cyoa | Ex 3 - Choose your own adventure stories | Game Engine library

 by   gophercises Go Version: Current License: No License

kandi X-RAY | cyoa Summary

kandi X-RAY | cyoa Summary

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

Ex 3 - Choose your own adventure stories
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            kandi-support Support

              cyoa has a low active ecosystem.
              It has 16 star(s) with 114 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 2 have been closed. On average issues are closed in 65 days. There are 5 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of cyoa is current.

            kandi-Quality Quality

              cyoa has no bugs reported.

            kandi-Security Security

              cyoa has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              cyoa 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

              cyoa 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.

            Top functions reviewed by kandi - BETA

            kandi has reviewed cyoa and discovered the below as its top functions. This is intended to give you an instant insight into cyoa implemented functionality, and help decide if they suit your requirements.
            • initliazeAndStart initializes the story
            • Generate is the main entry point for the cyoa script
            • cliHandler displays a story from a story .
            • This function is the main entry point .
            • read input from user input
            • ParseJSON parses a story from an io . Reader .
            • NewHandler returns a new http . Handler for the story .
            • parseStory parses story JSON and returns a Story .
            • Start displays the story
            • init initializes the template
            Get all kandi verified functions for this library.

            cyoa Key Features

            No Key Features are available at this moment for cyoa.

            cyoa Examples and Code Snippets

            No Code Snippets are available at this moment for cyoa.

            Community Discussions

            QUESTION

            How do I get these pics on top of one another?
            Asked 2021-Mar-27 at 05:06

            This image shows what currently happens:

            ,

            Here's the code I used:

            ...

            ANSWER

            Answered 2021-Mar-26 at 22:45

            QUESTION

            Array of text from a JSON object inserted into elements via forEach/map not rendering in React Native
            Asked 2021-Mar-07 at 03:15

            I'm making a Choose Your Own Adventure style game in React Native to learn how everything works. I figured it makes sense to keep the story in a separate JSON file and render it on one screen that updates depending on what arc the user is in.

            Problem: when I write a forEach or map or other function to go through the array of paragraphs, the part of the screen it's supposed to be on is blank. Text from other parts of the return area displays fine, but what is supposed to be displayed from the forEach does not. Here's my code:

            ...

            ANSWER

            Answered 2021-Mar-07 at 03:15

            Consider using map instead of forEach.

            Full Working Example: Expo Snack

            Source https://stackoverflow.com/questions/66512767

            QUESTION

            Why does command prompt give me an error code in compilation when my IDE doesn't?
            Asked 2021-Feb-18 at 03:05

            Sorry if it's a dumb question, but I'm new to programming in general. Recently, I decided to try and make some sort of CYOA game through Java as a challenge to myself. It ran perfectly fine on the IDE (Eclipse) but when I tried to use the java and javac command in command prompt for my Main.java file, it didn't work.

            ...

            ANSWER

            Answered 2021-Feb-18 at 03:05

            If you really want to compile this stuff, by hand, on the command line (don't do that - use a build system like maven):

            Ensure you have a 'source root' directory. This is some dir on your system, say, /Users/emit/workspace/mygame, such that cd game; cat MainCharacter.java would work (as in, subdirs for packages, then the source file).

            Compile by listing each and every source file explicitly by hand as argument to javac (told you you want a build system), whilst you are in the source root. so:

            Source https://stackoverflow.com/questions/66252893

            QUESTION

            discord.py await "AttributeError: 'list' object has no attribute 'id'" while using add_roles
            Asked 2021-Jan-13 at 17:19

            I was trying to create a bot using discord.py, and was trying to use the add_roles member function using discord.ext commands.

            Here is my code:

            ...

            ANSWER

            Answered 2021-Jan-13 at 17:19

            When you're adding one role, you don't have to put it in []. That's why you're getting this error. So you just have to remove the brackets.

            Source https://stackoverflow.com/questions/65706563

            QUESTION

            How to execute javascript files after files are loaded
            Asked 2020-Nov-13 at 06:45

            I have multiple js files, I use Head.js library to load them at the same time before the page gets a load, but I still get an error that one tends to get when one is ordered incorrect, so one function is trying to call for function in other file but that file is not loaded yet, so it results in undefined...

            How do I ensure that all files are load, so they are ready to be used? Do I really need to order them every time I have new files?

            HTML

            ...

            ANSWER

            Answered 2020-Nov-13 at 06:45

            Finally, I got the answer. I have made function to solve this problem using load event. Event load runs after the element has been loaded. There is also DOMContentLoaded runs after the Content has been loaded (not media, such as images, videos, sounds). https://developer.mozilla.org/en-US/docs/Web/API/Document/DOMContentLoaded_event

            Source https://stackoverflow.com/questions/64761589

            QUESTION

            Why won't my Kivy program update the font size when I tell it to?
            Asked 2020-Jun-30 at 20:11

            I'm making a choose your own adventure game, but sometimes I need to change the font size and Kivy isn't giving me the results I'm expecting. This is the full code so feel free to run it and see what I mean. Here is the python file:

            ...

            ANSWER

            Answered 2020-Jun-30 at 20:11

            I can change font_size in __init__ only if I remove font_size from .kv. It seems it gets value from .kv after running __init__ and this makes problem. There is also other problem: height (and width) in __init__ is 100 instead of expected size. Probably it calculates it after running __init__.

            Searching in internet I found on Reddit: How can I use init for screen ids?

            It uses Clock to run some function after all updates and in this function change values.

