goblin | An impish cross-platform binary parsing crate | Parser library
kandi X-RAY | goblin Summary
kandi X-RAY | goblin Summary
An impish, cross-platform binary parsing crate, written in Rust
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of goblin
goblin Key Features
goblin Examples and Code Snippets
@Slf4j
public class Wizard {
private final Deque undoStack = new LinkedList<>();
private final Deque redoStack = new LinkedList<>();
public Wizard() {}
public void castSpell(Runnable runnable) {
runnable.run();
undoStac
Community Discussions
Trending Discussions on goblin
QUESTION
I'm starting a simple JRPG: generating a party from a group of prefabs, then moving each into position by changing their transform. But seeing a strange one where 3 goblins spawned from the same prefab are moving to exactly the same position. The other objects instantiated from different objects are moving correctly.
In the player, I can move the goblins by changing their transform, and they are separate. However the prefab itself is changing position to match the 'last' goblin spawned
Any hints? Am I somehow instantiating them to a common object?
Objects created and positioned in PartyManager:
...ANSWER
Answered 2022-Feb-27 at 11:01First of all you don't seem to be storing references to the instantiated characters, GameObject character
just goes out of scope immediately. If you put three references to the same object into GameObject[] party
you shouldn't be surprised only the last set position is used.
QUESTION
I'm using fandom module in python for my discord bot. I get this error when I request data by using page.images[0]
. It should be an image url. This is the page I want to get.
ANSWER
Answered 2022-Feb-01 at 09:46I fixed it by using pymediawiki module.
This code that use mediawiki can replace fandom module by changing the api of wiki.
QUESTION
How my spawning in script should work is there is a large cube (250 by 250 by 250) and it has a box collider with the trigger enabled. Each mob has a value which is their health/10. My goal is to make it so that each area has a value of 100 and if it has less than that it will randomly spawn in a new mob until it goes back to 100 value. I am getting an error on the line that I am instantiating the mob on that it is giving a null reference exception error. I have assigned the enemy gameobjects in the instpector. I am purposfully not spawning in the spiders because I am doing something special for them. If there is any code you need just comment and I should be able to give it to you. Thank you
Edit: I also got an null reference exception error on start on the line where I am adding the Alk to the Enemies list
Edit: In this scene there are no other objects that would interfere with the spawning in because I disabled all of the other objects one by one and I got no errors. All of the values in the enemy base script that are related to this have values that have been assigned to them. I hope that helps narrow it down
Here is my code:
...ANSWER
Answered 2022-Jan-14 at 22:46I realized that when enemies were spawning in the area value wouldnt go back up becuase there wasnt anything adding to the value when they spawned in. I also optimized the code a bit more.
I was able to fix it by doing this:
QUESTION
In one of my functional components in an application using React.js, calling getElementsByClassName returns 'undefined', when clearly, there is a section tag with the className.
...ANSWER
Answered 2021-Nov-25 at 03:51Because when you are initially rendering and React hasn't committed anything to the DOM the className='expansionView'
classname doesn't exist in the document
yet.
In React it is an anti-pattern to directly manipulate the DOM, like getting an element by id/class/etc and appending children nodes to it.
If you want to loop over an array structure and render JSX then use a map function to iterate the array and map each element to some JSX.
QUESTION
I want to be able to make a text box pop up when I hover over the button, now the button changes colour when I hover over it but no text box is displayed how can I make that happen or do I need to something entirely different like make a new screen pop up when I hover over either way the hovering over isnt working and I dont know how to fix it and id like some help please
...ANSWER
Answered 2021-Nov-14 at 11:35It's easier to answer questions that provide a Minimal, Reproducible Example. Your sample has external image and font dependencies that will need to be overcome for someone to debug your code.
If your button had an associated rect, then you can tell if the mouse cursor is hovering over the button using Rect.colliderect(position).
