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Description
Page URL
https://docs.flutter.dev/get-startedextends Node # Musiqa fayllari ro'yxati @export var playlist := [ "res://music/track1.ogg", "res://music/track2.ogg", "res://music/track3.ogg" ] var audio_player := AudioStreamPlayer.new() var current_index := 0 func _ready(): add_child(audio_player) play_track(current_index) audio_player.connect("finished", Callable(self, "_on_track_finished")) # Musiqa ijro etish func play_track(index): if index >= 0 and index < playlist.size(): audio_player.stream = load(playlist[index]) audio_player.play() # Track tugaganda keyingisini ijro etish func _on_track_finished(): current_index += 1 if current_index >= playlist.size(): current_index = 0 # loop play_track(current_index)
Page source
https://github.com/flutter/website/blobextends Node3D @export var model_path := "res://car.glb" var car_instance: Node3D func _ready(): car_instance = load(model_path).instantiate() car_instance.position = Vector3(0, 0, 0) add_child(car_instance)extends RigidBody3D @export var speed := 20.0 @export var turn_speed := 3.0 func _physics_process(delta): var forward = Vector3.ZERO var turn = 0.0 # Harakat klavishlari if Input.is_action_pressed("ui_up"): forward.z -= 1 if Input.is_action_pressed("ui_down"): forward.z += 1 if Input.is_action_pressed("ui_left"): turn += 1 if Input.is_action_pressed("ui_right"): turn -= 1 # Harakat va burilish if forward != Vector3.ZERO: forward = forward.normalized() apply_central_impulse(transform.basis.z * -forward.z * speed) if turn != 0: rotate_y(turn * turn_speed * delta)/main/src/content/get-started/index.md
Describe the problem
void main() {
for (var i = 0; i < 10; i++) {
print('hello ${i + 1}');
}
}void main() {
for (var i = 0; i < 10; i++) {
print('hello ${i + 1}');
}
}
extends Node
Musiqa fayllari ro'yxati
@export var playlist := [
"res://music/track1.ogg",
"res://music/track2.ogg",
"res://music/track3.ogg"
]
var audio_player := AudioStreamPlayer.new()
var current_index := 0
func _ready():
add_child(audio_player)
play_track(current_index)
audio_player.connect("finished", Callable(self, "_on_track_finished"))
Musiqa ijro etish
func play_track(index):
if index >= 0 and index < playlist.size():
audio_player.stream = load(playlist[index])
audio_player.play()
Track tugaganda keyingisini ijro etish
func _on_track_finished():
current_index += 1
if current_index >= playlist.size():
current_index = 0 # loop
play_track(current_index)extends Node3D
@export var model_path := "res://car.glb"
var car_instance: Node3D
func _ready():
car_instance = load(model_path).instantiate()
car_instance.position = Vector3(0, 0, 0)
add_child(car_instance)extends RigidBody3D
@export var speed := 20.0
@export var turn_speed := 3.0
func _physics_process(delta):
var forward = Vector3.ZERO
var turn = 0.0
# Harakat klavishlari
if Input.is_action_pressed("ui_up"):
forward.z -= 1
if Input.is_action_pressed("ui_down"):
forward.z += 1
if Input.is_action_pressed("ui_left"):
turn += 1
if Input.is_action_pressed("ui_right"):
turn -= 1
# Harakat va burilish
if forward != Vector3.ZERO:
forward = forward.normalized()
apply_central_impulse(transform.basis.z * -forward.z * speed)
if turn != 0:
rotate_y(turn * turn_speed * delta)health = 9999
ammo = 9999func take_damage(dmg):
returnammo = 9999func _ready():
health = 9999
ammo = 9999import pygame
import sys
pygame.init()
O'yin oynasi
WIDTH, HEIGHT = 800, 600
win = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Calf Batl Prototype")
Ranglar
WHITE = (255,255,255)
RED = (255,0,0)
BLUE = (0,0,255)