            Source https://stackoverflow.com/questions/62649967

            QUESTION

            Return of html instead of Json object - python rest api
            Asked 2020-Apr-12 at 08:04

            It is the first time I have used Python rest api calls.
            The response was successful, the only thing is that I would like to see only a json object rather than html markup. For now I am using this approach:

            ...

            ANSWER

            Answered 2020-Apr-12 at 08:04

            The approach of using requests is right. You just have to "simplify" what you wrote if you want to see json. Basically, just try to replace the requests.get parameters:

            Source https://stackoverflow.com/questions/61138512

            QUESTION

            multiple different buttons with different value, but only first one is used?
            Asked 2020-Apr-01 at 23:24

            I am making a small "RPG" CYOA but I came across a problem with my "choice box" as only the first choice box is used as an attempt to pick other choices will lead to the same choice outcome as the first choice.

            I assumed I need to set an array for the value of those buttons, but got no idea if the problem lay with this missing array or something else. Here is Javascript that are mixed with Jquery. The area where the code error is highlight with bold... well, considering I can't place those in Code as bold, it will be tagged with ** **

            ...

            ANSWER

            Answered 2020-Apr-01 at 23:24

            Your issue is in yor event callback. When you call

            $(".command_button")

            you are given an array with the three buttons with this class. Calling .val() on the array will return the value of the first one.

            An event callback in jQuery receives a this keyword that references the element that triggered the event. In your case you need to use this keywork to have access to which button was clicked.

            Try changing your code to

            Source https://stackoverflow.com/questions/60981541

            QUESTION

            Widgets build() method is called before variables are initialised in flutter State
            Asked 2020-Mar-09 at 20:46

            I am currently following a Udemy course on Flutter which incorporates some issues one has to solve on their own. One of these includes building a CYOA app. Within this app you build a class called Story which contains the following story snippet and the 2 possible directions the user can choose to go with afterwards. All of these Stories are held within a List in a class called StoryBrain. One of the tasks at some point asks you to retrieve the first text to start of the story and initialise a Text Widget inside of a _StoryPageState's build method.

            Like so:

            ...

            ANSWER

            Answered 2020-Mar-09 at 20:46

            1.) The first build method is called as soon as the page is loaded.

            2.) You need to define them after defining your class, and initialize them in the same line, or in your class constructor.

            3.) Absolutely not. Initialization of variables should be done at the initialization of a class, or in the object's initState method (which is only done in a StatefulWidget, and only runs once).

            In regards to your original question, you need to either initialize your variables when you make the class, or pass in your variables from the previous screen through the constructor, and instantiate them there.

            Source https://stackoverflow.com/questions/60606773

            QUESTION

            The object referred to by string isn't being displayed
            Asked 2018-Feb-07 at 22:24
            My Intent: Making a CYOA Using Objects

            I'm quite new to Javascript and have been trying to make a simple CYOA game, using this code from this Reddit comment as a template. However, I want to use objects (whose values are intended to be constant) to store the various string values for the messages and the object each choice points to, as opposed to having all the objects in arrays and having to point to them using using their index in the array. My reasoning is that it'd be (theoretically) simpler for me to organize using strings like "msg_001" or "story5_28" rather than having to change a bunch of numbers in the event I inserted some new set of messages in the middle of an array.

            My Problem: The First Message Isn't Displayed Again

            Basically, I want to loop back to the first message and its set of answers, but it won't.

            The initial printCurrentMsg() works (changing the content of the "message" divs to the values of msgText, and looping through the object's choices array to set the buttons in the "choices" div, based on the object specified in currentMsg) and the buttons' respective onlick attributes seem to work, until they're set to show msg_000.

            It appears to be that whatever the value of currentMsg is, printCurrentMsg won't show the object the string refers to, other than when it does initially. Additionally, after using console.log at various points in the script, I noticed that currentMsg isn't changed, and using console.log(typeof) for both currentMsg and window[currentMsg] shows that the former is a string and the latter is an object. Am I unintentionally creating two separate variables?

            I've tried...
            • ...using parameters in printCurrentMessage.
            • ...using currentMsg in the functions instead of window[currentMsg].
            • ...using dot notation instead of bracket notation.
            • ...using this[] instead of window[].

            I'm not sure whether this has to do with asynchronicity, I'm accessing object properties incorrectly, my comprehension of scope is flawed, or if I'm erroneously using global variables. Should I be using some sort of callback?

            Using a "dummy" msg_000—making another object with a different name but the same properties—serves as a stopgap solution, but I still wouldn't understand what the problem is. Having all the msg_*** objects in an array and referring to them by index number instead of string would also work, but I'm hesitant to rely on that for both the aforementioned tediousness and the fact that I still don't understand why the value of currentMsg remains unchanged.

            In order to better articulate my problem, here is a jsfiddle with my code, and I shall post it below as well.

            ...

            ANSWER

            Answered 2018-Feb-07 at 22:24

            When setMessage() does window[currentMsg] = msg;, it replaces the value of the variable holding a message. E.g. if the current message is msg_000, and you do setMessage(msg_002), it's equivalent to writing msg_000 = msg_002;.

            What you really want to do is change the value of currentMsg to be the name of the new message. So you should do: currentMsg = msg.msgName;.

            You were also missing the msgName property in msg_003.

            As a best practice, you shouldn't use global variables for all this. Create your own object messages, and use messages[currentMsg].

            Source https://stackoverflow.com/questions/48674045

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

            Vulnerabilities

            No vulnerabilities reported

            Install cyoa

            You can download it from GitHub.

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            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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