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angular6-memory-game | A tiny game written in angular2 | Game Engine library

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kandi X-RAY | angular6-memory-game Summary

angular6-memory-game is a TypeScript library typically used in Gaming, Game Engine, Angular applications. angular6-memory-game has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has low support. You can download it from GitHub.
A tiny game written in angular2. It's inspired by IgorMinar's Memory-Game

kandi-support Support

  • angular6-memory-game has a low active ecosystem.
  • It has 15 star(s) with 7 fork(s). There are 6 watchers for this library.
  • It had no major release in the last 12 months.
  • There are 0 open issues and 3 have been closed. On average issues are closed in 258 days. There are no pull requests.
  • It has a neutral sentiment in the developer community.
  • The latest version of angular6-memory-game is current.

quality kandi Quality

  • angular6-memory-game has 0 bugs and 0 code smells.


  • angular6-memory-game has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
  • angular6-memory-game code analysis shows 0 unresolved vulnerabilities.
  • There are 0 security hotspots that need review.

license License

  • angular6-memory-game is licensed under the GPL-3.0 License. This license is Strong Copyleft.
  • Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.


  • angular6-memory-game 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.
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angular6-memory-game Key Features

A tiny game written in angular2. It's inspired by IgorMinar's Memory-Game

angular6-memory-game Examples and Code Snippets

  • File Structure
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File Structure

├── assets
│   ├── 8-ball.png
│   ├── ...
│   ├── favicon.ico
│   ├── ...
│   └── zeppelin.png
├── environments
│   ├── environment.prod.ts
│   └── environment.ts
├── helper
│   ├── array.ts
│   ├── event.ts
│   └── object.ts
├── memorygame
│   ├── chessboard
│   │   ├── card.component.css
│   │   ├── card.component.html
│   │   ├── card.component.ts
│   │   ├── chessboard.component.css
│   │   ├── chessboard.component.html
│   │   └── chessboard.component.ts
│   ├── dashboard
│   │   ├── dashboard.component.css
│   │   ├── dashboard.component.html
│   │   ├── dashboard.component.ts
│   │   ├── info.component.css
│   │   ├── info.component.html
│   │   ├── info.component.ts
│   │   ├── logo.component.css
│   │   ├── logo.component.html
│   │   └── logo.component.ts
│   ├── status
│   │   ├── status.component.css
│   │   ├── status.component.html
│   │   └── status.component.ts
│   ├── memory.component.css
│   ├── memory.component.html
│   └── memory.component.ts
├── store
│   ├── action
│   │   └── index.ts
│   ├── interface
│   │   ├── ICard.ts
│   │   ├── IState.ts
│   │   ├── status.ts
│   │   └── index.ts
│   ├── model
│   │   └── card.ts
│   ├── reducer
│   │   └── index.ts
│   └── index.ts
├── index.css
├── index.html
├── index.ts
├── polyfills.ts
├── tsconfig.json
└── typings.d.ts

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Trending Discussions on Game Engine


Unity 3'nd Person Controller Camera Acting Weird

Asked 2022-Apr-08 at 23:22

I'm very new in Unity and Stackowerflow. If i did something wrong, please don't judge me ^^ I used Unity's TPS Controller asset for my game. In first, it worked very well. But then It broke. But i didn't do anything :( (i don't even touch scripts or prefabs). After that, i deleted asset and re-download it but it didnt work again. Here is one example from my broken scene and these are the codes from my controller. Thanks For Any Kind of Help.

Starter Assets Input

using UnityEngine;
using UnityEngine.InputSystem;

namespace StarterAssets
    public class StarterAssetsInputs : MonoBehaviour
        [Header("Character Input Values")]
        public Vector2 move;
        public Vector2 look;
        public bool jump;
        public bool sprint;

        [Header("Movement Settings")]
        public bool analogMovement;

        [Header("Mouse Cursor Settings")]
        public bool cursorLocked = true;
        public bool cursorInputForLook = true;

        public void OnMove(InputValue value)

        public void OnLook(InputValue value)

        public void OnJump(InputValue value)

        public void OnSprint(InputValue value)
    // old input sys if we do decide to have it (most likely wont)...

        public void MoveInput(Vector2 newMoveDirection)
            move = newMoveDirection;

        public void LookInput(Vector2 newLookDirection)
            look = newLookDirection;

        public void JumpInput(bool newJumpState)
            jump = newJumpState;

        public void SprintInput(bool newSprintState)
            sprint = newSprintState;


        private void OnApplicationFocus(bool hasFocus)

        private void SetCursorState(bool newState)
            Cursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None;



