projectile | Projectile creates beautiful Scala code from your Postgres | GraphQL library
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Projectile creates beautiful Scala code from your Postgres database, GraphQL queries, TypeScript definitions, or Thrift IDL.
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QUESTION
I'm trying to add a force to the Rigidbody
component of an instantiated projectile in Unity. I want to use this method as it is a simple throw mechanic and I just want the projectile to move in a small parabolic trajectory. The projectile prefab has already been attached to this script in the Unity editor and it does have a Rigidbody component.
Here's my code so far:
...ANSWER
Answered 2021-Jun-14 at 00:37private void ProjectileShoot()
{
if (Input.GetKeyDown(KeyCode.LeftShift) && !gameOver)
{
GameObject projectileGO = (GameObject) Instantiate(projectilePrefab, transform.position,
projectilePrefab.transform.rotation);
Rigidbody projectileRb = projectileGO.GetComponent();
projectileRb.AddForce(throwForce * Vector3.forward, ForceMode.Impulse);
}
}
QUESTION
Hello i make my 2d game with unity and i feel confuse about oop design. There is a 4 class in my game.
StageView : The view(scene) where the game logic run.
ObjectPool : The object pool that can manage the gameobjects, and it is the member field of stage view. (It is not a singleton)
Projectile : The projectile class that can attack the monster.
Monster : The monster class that could be attacked by projectile.
ANSWER
Answered 2021-Jun-07 at 05:16I think it's a good idea to make one more layer between ObjectPool and Monster classes that will manage what you want. It will complete Single responsibility principle of SOLID.
So both classes ObjectPool and Monster will not depend on each other and every class will be making their jobs.
QUESTION
I am using numericImput
to get the data introduced by the user.
I am trying to graph the balistic curve of the proyectil motion described by the input of the user (The user gives a value for intial velocity, angle measure, time of flight and k constant), but I can't solve the mistake :(
Any help would be thanked! :D
Here is my code
...ANSWER
Answered 2021-Jun-05 at 21:00There are couple of issues in the ui
and in the server
- In the
numericInput
, thevalue
argument would be numeric as well instead of a string (" "
) - Not clear why
renderPrint
was initiated inserver
without having a correspondingui
element - Functions were created in
server
without invoking it.
Below is a minimal code that gives an output by making couple of changes
- changed the
value = " "
to a numeric initial value - added
verbatimTextOutput
inui
to print therenderPrint
called in `server - removed those multiple functions created and simplified with a single expression to
plot
QUESTION
I'm trying to make a basic FPS game in Unity and I'm having an issue where the projectiles I shoot won't instantiate in the right place. From what I can tell, the projectile instantiates in roughly the same position relative to the player regardless of where I look (that position being a little to the left of the starting angle of the player).
Here's a 20 second video demonstration of what I'm talking about.
Even when I'm facing the exact opposite direction of where the projectile usually instantiates it still spawns in the same place, which means the projectile ends up spawning behind the player and hitting the player.
I tried using Debug.DrawRay() to see if maybe the firepoint itself is wrong (which would be shown by the ray starting somewhere other than the gun barrel). However it seems like the starting point of the ray is correct every time.
I'm not sure if this is related to the issue above, but I have noticed that the ray direction is wrong if I'm looking a little below the horizon. It seems like the projectile's direction is correct regardless though.
Ray directions when looking slightly above the horizon vs. lower
Here's my code for intantiating/shooting the projectile. I think the most relevant parts are probably shootProjectile() and instantiateProjectile(). This script is attached to the player character.
...ANSWER
Answered 2021-Jun-02 at 15:05To solve one first confusion: The method Debug.DrawRay
takes as paramters
- a start position
- a ray direction(!)
You are passing in another position which is not what you want.
This might only work "accidentally" as long as you stand on 0,0,0
so maybe it wasn't that notable but the debt ray definitely points into a wrong direction.
Rather do e.g.
QUESTION
System: Linux Mint 20 Emacs version 26.3
I updated all packages with package-list-packages and then ran M-x prelude-update. After restarting emacs with emacs --debug -init I get this error:
(Does anyone have an idea what this "100" is?) ...ANSWER
Answered 2021-May-25 at 23:53Please try commenting out the references to projectile
in core/prelude-editor.el
. Restart emacs, then run M-x package-list-packages
. Type U
when the package list has refreshed, then x
to install the packages. After the packages have refreshed, quit emacs, uncomment what you commented out in core/prelude-editor.el
and restart emacs.
