Kugel | A glorious Swift wrapper | iOS library

 by   TakeScoop Swift Version: Current License: MIT

kandi X-RAY | Kugel Summary

kandi X-RAY | Kugel Summary

Kugel is a Swift library typically used in Mobile, iOS, Xcode applications. Kugel has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

[Deprecated] A glorious Swift wrapper around NSNotificationCenter
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              Kugel has a low active ecosystem.
              It has 76 star(s) with 9 fork(s). There are 36 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 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of Kugel is current.

            kandi-Quality Quality

              Kugel has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              Kugel 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

              Kugel 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.

            Top functions reviewed by kandi - BETA

            kandi's functional review helps you automatically verify the functionalities of the libraries and avoid rework.
            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of Kugel
            Get all kandi verified functions for this library.

            Kugel Key Features

            No Key Features are available at this moment for Kugel.

            Kugel Examples and Code Snippets

            No Code Snippets are available at this moment for Kugel.

            Community Discussions

            QUESTION

            Phaser 3 collider fires endless
            Asked 2021-Apr-02 at 04:26

            I try to make a bouncing bullet for a game that should disappear after bouncing 3 times. I thought it's simple, I gave my bullet a variable with the value of 3 and decreased it in my bullet-platform collider by one.

            After it didn't work and checked the variable with console.log(), I found out that the variable gets decreased continuously. I tested my other colliders and found out that only the bullet-platform collider do that, while the player-platform, enemy-platform, bullet-player and bullet-enemy collider don't. In addition my function for destroying bullets, when they hit a platform, oddly work fine. My bullets only get destroyed when hitting a platform.

            Does anyone have an Idea how to fix that?

            Edit: I made a Github repository of my game for better insight. (At least I hope I did, I haven't used Github before.) https://github.com/Kiroho/Game

            Edit2: After testing around, I found out that it must have something to do with how I use my ammoGroup class.

            I found out that, if I create bullets via ammoGroup (via createMultiple), the collider starts firing for each bullet until I shot them at least once. After all existing bullets are fired once, everything works normally and the collider fires as intended -> only on collision.

            My bullet-platform collider

            ...

            ANSWER

            Answered 2021-Apr-02 at 04:26

            I found out that I have to disable the body of the bullet objects when creating, otherwise the collider fires. I can't find out why, but it seems to be a (more or less) known thing. While body.checkCollision.none=true worked, disabling the body's physic with body.enable = false is probably the better solution, since it disables all physic and not only the collision.

            Source https://stackoverflow.com/questions/66865029

            QUESTION

            Prevent a video to open in the apple video player
            Asked 2020-Sep-29 at 13:55

            On iPhones when playing a video in safari the standard is that apple opens a fullscreen video player and plays the video there like here:

            In my case i dont want that, i just want to let the video play in the html in safari without opening the videoplayer:

            How do you prevent a video to open in the apple standard video player? Is it possible?

            This is the video:

            ...

            ANSWER

            Answered 2020-Sep-29 at 13:55

            Apple has finally enabled the playsinline attribute on iOS 10, so this will work:

            Source https://stackoverflow.com/questions/64120110

            QUESTION

            How to avoid object references for spawned objects in Unity 2D?
            Asked 2020-Apr-29 at 15:16

            At the moment I am programming a Unity 2D game. When the game is running the cars start moving and respawn continuously. I added kind of a life system to enable the possibility to shoot the cars. My issue is that my health bar as well as my score board need references to the objects they refer to, but I am unable to create a reference to an object which is not existing before the game starts. Another issue is that I don't know how to add a canvas to a prefab in order to spawn it with the cars continuously and connect them to the car. Is there a way to avoid these conflicts or how is it possible to set the references into prefabs. I will add the code of the spawner, the car and the the scoreboard. Already thank you in advance

            Spawner:

            ...

            ANSWER

            Answered 2020-Apr-29 at 15:16

            You could make the health bars and the canvas children of the Car prefab and have them spawn together.

            Source https://stackoverflow.com/questions/61503404

            QUESTION

            why my values do not display when I try to iterate in a map?
            Asked 2019-Jun-24 at 21:56

            I start in C ++ and I encounter a problem. Here I have filled a map with data contained in files and I try to display them. In case 4 of my Switch episode titles and the names of the actors of each epsiode do not display while in other cases my titles are displayed correctly. I would like to understand where my mistake lies because I can not find it.

            Episode.h

            ...

            ANSWER

            Answered 2019-Jun-24 at 21:56

            Don't use double as map keys. The problem is here:

            Source https://stackoverflow.com/questions/56743728

            QUESTION

            How to spawn a QRect when I press a Mousebutton?
            Asked 2019-Jan-13 at 00:13

            I want to spawn a Bullet (QRect) when the left-mousebutton is pressed.

            The only thing you can do at the moment is moving and rotating the QRect "Spieler". I hope you can help me and explain how to do this.

            This is where I draw my QRect "Spieler0", Spieler is german for Player.

            ...

            ANSWER

            Answered 2019-Jan-13 at 00:13

            You should add a member to your class that holds the spawned bullets. Put this into your shooter.h file in the private section:

            Source https://stackoverflow.com/questions/53786581

            QUESTION

            Interpolated Colous with Fragment-and VertexShader in GLSL
            Asked 2017-Jun-29 at 06:50

            i want to draw a cube an a square in a scene, both with interpolated colours. I want to use just the fragment-and vertexshader! i can draw it with just simple one colour.

            The code for that is the following

            ...

            ANSWER

            Answered 2017-Jun-28 at 18:58

            You can pass the UV coordinates from your vertex shader to your fragment shader, using a varying, and then use its x and y values to make gl_FragColor, like so:

            Source https://stackoverflow.com/questions/44789222

            QUESTION

            How to resize a FileModelVisual3D in a helix Viewport with Codebehind WPF
            Asked 2017-Jan-26 at 20:10

            i am a real newbe in the world of helixtoolkit and Graphics 3D.

            What i make:

            I have the homework to code a programm which lets you decorate a christmastree with different types of decoration.

            One type of decoration is a candle. The problem. The candle is too small in relation to the tree.

            My question:

            How can i resize my FileModelVisual3D inside of the view_tree with code behind?

            ...

            ANSWER

            Answered 2017-Jan-26 at 20:10

            In addition to your TranslateTransform3D, apply a ScaleTransform3D. Put both of them into a Transform3DGroup and use this as Transform on your FileModelVisual3D:

            Source https://stackoverflow.com/questions/41881583

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

            Vulnerabilities

            No vulnerabilities reported

            Install Kugel

            You can download it from GitHub.

            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 .
            Find more information at:

            Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items

            Find more libraries
            CLONE
          • HTTPS

            https://github.com/TakeScoop/Kugel.git

          • CLI

            gh repo clone TakeScoop/Kugel

          • sshUrl

            git@github.com:TakeScoop/Kugel.git

          • Stay Updated

            Subscribe to our newsletter for trending solutions and developer bootcamps

            Agree to Sign up and Terms & Conditions

            Share this Page

            share link

            Explore Related Topics

            Consider Popular iOS Libraries

            swift

            by apple

            ionic-framework

            by ionic-team

            awesome-ios

            by vsouza

            fastlane

            by fastlane

            glide

            by bumptech

            Try Top Libraries by TakeScoop

            SwiftyRSA

            by TakeScoopSwift

            SwiftyButton

            by TakeScoopSwift

            cpp-eventemitter

            by TakeScoopC++

            kubectl-exec-forward

            by TakeScoopGo

            eslint-config-scoop

            by TakeScoopJavaScript