hitbox | performance caching framework suitable for single-machine | Caching library
kandi X-RAY | hitbox Summary
kandi X-RAY | hitbox Summary
Hitbox is an asynchronous caching framework supporting multiple backends and suitable for distributed and for single-machine applications.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of hitbox
hitbox Key Features
hitbox Examples and Code Snippets
[dependencies]
hitbox = "0.1"
use hitbox::prelude::*;
use serde::{Deserialize, Serialize};
#[derive(Cacheable, Serialize)] // With features=["derive"]
struct Ping {
id: i32,
}
use hitbox::{Cacheable, CacheError};
struct Ping { id: i32 }
impl C
Community Discussions
Trending Discussions on hitbox
QUESTION
I have 2 (incomplete) classes, Level and Object, in different files, that look like this
Object.h:
...ANSWER
Answered 2021-May-31 at 16:17Not sure if that's the best solution, but, thanks to @PeteBecker, I've added (and also found out, huh) include guard so now it looks like that:
Object.h:
QUESTION
I did some test and I saw when an object have a high velocity/speed the collision don't trigger.
On the Flame doc that note (https://flame-engine.org/docs/#/collision_detection?id=collision-detection):
Do note that the built-in collision detection system does not take collisions between two hitboxes that overshoot each other into account, this could happen when they either move too fast or update being called with a large delta time (for example if your app is not in the foreground). This behaviour is called tunneling, if you want to read more about it. I would love to see something talking about that and how we can avoid that!There is a good approach for that type of thing?
I realize something with some other test.
If angle are modified, it will trigger the collision. (I don't know why it won't whiteout that)
The update function (that modify the Y value) look like that:
...ANSWER
Answered 2021-May-22 at 16:23There was a bug in rc9 regarding the collision detection, this should work fine in rc10 (or rc11 which we are releasing today). Your components are not moving fast enough to miss the whole collision check.
Do note that in your pubspec-file you can't specify ^1.0.0-rc10
because pub treats rc10 as lower than rc10, so you have to specifically say 1.0.0-rc10
(without the ^
).
EDIT: rc11 is now released so now you can use ^ again:
QUESTION
I know this question has been asked before but I'v tried different approaches and I can't seem to be able to fix it.
I know I have to reset my important global variables in order to correctly restart the game. The reset of those variables is done when lives == 0 -> I reset the global variables, main menu becomes True and Game False which should put me back in the main menu.
However when I run my game, as soon as the lives reach 0 the code finishes and exits -> Process finished with exit code 0.
The issue must be in my while game loop but I'm unsure what I'm doing wrong. I'v also tried wrapping my game logic in a function, this seems to mess with my game since I only get the frozen state screen, no enemy spawning and not able to move.
Any ideas what might cause this issue?
Full code:
...ANSWER
Answered 2021-May-21 at 19:14You are setting game = False, but using that in the while loop. As soon as game is set to False the while loop exits and the game ends. If you want to do it this way, use another variable in the while loop:
QUESTION
So I currently have an Enemy Class that uses sprite groups and a projectile class that does not use sprite groups.
I check the collision of my projectiles against the enemies in the sprite group. If an enemy is hit, the enemy sprite gets removed, the score is incremented and the bullet gets removed from the screen. At the moment only the enemy sprite gets removed.
Projectile Class:
...ANSWER
Answered 2021-May-08 at 17:17I can't see the drawing code so I am guessing that you are still drawing the beam. Make beams a spritegroup and do this in the loop (not in the beams class)
pygame.sprite.groupcollide(beams, speedboats, True, True)
Which will remove both from their respective groups.
QUESTION
VIDEO when ever my enemy hitbox collides with the player rect the y position seems to change I'm not sure why its changing and it looks glitchy and messy is there a way I could possibly fix this problem?
so first this line of code checks if hitting is True or Not if its true then if the player collides with the launch1.rec then start moving my boss arms towards the player
...ANSWER
Answered 2021-May-09 at 01:21It is hard to tell as you haven't explained what everything is. Are the green bits that hang down the arms? If so, then I think the problem is here, where you are moving the arms1.y by cos(arms1.time). hitting seems to be set before any collision check is done, so I don't understand where that is set.
QUESTION
I had a working 3d model viewer in react, which i am now trying to port to Next. I need GLTFLoader and OrbitControls which are giving me the problem in react I loaded this like:
...ANSWER
Answered 2021-Apr-24 at 18:30You're importing modules written in ESM format and when NextJS attempts to server-side render your code node doesn't understand ESM -- Node.js expects CJS (CommonJS) typically.
The SolutionIt depends.
1. Do you want your code usingthree
to run server-side?
(this assumes three
can run in node, which I can't say one way or the other)
I think there are a couple of options here:
a) Use a version of three
compatible with Node.js and the Browser.
Glancing over this issue, you may consider trying three-universal (I have not used it).
b) Customize your Webpack behavior to bundle and transpile the three
code into CJS for the server. Personally, I don't recommend this as a first step. Customizing Webpack can become very complicated very quickly, and doing so in NextJS comes with its own added complexities.
three
to run only client-side.
Use a dynamic import. From that reference:
Additional FeedbackYou may not always want to include a module on server-side. For example, when the module includes a library that only works in the browser.
Please note, the answer above is conceptual. If you are able to provide a reproduction by way of a repository or otherwise I may be able to give a more concrete solution.
QUESTION
I have a problem about rotated rect collision.
Here is my Car class:
...ANSWER
Answered 2021-Apr-11 at 12:03The image is rotated around it's center. You'll also need to rotate the rectangle around its center Therefore, the pivot point needs to be the center of the rectangle, not its top left point:
pivot = math.Vector2(irect[0],irect[1])
QUESTION
I've been trying to make a bullet hell (dankamu) game in Python, and when I tried to animate the movements of the character with the bullets, I encountered some issues. Depending on where I put my redrawGameWindow()
function, either the bullets fail to spawn or my game character cannot move at all. I think it might be because of the fact that my movement function is separate from the for loop I used for the bullets? If that's the case, I don't know how to amalgamate them together in order to run both simultaneously.
ANSWER
Answered 2021-Apr-07 at 17:22When you spawn a bullet, you must spawn the bullet above the palyer's location:
bullets.append(projectile(250, 250, 6, (0, 0, 0), 1))
QUESTION
I am making a game in which you are nyan cat and you have to dodge asteroids in space (don't ask). The game runs very well I have even implemented a score system. But for some reason whenever I stop moving my cursor in the pygame window (i am not moving my mouse left and right in the game window) it will freeze and get really laggy. Does anyone know whats going on!? HELP! - PLEASE!!
Here is an example: https://www.youtube.com/watch?v=QJJDxZE_kbU
Code:
...ANSWER
Answered 2021-Mar-24 at 18:10It's a matter of Indentation. You must drew the scene in the application loop instead of the event loop:
QUESTION
As a beginner, I am struggling to create multiple enemies in pygame. What could I possibly add or implement to my code in order to do so?
Code:
...ANSWER
Answered 2021-Feb-18 at 05:06Similar to your projectiles
make a list of Enemy
objects:
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
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Install hitbox
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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