Platformer | Learning webgpu in rust by making a simple platformer | Game Engine library

 by   ShamylZakariya Rust Version: Current License: MIT

kandi X-RAY | Platformer Summary

kandi X-RAY | Platformer Summary

Platformer is a Rust library typically used in Gaming, Game Engine, Unity applications. Platformer has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

A remake of the first level of the delightful 1990 Gamebody platformer Gargoyle's Quest.
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            kandi-support Support

              Platformer has a low active ecosystem.
              It has 53 star(s) with 2 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Platformer is current.

            kandi-Quality Quality

              Platformer has 0 bugs and 0 code smells.

            kandi-Security Security

              Platformer has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Platformer code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Platformer is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              Platformer 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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            Platformer Key Features

            No Key Features are available at this moment for Platformer.

            Platformer Examples and Code Snippets

            No Code Snippets are available at this moment for Platformer.

            Community Discussions

            QUESTION

            How to delete matter js object on collision dynamically phaser js
            Asked 2022-Apr-01 at 17:21

            I'm making a platformer game in which there is player and some powerups. To check the collision I used matterjs collisionactive function:

            ...

            ANSWER

            Answered 2022-Apr-01 at 17:21

            There are some issues if you only remove the object from them world. the best solution would be to use the destroy() method of the GameObject.

            I would use the event collisionstart, there check if the player is interacting with the powerup, and destroy the gameObject. This should also clear the physics object.

            Here is a short example (how it could work, based on the last answer):

            Source https://stackoverflow.com/questions/71707797

            QUESTION

            How to make sprite not collide with another sprite but only with player. Phaser 3 and matter js
            Asked 2022-Apr-01 at 10:03

            Big story short: I'm using matter js with phaser3 and I have a player, platform, saw and tree. Like in a regular platformer, the saw should be halfway between the ground and the air/space.

            The problem is that the platform is a physics body, and so is the saw. The player has to collide with the saw, a tree, the platform. And the saw needs to collide with only the player and not the platform. I thought of using collisionfilters, but I don't know which layer to put it on. Any help would be greatly appreciated. The jsfiddle for a minimal reproducible example is given below. Thanks!

            Jsfiddle: jsfiddle.net/prateek_1/6Lsjf9w4/29

            ...

            ANSWER

            Answered 2022-Apr-01 at 10:03

            I assume the saw should hit the player but not the platform. this article explains it pretty well https://blog.ourcade.co/posts/2020/phaser-3-matter-physics-collision-filter/
            Or checkout the official exmaples, this one inspecific https://phaser.io/examples/v3/view/physics/matterjs/collision-group

            Here is a short example (how it could work):

            Source https://stackoverflow.com/questions/71672353

            QUESTION

            Pygame - TypeError: invalid rect assigment
            Asked 2022-Mar-24 at 16:10

            So I'm trying to make a platformer game. Since I'm new to pygame library, I'm following a video tutorial(https://www.youtube.com/playlist?list=PL8ui5HK3oSiGXM2Pc2DahNu1xXBf7WQh-). And I ran to a problem. I checked documentation, tutorials, I even found somebody here that asked the same question. But nothing worked. So what did I do wrong and how can I repair it?

            Player class:

            ...

            ANSWER

            Answered 2022-Mar-24 at 16:06

            row is a list of columns. The index of the row is rowIndex:

            y = row * tileSize

            Source https://stackoverflow.com/questions/71605289

            QUESTION

            Pygame player position
            Asked 2022-Mar-16 at 21:30

            So I'm making a platformer in pygame and I was quite far along in the code when I changed how the levels where gonna be set up so I now needed to have the player start at the top of the screen instead of the bottom so it was simple I just needed to change the attributes witch I call into my player class so tat the position can change as that's how it was set in the first place but the player just kept starting in the same place

            ...

            ANSWER

            Answered 2022-Feb-25 at 11:08

            The top left of the pygame coordinate system is (0, 0):

            player = player(100,screen_height+100)

            Source https://stackoverflow.com/questions/71264883

            QUESTION

            Pygame Infinite World Generation Broken
            Asked 2022-Mar-13 at 22:56

            So I'm making a basic 2D platformer game with the pygame module in python. Recently I've been trying to implement infinite world generation, but have been having some problems. The generation works fine, however, at the player's spawn, a bunch of random tiles spawn, obstructing the whole spawn area. I can't seem to find what's causing this. Here's everything you need to replicate my situation:

            map generation:

            ...

