teki | Touhou-style shoot'em | Game Engine library

 by   o2sh Rust Version: v0.4.0 License: Non-SPDX

kandi X-RAY | teki Summary

kandi X-RAY | teki Summary

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

Teki is an open-source fangame of the Tōhō series, written in Rust using SDL2 and OpenGL.
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            kandi-support Support

              teki has a low active ecosystem.
              It has 51 star(s) with 3 fork(s). There are 6 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 4 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 teki is v0.4.0

            kandi-Quality Quality

              teki has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              teki 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

              teki releases are available to install and integrate.
              Installation instructions are not available. Examples and code snippets are available.

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            teki Key Features

            No Key Features are available at this moment for teki.

            teki Examples and Code Snippets

            Building
            Rustdot img1Lines of Code : 1dot img1License : Non-SPDX (NOASSERTION)
            copy iconCopy
            cargo run
              

            Community Discussions

            QUESTION

            Unity2d: Does dontDestroyOnLoad only work a single time?
            Asked 2020-Oct-23 at 20:58
            public class ShopManager : MonoBehaviour
            {
                // Start is called before the first frame update
            
                public Button itemBuyButton; //Almak istediğim itemin butonu.
                public Button moneyBar; //Para kutucuğu
                int price; //İslem yapabilmek için para kutucuğumdaki text i double a çeviricem. Bu değişken onu tutmak için.
                public Transform floatingText; //item aldığımda aldığım itemin fiyatının ekranda çıkmasını temsil eden object
                public Transform infoAboutShop; // item aldığımda itemden kaç tane aldığımı ekrana yazdıran object.
                public Canvas canvas;
            
              
                int n = 0;
            
                public void Awake()
                {
                    DontDestroyOnLoad(canvas);
                }
                void Start()
                {
                  //price = PlayerPrefs.GetInt("money");
                    moneyBar = GameObject.Find("MoneyBar").GetComponent();
                  
                } 
            
                // Update is called once per frame
                void Update()
                {
                    //Butonların interaktifliği sürekli kontrol edilsin istediğimden ilgili methodu update metodumda çağırıyorum.
                    
                    buttonInteractable();
                    PlayerPrefs.SetInt("money", price);
                }
            
                public void buy()
                {
                    //floatingText objemin TextMesh componentine ilgili itemin fiyatını atıyorum.
                    floatingText.GetComponent().text = itemBuyButton.GetComponentInChildren().text;
                    /*
                    *Instantiate metodu clone yaratmaya yarıyor. floatingText objemden clone yaratıcam. Clonenun yaratılmasını istediğim yeri tıkladığım yer olarak belirttim.
                    *Quaternion identity ise rotation olmadan ilgili objenin clonelamasını sağlıyor. Bu cloneun TextMesh componentine de aynı şekilde ilgili itemin fiyatını atıyorum.
                    * Bu işlemleri buy metodunun içinde yapmamın nedeni de floatingText lerin item satın alındığında oluşacak olması.
                    */
                    Instantiate(floatingText, new Vector3(Input.mousePosition.x, Input.mousePosition.y, Input.mousePosition.z), Quaternion.identity).GetComponent().text = itemBuyButton.GetComponentInChildren().text;
            
            
                    //Para kutucuk butonumun text componentini double a çevirip yukarıda oluşturduğum moneyBarPrice değişkenine atıyorum. İşlemleri bu değişken üzerinden yapacağım.
                    price = Convert.ToInt32(moneyBar.GetComponentInChildren().text);
            
                    //Butonun text componentine ulaşıp aynı şekilde o text i de kıyaslama yapabilmek için double a çeviriyorum.
                    if (price >= (Convert.ToDouble(itemBuyButton.GetComponentInChildren().text)))
            
                    {
                        // item aldıktan sonra itemin fiyatını total fiyatımdan düşüyorum.  
                        price -= (Convert.ToInt32(itemBuyButton.GetComponentInChildren().text));
                        // kalan fiyatımı string e çevirip para kutucuğuma yazıyorum.
                        moneyBar.GetComponentInChildren().text = Convert.ToString(price);
            
