, but keeps the anchor points you set. That way, your UI is dynamic. You can also set a goal resolution which is the resolution your UI assets or screen resolution is intended to be at. Along with this, you can tell the scalar how you would like it to attempt to fit to the screen by matching the width, matching the height, expanding or shrinking.
QUESTION
I'm making a training project (Arkanoid). When bonus block is destroyed, the paddle is temporarily expended and this effect is illustrated by the timebar. The problem is that TimeBar object is instantiated and destroyed after bonus time expires, but I can't see the time bar and the text on the scene.
So I created LinearTimer
prefab that consists of UI Image (white bar) and UI Text ("Bonus Text"):
There is a script that animates the timebar in a proper way. Debug messages appear in the console correctly:
...ANSWER
Answered 2021-May-03 at 16:24You can't see the LinearTimer
object because this object is an UI element.
UI elements are always rendered in canvas.
Just drag your LinearTimer
object into Game Canvas
object.
Edit : You should use this GameObject.Find("Game Canvas").transform
instead of this transform.Find("Game Canvas")
.
QUESTION
So basically , I'm doing an arkanoid , and I want that when I click in my programm, an action starts.
This is my code so far:
...ANSWER
Answered 2021-Feb-02 at 19:18canvas.addMouseMotionListener(new MouseAdapter() {
public void mousePressed(MouseEvent e) {
QUESTION
I'm improving a simple Android game called Arkanoid, where I'm having a small problem drawing a RectF on a Canvas.
I implemented a power-up option where, if you take this power-up, the Paddle streches from a 200x Paddle to a 500x Paddle.
...ANSWER
Answered 2020-Dec-16 at 16:50 //set to ZERO if not needed
final cMargin = 10;
int cPaddingWidth;
final int cPaddingHeight = 40;
final RectF cRectF = new RectF();
if (powerUpTaken) cPaddingWidth = 500;
else cPaddingWidth = 200;
cRectF.left = Math.max(cMargin, flipper.getX());
cRectF.right = cRect.left + cPaddingWidth;
if (cRectF.right > (this.getWidth() - cMargin)) {
cRectF.left = (this.getWidth() - cMargin) - cPaddingWidth;
cRectF.right = cRectF.left + cPaddingWidth;
}
cRectF.top = Math.max(0, flipper.getY());
cRectF.bottom = cRect.top + cPaddingHeight;
r.set(cRectF);
QUESTION
I'm trying to create a simple Arkanoid game with Box2d, and right now I'm trying to detect the collision between the ball and the blocks, but when I debug the code, it keeps giving me the error: "The variable 'block' is being used without being initialized". What should I do the solve this problem? The blocks (red) are like this in the game:
...ANSWER
Answered 2020-Sep-02 at 08:02You have the following code:
QUESTION
I´m doing an Arkanoid with P5 and I created a class Block, is just a constructor and a method draw.
...ANSWER
Answered 2020-Mar-05 at 05:01You are checking i<=5
inside your second loop, you should be checking `j<=5'
QUESTION
I am trying to create a game of arkanoid with the p5js library and I want to put some sound effect along with it. When I play the game on a browser in my computer it works correctly, but when i play in my smartphone the sounf¿d doesnt play and it gives me this error, I was wondering if someone could help me, please!!
...ANSWER
Answered 2019-Sep-01 at 16:06Welcome to StackOverflow, on mobile the user has to click on something to allow JavaScript to play sounds. This is a security measure.
To be able to play sounds on mobile:
- The user has to interact with the website (buttons, etc.)
This issue is known at p5js. You can find a workflow to fix your issue on their bug-tracker: https://github.com/processing/p5.js-sound/issues/249
QUESTION
I have one server and multiple clients. The server uses the first function through it's main function, and the clients call the second function through a thread (one client uses one thread to read in an infinite loop).
This is for a school assignment, the final purpose is to pass on the gameData struct through shared memory, to recreate the Arkanoid Game
...ANSWER
Answered 2019-Jun-03 at 11:41Ok, so as pointed out by Michael Chourdakis in the comments, I had a wrongful parameter in the WaitForSingleObject function. I worked this around by adding an event to the first client that blocks the serverMutex.
That makes the first client thread wait for the remaining client threads to finish. The last client thread triggers the event and the first client is able to terminate and release the server mutex lock.
Thanks for the comments Michael Chourdakis and OznOg.
QUESTION
I know there are many threads with similar questions, and I have read and tried many of them, but still i can't get the result I am looking for. Maybe someone can help me.
I am writing a JS Arkanoid (Breakout) type game to improve my JS skills and I am having some trouble with the collision detection. Collision with the paddle or the walls is working, but not with the bricks.
The ball and the bricks are instances of the classes Ball and Brick, each having it's own
...ANSWER
Answered 2019-Jan-26 at 13:12I would start with
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