Third Person Controller

using UnityEngine;
using UnityEngine.InputSystem;

/* Note: animations are called via the controller for both the character and capsule using animator null checks

namespace StarterAssets
    public class ThirdPersonController : MonoBehaviour
        [Tooltip("Move speed of the character in m/s")]
        public float MoveSpeed = 2.0f;
        [Tooltip("Sprint speed of the character in m/s")]
        public float SprintSpeed = 5.335f;
        [Tooltip("How fast the character turns to face movement direction")]
        [Range(0.0f, 0.3f)]
        public float RotationSmoothTime = 0.12f;
        [Tooltip("Acceleration and deceleration")]
        public float SpeedChangeRate = 10.0f;

        [Tooltip("The height the player can jump")]
        public float JumpHeight = 1.2f;
        [Tooltip("The character uses its own gravity value. The engine default is -9.81f")]
        public float Gravity = -15.0f;

        [Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")]
        public float JumpTimeout = 0.50f;
        [Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")]
        public float FallTimeout = 0.15f;

        [Header("Player Grounded")]
        [Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")]
        public bool Grounded = true;
        [Tooltip("Useful for rough ground")]
        public float GroundedOffset = -0.14f;
        [Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")]
        public float GroundedRadius = 0.28f;
        [Tooltip("What layers the character uses as ground")]
        public LayerMask GroundLayers;

        [Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")]
        public GameObject CinemachineCameraTarget;
        [Tooltip("How far in degrees can you move the camera up")]
        public float TopClamp = 70.0f;
        [Tooltip("How far in degrees can you move the camera down")]
        public float BottomClamp = -30.0f;
        [Tooltip("Additional degress to override the camera. Useful for fine tuning camera position when locked")]
        public float CameraAngleOverride = 0.0f;
        [Tooltip("For locking the camera position on all axis")]
        public bool LockCameraPosition = false;

        // cinemachine
        private float _cinemachineTargetYaw;
        private float _cinemachineTargetPitch;

        // player
        private float _speed;
        private float _animationBlend;
        private float _targetRotation = 0.0f;
        private float _rotationVelocity;
        private float _verticalVelocity;
        private float _terminalVelocity = 53.0f;

        // timeout deltatime
        private float _jumpTimeoutDelta;
        private float _fallTimeoutDelta;

        // animation IDs
        private int _animIDSpeed;
        private int _animIDGrounded;
        private int _animIDJump;
        private int _animIDFreeFall;
        private int _animIDMotionSpeed;

        private Animator _animator;
        private CharacterController _controller;
        private StarterAssetsInputs _input;
        private GameObject _mainCamera;

        private const float _threshold = 0.01f;

        private bool _hasAnimator;

        private void Awake()
            // get a reference to our main camera
            if (_mainCamera == null)
                _mainCamera = GameObject.FindGameObjectWithTag("MainCamera");

        private void Start()
            _hasAnimator = TryGetComponent(out _animator);
            _controller = GetComponent<CharacterController>();
            _input = GetComponent<StarterAssetsInputs>();


            // reset our timeouts on start
            _jumpTimeoutDelta = JumpTimeout;
            _fallTimeoutDelta = FallTimeout;

        private void Update()
            _hasAnimator = TryGetComponent(out _animator);

        private void LateUpdate()

        private void AssignAnimationIDs()
            _animIDSpeed = Animator.StringToHash("Speed");
            _animIDGrounded = Animator.StringToHash("Grounded");
            _animIDJump = Animator.StringToHash("Jump");
            _animIDFreeFall = Animator.StringToHash("FreeFall");
            _animIDMotionSpeed = Animator.StringToHash("MotionSpeed");

        private void GroundedCheck()
            // set sphere position, with offset
            Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z);
            Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers, QueryTriggerInteraction.Ignore);

            // update animator if using character
            if (_hasAnimator)
                _animator.SetBool(_animIDGrounded, Grounded);

        private void CameraRotation()
            // if there is an input and camera position is not fixed
            if (_input.look.sqrMagnitude >= _threshold && !LockCameraPosition)
                _cinemachineTargetYaw += _input.look.x * Time.deltaTime;
                _cinemachineTargetPitch += _input.look.y * Time.deltaTime;

            // clamp our rotations so our values are limited 360 degrees
            _cinemachineTargetYaw = ClampAngle(_cinemachineTargetYaw, float.MinValue, float.MaxValue);
            _cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp);