            
                        //infoAboutShop objemin TextMesh componentine ilgili itemin adını ve sayısını atıyorum.
                        infoAboutShop.GetComponent().text = Convert.ToString(n + 1) + " " + itemBuyButton.name;
                        //floatingText teki mantıkla infoAboutShop objelerimi (200,200) konumunda clonelayıp ilgili nesnenin adı ve sayısını atıyorum.
                        Instantiate(infoAboutShop, new Vector2(200, 200), Quaternion.identity).GetComponent().text = infoAboutShop.GetComponent().text;
                        //her çağırıldığında ilgili objenin sayısını 1 artırıyorum.
                        n += 1;
            
                    }
                    else
                    {
                        // eğer iteme tıkladıktan sonra param tıkladığım itemi almaya yetmiyorsa itemin aktifliği engelleniyor.
                        itemBuyButton.interactable = false;
                    }
            
                }
            
                void buttonInteractable()
                {
                    price= Convert.ToInt32(moneyBar.GetComponentInChildren().text);
                    Debug.Log(price);
                    //Butonun text componentine ulaşıp aynı şekilde o text i de kıyaslama yapabilmek için double a çeviriyorum.
                    if (price >= (Convert.ToDouble(itemBuyButton.GetComponentInChildren().text)))
            
                    {
                        itemBuyButton.interactable = true; // Eğer  start butonu aktif eğilse ve param almak istediğim itemden fazlaysa butonun aktifliği devam eder.
                    }
                    else
                    {
                        itemBuyButton.interactable = false; //  param tıkladığım itemi almaya yetmiyorsa itemin aktifliği engelleniyor.
                    }
                }
            
            
               
            }
            
            ...

            ANSWER

            Answered 2020-Oct-20 at 22:34

            It seems that you have two canvases. One on your maingame scene and one on the shopscene. If your game starts on the Maingame first before your shop scene. I'd suggest you to find the object in your awake method instead of creating a completely separate object by using GameObject.Find(). This will ensure that the proper canvas is selected and put in DontDestroyOnLoad because it seems that you are saving the home screen canvas with money of 0 on the home screen which you would not want. The awake method should probably look something like this:

            Source https://stackoverflow.com/questions/64451959

            QUESTION

            How to download files from webview
            Asked 2019-May-01 at 04:53

            I'm unable to download a file from my website that load in the web view. On clicking the download link of the file the webview reloads the home url.

            I changed some code by some blog help, but no change. And also help with the code to download a file from the website.

            ...

            ANSWER

            Answered 2019-Apr-30 at 10:55

            QUESTION

            selenium gets stuck when element not found
            Asked 2018-Oct-03 at 08:31

            I am trying to extract some information from the IMDB website I am extracting the information and writing it to a CSV file. when I am trying to find an element which is not present it is getting stuck.

            Here is my code:

            ...

            ANSWER

            Answered 2018-Oct-02 at 14:20

            The reason for the "get stuck" part is the driver.implicitly_wait(2000) part - the webdriver waits for 2000 seconds before timing out (cca 33 minutes).

            This happens each time find_elements_by_class_name does not find anything (e.g. it is not there).

            Source https://stackoverflow.com/questions/52610179

            QUESTION

            Not able to run prisma deploy: Error: Cluster undefined does not exist
            Asked 2018-Jul-24 at 21:35

            I am learning graphql and following this tutorial https://www.howtographql.com/react-apollo/1-getting-started/

            i have installed prisma using npm install -g prisma and while running this command prisma deploy in server folder iam getting this error:

            ...

            ANSWER

            Answered 2018-May-30 at 12:36

            Can you run with yarn prisma deploy after download yarn not using npm prisma deploy

            Source https://stackoverflow.com/questions/50597433

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

            Vulnerabilities

            No vulnerabilities reported

            Install teki

            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://github.com/o2sh/teki.git

          • CLI

            gh repo clone o2sh/teki

          • sshUrl

            git@github.com:o2sh/teki.git

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