QUESTION
My screen is 1920 x 1080 and the display that I have drawn everything on is 960 x 540. I have a projectile which does an equation with the position of the mouse to determine its trajectory but because I have up scaled everything the mouse pos is still acting like its 1920 x 1080 and not 960 x 540.
Class method for projectiles trajectory ( I have camera movement which is why player.rect.x is being subtracted by scroll )
...ANSWER
Answered 2021-May-23 at 09:49Just scale the mouse position:
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
I'm new to Pygame and trying to learn about sprites and collision detection. I found some code and tried to add some functionality to it.
The basic idea is that I have a polygon which can be rotated in place. When the user presses SPACEBAR, the polygon fires a projectile which can bounce around the frame. If the projectile hits the polygon again, I would like to quite the program
First of all, here is the code
...ANSWER
Answered 2021-May-17 at 16:23The tank
collides with itself, because it is a member of tank.groups()[0]
:
QUESTION
Using this link as a guide, https://www.geeksforgeeks.org/difference-float-double-c-cpp/#:~:text=double%20is%20a%2064%20bit,15%20decimal%20digits%20of%20precision. double is a 64 bit IEEE 754 double precision Floating Point Number (1 bit for the sign, 11 bits for the exponent, and 52 bits for the value), i.e. double has 15 decimal digits of precision , the below code does not maintain 15 decimal digits of precision. Rather, 14.
It is for simple projectile motion calculator, where, the range of a projectile launched at 30 degrees should match that of the same projectile launched at 60 degrees.
...ANSWER
Answered 2021-May-16 at 10:55double overloaded sin() and cos() do not maintain 15-digit decimal precision
It is not possible for any fixed-size numerical format to “maintain” a specific precision, regardless of whether it is floating-point, integer, fixed-point, or something else.
Whenever the result of an operation performed with real-number mathematics is not representable in the numerical format, only an approximation of the real-number result can be returned. The real-number result must be rounded to some representable value. This introduces a rounding error.
When there are multiple operations, the rounding errors may accumulate and compound in various ways. The interactions and consequences may be very complicated, and there is an entire field of study, numerical analysis, for it.
As a simple example, consider integer arithmetic, in which the resolution is 1. Yet, if we compute 17/3•5 with 17/3*5
, we get 25, where the real-number result would be 28⅓, and the integer result nearest the ideal result would be 28. So the computed result is off by three units from the best representable result (and 3⅓ from the real-number result) even though we only did two operations. Integer arithmetic cannot “maintain” 1 unit of precision.
In your sample, rounding errors occur in these operations:
- 9.80665 is converted to the
double
format. - The numeral for π is converted to the
double
format. a1
anda2
are each multiplied bypi
.- Those products are divided by 180.
- The sines and cosines of those quotients are taken.
2 * vy1
and2 * vy2
are divided byg
. (The multiplication by 2 does not introduce any rounding error as its result is exactly representable in binary-based floating-point.)- Those quotients are multiplied by
vx1
andvx2
. - Those products are converted to decimal for display.
Additionally, sin
and cos
are difficult to implement, and common implementations prefer speed and provide it at the cost of allowing a little additional error. Their results could be off by a few ULP (units of least precision), possibly more in bad implementations.
QUESTION
I am programming a game for years now but I have a question about how I programmed things up.
So imagine you have a gun class for a game, guns can have many sprites, sounds, casings, projectiles, parameters, etc. So then I just need to create another class extending this gun class and fill my abstract methods up with what I need that particular gun to do.
So I made an abstract class to handle all of the internal code of the gun, if it shoots, if it needs bolt action and how long it has to wait, when to play the fire sound, etc. So basically the main gun class calls for the actual gun class (that is filled with abstract methods) for these parameters.
So my question is, if I am calling these abstract methods over and over again as needed throughout the code is it bad to have the following?
...ANSWER
Answered 2021-Feb-21 at 18:59This design contradicts one of the main OOP principles - Tell-Don't-Ask. I.e. instead of having code like this:
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