Arkanoid | an arcade game : arkanoid | Game Engine library

 by   i1123581321 Swift Version: Current License: No License

kandi X-RAY | Arkanoid Summary

kandi X-RAY | Arkanoid Summary

Arkanoid is a Swift library typically used in Gaming, Game Engine applications. Arkanoid has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

本项目是一个基于街机游戏 arkanoid 的打砖块游戏,使用 SpriteKit 框架实现.
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            kandi-support Support

              Arkanoid has a low active ecosystem.
              It has 1 star(s) with 0 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              Arkanoid has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Arkanoid is current.

            kandi-Quality Quality

              Arkanoid has 0 bugs and 0 code smells.

            kandi-Security Security

              Arkanoid has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Arkanoid code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Arkanoid does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              Arkanoid releases are not available. You will need to build from source code and install.

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            Arkanoid Key Features

            No Key Features are available at this moment for Arkanoid.

            Arkanoid Examples and Code Snippets

            No Code Snippets are available at this moment for Arkanoid.

            Community Discussions

            QUESTION

            My ball and my rectangle wont collide properly (Monogame)
            Asked 2021-Nov-12 at 07:37

            I am currently coding an arkanoid type game for my school project and just started out on monogame. I encountered a collision problem on the big red rectangle and the ball. I just cant figure out what is wrong with my code I appreciate all of your help in advance.

            Collision Video: https://youtu.be/HOuUS8bUKn4

            Game1.cs

            ...

            ANSWER

            Answered 2021-Nov-12 at 07:37

            This method is missing the necessary code to function properly to approach the block from any side:

            Source https://stackoverflow.com/questions/69927405

            QUESTION

            'parcel' is not recognized as an internal or external command, operable program or batch file. ERROR for Parcel bundler in Vanilla TYPESCRIPT Code
            Asked 2021-May-28 at 10:16

            This error is showed up when I ran the code for an Arkanoid Game published on freecodecamp articles. I am not able to set up the configuration correctly for the game. I expected it to run the game but it didn't do the same. While debugging it kept throwing errors regarding its build. I have no idea as I have learned it online but this error is not getting resolve. I am attaching both the debugger image and the error image along with the log file text, where it showed the error. DEBUG CONSOLE

            TERMINAL

            ...

            ANSWER

            Answered 2021-May-28 at 09:26

            To be able to load an ES module, we need to set “type”: “module” in this file or, as an alternative, we can use the .mjs file extension as against the usual .js file extension.

            In your package.json file add this:

            Source https://stackoverflow.com/questions/67729696

            QUESTION

            UI position differs from window size
            Asked 2021-May-04 at 18:09

            I'm making a training project (Arkanoid). When bonus block is destroyed, the paddle is temporarily expended and this effect is illustrated by the timebar. The problem is timebar position. For some reason it depends on window size. Could you please help me to understand the reason of this problem and ways to solve it?

            I adjusted its position for this case and it looks good:

            But when I maximize on play it appears in a strange position.

            The timebar is instantiated by this code:

            ...

            ANSWER

            Answered 2021-May-04 at 18:09

            The issue is related to your Canvas in some way, yes, but mainly lies with the UI component you have not being anchored at all. As screen size can change quite drastically, to assure UI elements are relatively the same across all platforms and resolutions, anchor points are used. Think of them as a definitive point relative to screen size where an object will want to be.

            When selecting a UI object, the top of the inspector of this object should show a RectTrasnform, which has a square with a box and some arrows. This box is a visual representation of the anchor points of this object and how it will attempt to be placed when the screen resolution drastically changes from whatever you are using in the editor.

            After clicking on this box, you will be met with a few different options. You are able to both set the anchor point, which is what you want as well as the position. I tend to anchor an object then move the position myself to a location I like. For your case, I would select the top-left anchor point, then drag it to a location relative to the top-left anchor you prefer.

            Another issue could be how your Canvas is set up.

