chess | Chess game powered by Unreal Engine | Game Engine library
kandi X-RAY | chess Summary
kandi X-RAY | chess Summary
Chess game build in Unreal Engine 4 (Version 4.22). This project in still under construction. There is a video which demonstrates a bit older version of the game.
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Trending Discussions on chess
QUESTION
I'm having a problem with if statements that I cannot figure out.
My code:
ANSWER
Answered 2021-Jun-15 at 07:44A "for expression" must return unit
, so the result is not propagated. For example:
QUESTION
I have the following data stored in a DynamoDB table called elo-history
.
ANSWER
Answered 2021-Jun-13 at 15:03It looks like you're modeling the one-to-many relationship between Games and Results using a complex attribute (e.g. a list or objects) on the Game item. This is a completely valid approach to modeling one-to-many relationships and is best used when 1) the results data doesn't change (or change often) and 2) you don't have any access patterns around Results.
Since it sounds like you do have access patterns around Results, you'd be better off storing your Results in their own items.
For example, you might consider modeling results in the user partition with a PK=USER#user_id SK=RESULT#game_id. This would allow you to fetch results by User ID (QUERY where PK=USER#user_id SK begins_with RESULT). Alternatively, you could model results with a PK=RESULT#game_id SK=USER#user_id and create a GSI that swaps the PK/SK's which will allow you to group results by User.
I don't know the specifics around your access patterns, but can say that you'll need to move results into their own items if you want to support access patterns around game results.
QUESTION
I have a dataframe like this
...ANSWER
Answered 2021-Jun-11 at 13:26Replace "" will "emp" using Series.replace()
then merge columns values using join()
over iteration on columns
QUESTION
I would need some help. I can only use vanila css, html , javascript
I want to create Buttons that show/hide certain rows in a table I created with with HTML. If i give every row a class, how can I attach the show/hiding of certain tr to a button? I tried the other solutions on similar questions but couldnt figure it out.
...ANSWER
Answered 2021-Jun-11 at 10:44You can create a function that takes in the target class name. With the class name you can query the document for all nodes that match, and change the node.style.display
attribute.
QUESTION
I'm making a chess opening trainer. I have a working game using cm-chessboard based on an example, and I'm using an API to get the computer's moves. I have condensed my code and removed this API so it's easier to read. In this version, the computer makes random moves from all valid chess moves.
The idea is, the API gets the best move, and then the player tries to input that move by moving a piece. If the player is correct, the computer moves for their next go, but if the player incorrectly guesses the best move, they are told 'Incorrect!' and are able to try again.
However, my code works fine when they are correct, but breaks when they are incorrect.
Here's what I have done:
...ANSWER
Answered 2021-Jun-08 at 18:02I played around a bit and I was able to use this to get it to work. This is around line 90 of your code. It uses your code to check if the move is not the correct one and resets it back until you do the correct move
QUESTION
I wanted to create a chess program using OOP. So I made a superclass Pieces
, a subclass Bishop
, and a UI class GameUI
. I created a canvas in the class GameUI. I wanted, that when I instantiate an object bishop in the class GameUI
, it shows an Image from a bishop, on the canvas.
The problem is, when I instantiate the Bishop
, I don't see any image. So I tried to do the same with a text : instead of using the method create_image from the class Canvas
, I used the method create_text, and it worked : I saw a text on the canvas. That means, the problem comes from the method create_image
, and I don't understand it.
If I create an Image directly in the class GameUi
, it works! but that's not what I want...
So I don't have any error message. I see the canvas (with a blue background), but no image on it.
Here's the code :
...ANSWER
Answered 2021-Jun-08 at 08:56To make your code work, I decided to sort of rewrite it based on this answer. It works now, but really the only thing that you needed to add was self.icon
instead of icon
. icon
gets garbage collected since there is no further reference to it, while self.icon
remains. Also, it's not entirely the same as yours was, so it probably needs a bit of rewriting too.
QUESTION
I'm building a very original game based in cubes you place in a sandbox world (a totally unique concept that will revolutionize gaming as we know it) and I'm working with the chunk generation. Here's what I have so far:
My blocks are defined in an object literal:
...ANSWER
Answered 2021-Jun-01 at 10:32I solved it after finding a reference to THREE.UVMapping in the docs. When sending the geometry to the GPU, textures coordinates need to be a biyection from the vertices coordinates. To achieve this, I defined the following three attributes in my blocks:
QUESTION
I'm working on a project dealing with chess games. After some processing of the data I need to get the FEN (https://en.wikipedia.org/wiki/Forsyth%E2%80%93Edwards_Notation) notation of a particular position. I've already written the code for each piece FEN encoding, but I'm having a hard time encoding the character that represents the number of consecutive squares that are not occupied.
As an example, take the following FEN code:
...ANSWER
Answered 2021-Apr-11 at 13:53The issue with mapply
is that it is looking at a fresh copy of the FEN string for each replacement, which is not what you need. I think you can use a Reduce
mindset:
(BTW, your pattern for "5" has 6 ones, this fixed that.)
QUESTION
So, for room_attic, how can I let option A show different things when you have a different condition, like, when you have cheese you can throw in it when you have a ball of string, you can use it, and then come back two different results. And how to make an option one time, like after you pick up the ball of string, and when you go back to def_living room, it will not show again string information.
...ANSWER
Answered 2021-Jun-04 at 15:07Instead of coding all the prompts you want to print inside the function, you could save them to a list or dictionary. Then, when a prompt is no longer available to use, you could del
it from the list/dictionary.
For example, each element of living_room_prompts
is a tuple containing four elements: the prompt string, the function to call if that prompt is selected, and the arguments to pass to the callback function, and a boolean telling us whether or not we can select this option again:
QUESTION
I am currently writing an image recognition script that makes a 2D array out of an image of a chess board for my chess project. However, I found it quite difficult to find which squares are empty:
So far, I have used the Canny edge detection on my image after applying the gaussian blur, which yielded the following results:
The code I used was:
...ANSWER
Answered 2021-Jun-04 at 07:24You can find chessboard and even find it's pose like here. Then you'll able to estimate ellipse shape of piece base. Find ellipses, using, for instance, this project.
Filter out trash ellipses using pose knowledge, and you'll get pieces positions. Then you can find free cells.
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