O'yinchi class
class Player:
def init(self, x, y, color):
self.x = x
self.y = y
self.color = color
self.width = 40
self.height = 60
self.vel = 5
self.bullets = []
def draw(self, win):
pygame.draw.rect(win, self.color, (self.x, self.y, self.width, self.height))
for bullet in self.bullets:
pygame.draw.rect(win, RED, bullet)
def move(self, keys, up, down, left, right):
if keys[up] and self.y - self.vel > 0:
self.y -= self.vel
if keys[down] and self.y + self.vel + self.height < HEIGHT:
self.y += self.vel
if keys[left] and self.x - self.vel > 0:
self.x -= self.vel
if keys[right] and self.x + self.vel + self.width < WIDTH:
self.x += self.vel
def shoot(self):
bullet = pygame.Rect(self.x + self.width//2, self.y, 5, 10)
self.bullets.append(bullet)
O'yinchilar
player1 = Player(100, HEIGHT//2, BLUE)
player2 = Player(700, HEIGHT//2, RED)
clock = pygame.time.Clock()
O'yin loop
while True:
clock.tick(60)
win.fill(WHITE)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player1.shoot()
if event.key == pygame.K_RETURN:
player2.shoot()
keys = pygame.key.get_pressed()
player1.move(keys, pygame.K_w, pygame.K_s, pygame.K_a, pygame.K_d)
player2.move(keys, pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT, pygame.K_RIGHT)
# Harakatlanayotgan o'q
for bullet in player1.bullets:
bullet.y -= 7
if bullet.y < 0:
player1.bullets.remove(bullet)
for bullet in player2.bullets:
bullet.y -= 7
if bullet.y < 0:
player2.bullets.remove(bullet)
# Chizish
player1.draw(win)
player2.draw(win)
pygame.display.update()unit barkamol;
interface
implementation
initialization
begin
end;
finalization
begin
end;
end.
if (devMode)
{
damage = 999;
ammo = 999;
}calf batlusing UnityEngine;
public class DevMode : MonoBehaviour
{
public bool devMode = false;
void Update()
{
if (Input.GetKeyDown(KeyCode.F10))
{
devMode = !devMode;
Debug.Log("DEV MODE: " + devMode);
}
if (devMode)
{
PlayerPrefs.SetInt("AllWeapons", 1);
PlayerPrefs.SetInt("AllCars", 1);
PlayerPrefs.SetInt("AllZones", 1);
}
}
}if (devMode)
{
damage = 999;
ammo = 999;
}if (devMode)
{
carSpeed = 200f;
}if (devMode)
{
canEnterZone = true;
}if (Input.GetKeyDown(KeyCode.F1))
{
devMode = !devMode;
playerDamage = devMode ? 999 : 20;
}using UnityEngine;
public class Parachute : MonoBehaviour
{
public Rigidbody rb;
public bool parachuteOpen = false;
public float fallSpeed = -2f;
void Update()
{
if (Input.GetKeyDown(KeyCode.P))
{
parachuteOpen = true;
}
}
void FixedUpdate()
{
if (parachuteOpen)
{
rb.velocity = new Vector3(rb.velocity.x, fallSpeed, rbunit barkamol;
interface
implementation
initialization
begin
end;
finalization
begin
end;
end.
if (devMode)
{
damage = 999;
ammo = 999;
}calf batlusing UnityEngine;
public class DevMode : MonoBehaviour
{
public bool devMode = false;
void Update()
{
if (Input.GetKeyDown(KeyCode.F10))
{
devMode = !devMode;
Debug.Log("DEV MODE: " + devMode);
}
if (devMode)
{
PlayerPrefs.SetInt("AllWeapons", 1);
PlayerPrefs.SetInt("AllCars", 1);
PlayerPrefs.SetInt("AllZones", 1);
}
}
}if (devMode)
{
damage = 999;
ammo = 999;
}if (devMode)
{
carSpeed = 200f;
}if (devMode)
{
canEnterZone = true;
}if (Input.GetKeyDown(KeyCode.F1))
{
devMode = !devMode;
playerDamage = devMode ? 999 : 20;
}using UnityEngine;
public class Parachute : MonoBehaviour
{
public Rigidbody rb;
public bool parachuteOpen = false;
public float fallSpeed = -2f;
void Update()
{
if (Input.GetKeyDown(KeyCode.P))
{
parachuteOpen = true;
}
}
void FixedUpdate()
{
if (parachuteOpen)
{
rb.velocity = new Vector3(rb.velocity.x, fallSpeed, rbunit barkamol;
interface
implementation
initialization
begin
end;
finalization
begin
end;
end.