Here's a minimal example showing some hovering text when the mouse is in a rectangle:
QUESTION
I'm trying to make an Idle Clicker Game using Pygame for school and Im running into some problems and id really appreciate some help
I want to replace the enemy on screen when the hp of the current enemy reaches zero but when I draw the second image when the enemy HP reaches 0 the first image doesn't get replaced can someone please help me figure this out
Thanks in advance
...ANSWER
Answered 2021-Nov-03 at 04:06[This is my first answer, please cut me some slack]
When it comes to displaying sprites, it is vital to keep track of which sprite you are displaying. The cleanest solution for your current code is simply to use a tracking variable, like 'currentGoblin'.
QUESTION
First question on Stack Overflow! I feel like this has to be a common question amongst Java beginners. But I've been trying for hours and have been unable to discover the solution. I thought that object attributes could be accessed this way.
At first I thought that weapon[0]
was, in fact, an object array, so when I created object array Inventory[] inventory
, I was using an object array in the constructor. I immediately fixed that, but this issue still persists.
It's even more annoying because, in debug mode, I can literally see weapon[0]
inside of Inventory[] inventory
with its attributes.
Look at Eclipse mock me.
My current theory is that placing object weapon[0]
, instance of class Weapons
, in the object array Inventory[] inventory
may be the issue, and that the object's attributes aren't accessible somehow because of that placement. Any help would be appreciated, thanks! And this is my first time messing with arrays, so I am definitely a novice. Any tips about my formatting and such would also be very helpful!
ANSWER
Answered 2021-Oct-30 at 07:24Welcome to StackOverflow! This is a well-worded question!
This has to do with the difference between the types at runtime vs. the types at compile time. You declared item
to be of type Object
.
Java allows for polymorphism, which, when you declare the item
in Inventory
to be type Object
, allows you to assign anything to item
which "is-a" Object
(so that means you can assign a String
, an Integer
, any object to item
, since those all inherit from the Object
class).
However, when you go to access item
later on in the program, Java can't guarantee at compile-time that whatever item
references has a name
property! Integer
, for example, is an Object
, but does not have a name
property! The Java compiler just says, "all I know is that item
is an Object
, and I won't let you access a property not all Object
s have!".
When you run the program, however, the runtime-type of item
is Weapon
, so Eclipse is able to show you its properties. But Java is designed to catch as many errors as possible at compile-time, so it will not allow you to access the name
property if it can't guarantee at compile-time that it has a name.
This may seem annoying or unnecessarily restrictive (you know everything you are going to put in Inventory
will have a name!), so this is the point of superclasses & interfaces! These features allow you the flexibility to create different types of objects that all share similar properties or methods, and still allows Java to catch all these potential issues upfront.
To fix this, you can create an InventoryItem
superclass that both Armor
and Weapon
extend, that has a name
property. You can then declare item
to be of type InventoryItem
. That way, Java will know that, even though the runtime-type may be either a Weapon
or Armor
, it's guaranteed to have a name.
We can introduce a new class, such as InventoryItem
:
QUESTION
Title poorly describes the issue, sorry. I have div's ("cards") in my website that contain a lot of content. One of the important thing's I wanted was to have an image covering the "cards", however every time I've attempted to fit them properly, they either don't change from their current setup or they take on massive size relative to the page size and not the "card" size. I've read other threads regarding similar issues, but I haven't gotten anything to work yet.
...ANSWER
Answered 2021-Sep-29 at 04:45QUESTION
I've been learning Python by doing random projects here and there. My newest project is a simple text roguelike RPG. The player starts with base stats and just has to survive
Players can attack, heal or run. Which for the most part does work, however, I'm trying to display a kill count beside the player name and visible stats(exp and HP). I'm pretty sure my count variable is just misplaced as it resets to 0 after every enemy death. I want this because it SHOULD mimic b_count for boss appearance. My code is as follows:
...ANSWER
Answered 2021-Sep-26 at 15:21Inside the battle
function, you're setting the count
variable at the beginning of the function, but also resetting it in a loop before it gets displayed.
QUESTION
I'm making a Wizard game prototype and I came across an issue:
I created a class called Wizard and a class called Goblin:
...ANSWER
Answered 2021-Sep-05 at 09:46Your attack()
function takes parameters by value. As such it modifies a copy of your global variables.
Use references:
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Install goblin
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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