            I would make your UI set to Scale with Screen Size so the UI can auto-adjust itself to the new resolution, but keeps the anchor points you set. That way, your UI is dynamic. You can also set a goal resolution which is the resolution your UI assets or screen resolution is intended to be at. Along with this, you can tell the scalar how you would like it to attempt to fit to the screen by matching the width, matching the height, expanding or shrinking.

            Source https://stackoverflow.com/questions/67389883

            QUESTION

            Can't see UI elements on the scene (Unity)
            Asked 2021-May-04 at 17:43

            I'm making a training project (Arkanoid). When bonus block is destroyed, the paddle is temporarily expended and this effect is illustrated by the timebar. The problem is that TimeBar object is instantiated and destroyed after bonus time expires, but I can't see the time bar and the text on the scene.

            So I created LinearTimer prefab that consists of UI Image (white bar) and UI Text ("Bonus Text"):

            Prefab screenshot

            There is a script that animates the timebar in a proper way. Debug messages appear in the console correctly:

            ...

            ANSWER

            Answered 2021-May-03 at 16:24

            You can't see the LinearTimer object because this object is an UI element.

            UI elements are always rendered in canvas.

            Just drag your LinearTimer object into Game Canvas object.

            Edit : You should use this GameObject.Find("Game Canvas").transform instead of this transform.Find("Game Canvas").

            Source https://stackoverflow.com/questions/67371876

            QUESTION

            "mousePressed/mouseClicked" is not working for any reason
            Asked 2021-Feb-02 at 19:18

            So basically , I'm doing an arkanoid , and I want that when I click in my programm, an action starts.

            This is my code so far:

            ...

            ANSWER

            Answered 2021-Feb-02 at 19:18
            canvas.addMouseMotionListener(new MouseAdapter() {
                
                public void mousePressed(MouseEvent e) {
            

            Source https://stackoverflow.com/questions/66015715

            QUESTION

            RectF goes out of borders on Canvas
            Asked 2020-Dec-16 at 16:50

            I'm improving a simple Android game called Arkanoid, where I'm having a small problem drawing a RectF on a Canvas.

            I implemented a power-up option where, if you take this power-up, the Paddle streches from a 200x Paddle to a 500x Paddle.

            ...

            ANSWER

            Answered 2020-Dec-16 at 16:50
              //set to ZERO if not needed
            final cMargin = 10;
            int cPaddingWidth;
            final int cPaddingHeight = 40;
            final RectF cRectF = new RectF();
            if (powerUpTaken) cPaddingWidth = 500;
            else cPaddingWidth = 200;
            cRectF.left = Math.max(cMargin, flipper.getX());
            cRectF.right = cRect.left + cPaddingWidth;
            if (cRectF.right > (this.getWidth() - cMargin)) {
                cRectF.left = (this.getWidth() - cMargin) - cPaddingWidth;
                cRectF.right = cRectF.left + cPaddingWidth;
            }
            cRectF.top = Math.max(0, flipper.getY());
            cRectF.bottom = cRect.top + cPaddingHeight;
            r.set(cRectF);
            

            Source https://stackoverflow.com/questions/65321758

            QUESTION

            Using uninitialized memory c++ box2D
            Asked 2020-Sep-02 at 08:02

            I'm trying to create a simple Arkanoid game with Box2d, and right now I'm trying to detect the collision between the ball and the blocks, but when I debug the code, it keeps giving me the error: "The variable 'block' is being used without being initialized". What should I do the solve this problem? The blocks (red) are like this in the game:

            ...

            ANSWER

            Answered 2020-Sep-02 at 08:02

            You have the following code:

            Source https://stackoverflow.com/questions/63694735

            QUESTION

            call method from another class from array of objects?
            Asked 2020-Mar-05 at 05:38

            I´m doing an Arkanoid with P5 and I created a class Block, is just a constructor and a method draw.

            ...

            ANSWER

            Answered 2020-Mar-05 at 05:01

            You are checking i<=5 inside your second loop, you should be checking `j<=5'

            Source https://stackoverflow.com/questions/60538317

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

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