fps_clock | simple crate to control the FPS of your game loops | Game Engine library

 by   BookOwl Rust Version: Current License: Non-SPDX

kandi X-RAY | fps_clock Summary

kandi X-RAY | fps_clock Summary

fps_clock is a Rust library typically used in Gaming, Game Engine applications. fps_clock has no bugs, it has no vulnerabilities and it has low support. However fps_clock has a Non-SPDX License. You can download it from GitHub.

A simple crate to control the FPS of your game loops in Rust.
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            kandi-support Support

              fps_clock has a low active ecosystem.
              It has 11 star(s) with 0 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              fps_clock has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of fps_clock is current.

            kandi-Quality Quality

              fps_clock has no bugs reported.

            kandi-Security Security

              fps_clock has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              fps_clock has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              fps_clock releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            fps_clock Key Features

            No Key Features are available at this moment for fps_clock.

            fps_clock Examples and Code Snippets

            No Code Snippets are available at this moment for fps_clock.

            Community Discussions

            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)?
            Asked 2021-Jan-24 at 07:11

            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 07:11

            QUESTION

            Game of Life - Overwriting the current generation instead of updating to the next
            Asked 2019-May-30 at 18:16

            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 17:41

            You've to deep copy next_generation to current_generation. But

            Source https://stackoverflow.com/questions/56345720

            QUESTION

            pygame - Bullet sprite wrong offset from the ship angle (Vectors2)
            Asked 2018-Mar-01 at 22:49

            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 22:48

            You 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:

            Source https://stackoverflow.com/questions/49059522

            QUESTION

            pygame - How to make sprite move in the direction it's facing with vectors?
            Asked 2018-Feb-18 at 23:31

            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 23:31

            You 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.

            Source https://stackoverflow.com/questions/48856922

            QUESTION

            How to clear old image of Sprite sheet animation with alpha
            Asked 2017-Jun-21 at 00:58

            I'm beginner at pygame development, when I update my spritesheet image, the old image persists in the surface.

            How do I clear the surface?

            main.py

            ...

            ANSWER

            Answered 2017-Jun-21 at 00:58

            The 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.

            Source https://stackoverflow.com/questions/44664966

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

            Vulnerabilities

            No vulnerabilities reported

            Install fps_clock

            You can download it from GitHub.
            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.

            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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          • HTTPS

            https://github.com/BookOwl/fps_clock.git

          • CLI

            gh repo clone BookOwl/fps_clock

          • sshUrl

            git@github.com:BookOwl/fps_clock.git

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