            // Cinemachine will follow this target
            CinemachineCameraTarget.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride, _cinemachineTargetYaw, 0.0f);

        private void Move()
            // set target speed based on move speed, sprint speed and if sprint is pressed
            float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed;

            // a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon

            // note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude
            // if there is no input, set the target speed to 0
            if (_input.move == Vector2.zero) targetSpeed = 0.0f;

            // a reference to the players current horizontal velocity
            float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude;

            float speedOffset = 0.1f;
            float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f;

            // accelerate or decelerate to target speed
            if (currentHorizontalSpeed < targetSpeed - speedOffset || currentHorizontalSpeed > targetSpeed + speedOffset)
                // creates curved result rather than a linear one giving a more organic speed change
                // note T in Lerp is clamped, so we don't need to clamp our speed
                _speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude, Time.deltaTime * SpeedChangeRate);

                // round speed to 3 decimal places
                _speed = Mathf.Round(_speed * 1000f) / 1000f;
                _speed = targetSpeed;
            _animationBlend = Mathf.Lerp(_animationBlend, targetSpeed, Time.deltaTime * SpeedChangeRate);

            // normalise input direction
            Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized;

            // note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude
            // if there is a move input rotate player when the player is moving
            if (_input.move != Vector2.zero)
                _targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg + _mainCamera.transform.eulerAngles.y;
                float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, _targetRotation, ref _rotationVelocity, RotationSmoothTime);

                // rotate to face input direction relative to camera position
                transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f);

            Vector3 targetDirection = Quaternion.Euler(0.0f, _targetRotation, 0.0f) * Vector3.forward;

            // move the player
            _controller.Move(targetDirection.normalized * (_speed * Time.deltaTime) + new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);

            // update animator if using character
            if (_hasAnimator)
                _animator.SetFloat(_animIDSpeed, _animationBlend);
                _animator.SetFloat(_animIDMotionSpeed, inputMagnitude);

        private void JumpAndGravity()
            if (Grounded)
                // reset the fall timeout timer
                _fallTimeoutDelta = FallTimeout;

                // update animator if using character
                if (_hasAnimator)
                    _animator.SetBool(_animIDJump, false);
                    _animator.SetBool(_animIDFreeFall, false);

                // stop our velocity dropping infinitely when grounded
                if (_verticalVelocity < 0.0f)
                    _verticalVelocity = -2f;

                // Jump
                if (_input.jump && _jumpTimeoutDelta <= 0.0f)
                    // the square root of H * -2 * G = how much velocity needed to reach desired height
                    _verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity);

                    // update animator if using character
                    if (_hasAnimator)
                        _animator.SetBool(_animIDJump, true);

                // jump timeout
                if (_jumpTimeoutDelta >= 0.0f)
                    _jumpTimeoutDelta -= Time.deltaTime;
                // reset the jump timeout timer
                _jumpTimeoutDelta = JumpTimeout;

                // fall timeout
                if (_fallTimeoutDelta >= 0.0f)
                    _fallTimeoutDelta -= Time.deltaTime;
                    // update animator if using character
                    if (_hasAnimator)
                        _animator.SetBool(_animIDFreeFall, true);

                // if we are not grounded, do not jump
                _input.jump = false;

            // apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time)
            if (_verticalVelocity < _terminalVelocity)
                _verticalVelocity += Gravity * Time.deltaTime;

        private static float ClampAngle(float lfAngle, float lfMin, float lfMax)
            if (lfAngle < -360f) lfAngle += 360f;
            if (lfAngle > 360f) lfAngle -= 360f;
            return Mathf.Clamp(lfAngle, lfMin, lfMax);

        private void OnDrawGizmosSelected()
            Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f);
            Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f);

            if (Grounded) Gizmos.color = transparentGreen;
            else Gizmos.color = transparentRed;
            // when selected, draw a gizmo in the position of, and matching radius of, the grounded collider
            Gizmos.DrawSphere(new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z), GroundedRadius);


Answered 2022-Apr-08 at 23:22

I had the same problem too. I researched a lot of documents about that and finally, I solved this problem. The problem is not about your codes or events or smth else. The problem is related to Unity. I don't know the exact reason for the problem but you can solve it this way: First, go Edit > Project Settings and select Input System Package from the Left tab. And then, change the Update Method with Process Events In Dynamic Update. And that's all! Dynamic update means the usual Update method that you see in the scripts void Update().


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Source https://stackoverflow.com/questions/71804001

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


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Install angular6-memory-game

You can download it from GitHub.


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