fps_clock | simple crate to control the FPS of your game loops | Game Engine library
kandi X-RAY | fps_clock Summary
kandi X-RAY | fps_clock Summary
A simple crate to control the FPS of your game loops in Rust.
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fps_clock Examples and Code Snippets
Community Discussions
Trending Discussions on fps_clock
QUESTION
Keep getting this error in my pygame code as well as not displaying my background or ground PNG. pygame.error: video system not initialized (line 41)? Don't know why this is happening but any help would be much appreciated.
Apparently i need to add more details to be able to post this on stack overflow. This is so annoying but if you are reading this please ignore this as this is complete rubbish to the code below. However, Stack overflow wants me to keep typing so here we go again.
...ANSWER
Answered 2021-Jan-24 at 07:11This should fix it.
QUESTION
Below I have added my game of life code. The rules are defined correctly, and it runs smoothly. However, the game does not work as supposed. It is not updating to the next generation, but it seems to be overwriting the current generation. As an example: Three horizontal dots are supposed to turn into three vertical dots in the next generation, but this does not happen.
The solution: I have two generations, the current and the next generation. It has to apply the rules to the current generation and update them in the next generation. Then it has to overwrite the current generation with the next generation in one go, not cell by cell. How can I fix this?
...ANSWER
Answered 2019-May-29 at 17:41You've to deep copy next_generation
to current_generation
. But
QUESTION
There seems to be a weird offset when the bullets are shot from the ship in certain angles while the ship is moving. Also if the ship is shooting in the same direction is heading then the bullet speed is lower. I tried to work with some SO answers and that's what I came up with:
...ANSWER
Answered 2018-Mar-01 at 22:48You almost certainly want to have your missiles start with the velocity of the launching ship (in addition to some speed in the direction the ship is facing).
You might replace the direction
argument to Missile.__init__
with a velocity
parameter that you save directly as self.velocity
(with no multiplication). The Player.shoot
method can then be modified to pass an appropriate value that takes both the ship's orientation and velocity into account:
QUESTION
I'm making a game with Asteroids like controls, UP arrow for acceleration, RIGHT arrow to rotate clockwise and LEFT arrow counterclockwise so for example if I want to slow down I need to rotate ship 180° and accelerate. I'm able to rotate and also for this purpose I drew two vectors (velocity and heading). I'm trying to achieve this type of movement with vectors but maybe I shouldn't ? So here's what I came up with.
...ANSWER
Answered 2018-Feb-18 at 23:31You can give the self.acceleration
vector a initial length (0.2 in this case), rotate it if the player presses ← or →, and only accelerate (add it to the self.vel
vector) if ↑ or ↓ are pressed.
QUESTION
ANSWER
Answered 2017-Jun-21 at 00:58The problem lies in this line:
player_surface.blit(p.image, (0,0), p.rect)
The player image is blit again on top of the old image. The player_surface
needs to be cleared first.
Adding player_surface.fill(BLANK_ALPHA)
with BLANK_ALHPA = (0, 0, 0, 0)
should do the trick.
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Rust is installed and managed by the rustup tool. Rust has a 6-week rapid release process and supports a great number of platforms, so there are many builds of Rust available at any time. Please refer rust-lang.org for more information.
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