            ANSWER

            Answered 2022-Mar-13 at 22:56

            After 2 weeks of debugging and further looking into the chunk generating code, I couldn't find out anything. However, I did figure out that the issue only happened in a small area, at the 0 x value. So what I did was I made the player spawn very far away from this, and made a boundary so that it couldn't walk far enough to see the issue. Not really fixing the issue, but at least it works now.

            Source https://stackoverflow.com/questions/71388957

            QUESTION

            Player Jumping Twice On Lower Framerate When Mashing Space
            Asked 2022-Feb-15 at 23:28

            First of all I want to apologise for my English cause I come from Poland and I'm still learning. I'm a beginner C#/Unity programmer and I have a pretty stupid/noob question/issue where player jumps twice when mashing the space. When the framerate is low for ex. 30, the problem occurs almost everytime and when framerate is for ex. 144 - hardly ever. I did some research and tried different methods. Firstly I checked whether I have all my inputs in Update and not FixedUpdate. That wasn't the problem at all. Then I tried replacing Input.GetKey to Input.GetKeyDown and GetKeyUp in Update as to ensure I have my boolean _spacePressed checked or not. That wasn't the solution too. The third thing I tried was to use Raycasting to check whether the player is grounded. With that I also checked whether when I jump, ray doesn't get checked twice. To make things clear I'm currently trying to make a 2.5D platformer. So to sum up I'm asking what could be the main issue (with input probably) where player jumps twice or even three times in a single frame when mashing space. Here's also my prototype code. I used enums to make a simple state "machine". If you have also any advice for me and my code to make things better apart from my question I would love to hear them. Thank you in advance!

            ...

            ANSWER

            Answered 2022-Feb-15 at 23:28

            Keep in mind that FixedUpdate() can happen a few times within a single frame. Check if _spacePressed == true in the beginning of your Process_Jumping().

            Source https://stackoverflow.com/questions/71134444

            QUESTION

            inserting image in middle of pygame scene
            Asked 2022-Feb-08 at 22:27

            i have one problem which i can't understand and please help me(sorry for big code), but you should be able to see whole picture

            ...

            ANSWER

            Answered 2022-Feb-08 at 22:27

            The button is drawn at the location stored in the `rect attribute:

            Source https://stackoverflow.com/questions/71041487

            QUESTION

            How to slow down sprite animation while maintaining 60 fps in pygame?
            Asked 2022-Feb-08 at 01:18

            I'm trying to create a platformer game, and I want to maintain 60 FPS in it without having the sprite animations move really quickly. I've seen other answers on how to do so using the time module, but I don't really understand how to apply that.

            Main Code:

            ...

            ANSWER

            Answered 2022-Feb-08 at 01:18

            I'm 100% confident there is a better way to do it, but I would create a new variable called animation_tick and add one to it each iteration in the while loop. Only call the sprite change every n ticks to add delay between changes.

            Example code with only necessary parts:

            Source https://stackoverflow.com/questions/71027352

            QUESTION

            Unity animation not completing
            Asked 2022-Feb-06 at 18:23

            i'm beginner on unity and game development. i'm trying to make a platformer game with unity, and i want to play a animation when the player is moving right or left, but the problem is that the isMoving variable for some reason is true animation is playing for a few moments (less than a second) and then is going to false again and the idle animation is playing.

            My Animator (Exit time is disabled for all transitions):

            My Movement script:

            ...

            ANSWER

            Answered 2022-Feb-06 at 17:43

            You using Update loop function that means this code will be executed each frame by unity. Similar to FixedUpdate, LateUpdate etc... You can read more here: HERE Once you pressing down you IF statement will be executed because you listening for BTN DOWN event. This means that TRUE will be returned only in one frame when you press actually button next frame it will return false. and your animations stops.

            1. Try to change bool to Trigger
            2. Or handle in another way bool var state.

            Source https://stackoverflow.com/questions/71009729

            QUESTION

            Problems With Collision Detection (OnCollisionEnter2D)
            Asked 2022-Jan-24 at 19:05

            I am starting to make a 2D platformer. I figured out how to make the character jump, but when I tried to add in Collision Detection to make it to where the player can only jump on the ground, it wouldn't work. Here's my code:

            ...

            ANSWER

            Answered 2022-Jan-24 at 16:08

            Sometimes this is problem of the collider that touches the ground. Try to make it higher, lower and try again. I had the same problem once and the solution was just adjusting the collider. Some times the collider is too low, so when you jump it touches the ground again so it becomes true and immediately stops jumping.

            Source https://stackoverflow.com/questions/70836493

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

            Vulnerabilities

            No vulnerabilities reported

            Install Platformer

            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.

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            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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