if (devMode)
{
damage = 999;
ammo = 999;
}calf batlusing UnityEngine;
public class DevMode : MonoBehaviour
{
public bool devMode = false;
void Update()
{
if (Input.GetKeyDown(KeyCode.F10))
{
devMode = !devMode;
Debug.Log("DEV MODE: " + devMode);
}
if (devMode)
{
PlayerPrefs.SetInt("AllWeapons", 1);
PlayerPrefs.SetInt("AllCars", 1);
PlayerPrefs.SetInt("AllZones", 1);
}
}
}if (devMode)
{
damage = 999;
ammo = 999;
}if (devMode)
{
carSpeed = 200f;
}if (devMode)
{
canEnterZone = true;
}if (Input.GetKeyDown(KeyCode.F1))
{
devMode = !devMode;
playerDamage = devMode ? 999 : 20;
}using UnityEngine;
public class Parachute : MonoBehaviour
{
public Rigidbody rb;
public bool parachuteOpen = false;
public float fallSpeed = -2f;
void Update()
{
if (Input.GetKeyDown(KeyCode.P))
{
parachuteOpen = true;
}
}
void FixedUpdate()
{
if (parachuteOpen)
{
rb.velocity = new Vector3(rb.velocity.x, fallSpeed, rb
Expected fix
bbbbb
Additional context
void main() {
for (var i = 0; i < 10; i++) {
print('hello ${i + 1}');
}
}void main() {
for (var i = 0; i < 10; i++) {
print('hello ${i + 1}');
}
}
extends Node
Musiqa fayllari ro'yxati
@export var playlist := [
"res://music/track1.ogg",
"res://music/track2.ogg",
"res://music/track3.ogg"
]
var audio_player := AudioStreamPlayer.new()
var current_index := 0
func _ready():
add_child(audio_player)
play_track(current_index)
audio_player.connect("finished", Callable(self, "_on_track_finished"))
Musiqa ijro etish
func play_track(index):
if index >= 0 and index < playlist.size():
audio_player.stream = load(playlist[index])
audio_player.play()
Track tugaganda keyingisini ijro etish
func _on_track_finished():
current_index += 1
if current_index >= playlist.size():
current_index = 0 # loop
play_track(current_index)extends RigidBody3D
@export var speed := 20.0
@export var turn_speed := 3.0
func _physics_process(delta):
var forward = Vector3.ZERO
var turn = 0.0
# Harakat klavishlari
if Input.is_action_pressed("ui_up"):
forward.z -= 1
if Input.is_action_pressed("ui_down"):
forward.z += 1
if Input.is_action_pressed("ui_left"):
turn += 1
if Input.is_action_pressed("ui_right"):
turn -= 1
# Harakat va burilish
if forward != Vector3.ZERO:
forward = forward.normalized()
apply_central_impulse(transform.basis.z * -forward.z * speed)
if turn != 0:
rotate_y(turn * turn_speed * delta)health = 9999
ammo = 9999extends Node3D
@export var model_path := "res://car.glb"
var car_instance: Node3D
func _ready():
car_instance = load(model_path).instantiate()
car_instance.position = Vector3(0, 0, 0)
add_child(car_instance)
I would like to fix this problem.
- I will try and fix this problem on docs.flutter.dev.