mazegenerator | Generate mazes of different shapes | Generator Utils library
kandi X-RAY | mazegenerator Summary
kandi X-RAY | mazegenerator Summary
Generate mazes of different shapes and arbitrary sizes using graph theory
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QUESTION
So since im trying to learn c++ i have been followin onelonecoders tutorial, however i am stuck. The class that i made "mazeGenerator" will not be instantiated. other questions like mine have as solution using const on the onUserUpdate function however, this has not worked, I've had other problems that i was able to fix but i cant find a solution for this one.
Thank you very much in advance!
the solution is probably under my nose, but i just cant find it
Heres the code i have written so far:
...ANSWER
Answered 2021-Apr-21 at 17:23I think that the problem is that the function you wrote in the derived class, onUserUpdate
, should be OnUserUpdate
- with a capital O
.
In addition, add the override
keyword before the function implementation. Change
QUESTION
I was told my code contains a lot of force unwrapping. I thought it's okay to do that if I am sure that the value operated won't be nil:
...ANSWER
Answered 2020-Aug-31 at 08:39It is recommended to avoid over using the force-unwrapping the optional
variables.
Even if you're sure, the code might generate nil
values in some corner cases that you might have not expected earlier. This will then result in unnecessarily crashing your app and giving a bad user experience.
Try using Optional Binding if-let
/ guard-let
statement to unwrap your optionals safely.
QUESTION
I'm trying to pass a class reference to a field, but I get the error "'mazeGenerator::maze' references must be initialized".
I tried initializing 'maze' above the class constructor.
Why is this happening?
...ANSWER
Answered 2020-Jun-01 at 12:24You must initialize data members of reference type with a member initializer list, like this:
QUESTION
I have two classes:
MazeGenerator.js
...ANSWER
Answered 2020-May-06 at 14:40Add event to the class using EventEmitter
Your code would look like this:
QUESTION
I have a maze game ( making player and end goal later) and im trying to make a span that will show up once the game is completed. so far its doing nothing.
Ive tried this
...ANSWER
Answered 2019-Oct-09 at 17:55There are several things wrong with your code:
- You are never calling
checkGameFinished()
, so the check and the hiding are never performed - By the time your script is executed, the element
#mazeComplete
does not exist yet. Move your script to the end of the body. - In your if conditions,
gameComplete = false
andgameComplete = true
are not comparing the value, but setting it! Change the operator to===
to perform a type-safe comparison.
QUESTION
I am making a maze game and the keys which are needed to be collected to complete it wont appear again if the game restarts, I get the following error;
...ANSWER
Answered 2018-Dec-11 at 14:22Update:
This answer is wrong at first place. The exception is complaining about accessing the MazeDirectives
's transform
, not mazeGoal
object.
But the comments below did give some useful info. So I'm keeping this post for references.
For complete solution, see here.
From the line mazeGoal.transform.SetParent(transform);
throws the exception:
QUESTION
I have two scenes: Menu and Game where the maze is randomly generated every launch.
After the Player dies in the maze I load the scene Menu where the Player can press button Start which should generate a new maze but instead it just loads the old scene with maze where Player died earlier.
I want to generate the new maze every time after pressing Start button.
Also, when I play the scene with maze separately everything works correctly
For scene loading I use:
ANSWER
Answered 2018-Dec-06 at 18:51This is somewhat brute force, but should do the trick. This routine would be called from the main menu scene before you load the maze scene.
QUESTION
I have two classes added like this
MazeGenerator has delegate and event:
...ANSWER
Answered 2018-Dec-07 at 00:49You need to add and remove listeners correctly. For example, in OnEnable() add listeners and in OnDisable() remove them like below:
You can use UnityEvent and UnityAction in unity as well.
QUESTION
Hi i have a node js server and im using sockets to communicate.
Index:
...ANSWER
Answered 2018-Feb-07 at 22:35Since the connection is proven to be established, I suspect this is an issue of a way you emit the data. Your second parameter hi
may not be taken as a data to be transmitted, according to
https://socket.io/docs/server-api/#socket-emit-eventname-args-ack
In my understanding, socket.io
emit Object
instead of String
so can you try this?
QUESTION
ANSWER
Answered 2017-Dec-16 at 23:40To rotate all the cubes at once, I would rotate the parent object they are all attached to. I would simply change the rotation of the parent object in the Start
function of your MazeGenerator
script, so your Start
would look like this:
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