boardgame | progress framework in golang to easily build boardgame
kandi X-RAY | boardgame Summary
kandi X-RAY | boardgame Summary
boardgame is a work-in-progress package that aspires to make it easy to define multi-player boardgames that can be easily hosted in a high-quality web app with minimal configuration. You formally define the rules and logic of your boardgame in Go by defining a state object and a series of moves that can be made. You also define a simple Polymer-based web component that renders a given game state client-side. boardgame is under active development as a hobby project and different components of it vary in their completeness and polish.
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Top functions reviewed by kandi - BETA
- NewStructInflater returns a new StructInflater
- NewGameManager creates a new GameManager for the given delegate .
- copyReader copies properties from the input property to outputContainer .
- filterDelegateNames returns a list of delegate names that are not in the given package ASTs .
- alignMoveTimes compares two new move storage records and compares the new move storage records .
- findDelegateName finds the delegate delegate delegate name
- ProcessEnums returns the enums for the given package name .
- ListGamesHelper lists all the games in a list .
- updateNodeModules updates node modules
- checkGameFinished checks if the game is finished .
boardgame Key Features
boardgame Examples and Code Snippets
Community Discussions
Trending Discussions on boardgame
QUESTION
Just loaded up a redis server for my backend with ioredis.
I'm learning that if i want to store data in json spec, i gotta use the redisJSON module instead. Since hashes are only string typed and they are flat. However, if im only storing one object per user instance, containing less than 10 fields that are typed string/num or array.. is it better to just use without redisJSON? On one hand, redisJSON can let me query an object on one query. On the other, i can just store multiple datatypes and query between those sets/hash with a consistent naming convention.
Does anyone know whats the better usage or pitfalls with either approach?
the backend serves a websocket for a multiplayer boardgame.
...ANSWER
Answered 2021-Jun-11 at 10:05The answer is it depends and it requires several trade-offs to be made for each project
- Performance: RedisJSON uses a tree structure for storing all elements in a document.
- Comparing to a string: the advantage is that updating sub-elements of a document will be faster than manipulating a string containing a serialised JSON object. But retrieving (reassembling) and writing the entire document will be more expensive compared to Strings. Read more here.
- Comparing to Hash: when manipulating a flat document (1 level deep), RedisJSON and HSET performance are comparable.
- Maintainability: using several native data types in Redis to represent your object can be really performing, but the code will be more complex to maintain. There can be additional migration/refactoring work when the structure of the document is altered.
- Querying: RediSearch will soon add support for indexing and querying the content RedisJSON documents. This is, of course, if your use case requires secondary indexing and querying documents other than with their key. You can still build your own secondary indexing with Redis data structures, but this is also a trade-off in maintainability
disclaimer: I work for RedisLabs, creator and maintainer of RediSearch and RedisJSON
QUESTION
I want the color of neighbouring buttons to change when I click a button. I am making a GUI in tkinter for a 19x19 boardgame. Imagine something like mindsweeper, so the entire board consists of Buttons. I am using python 3.7
Here is my code for a simple 1x2 playing field.
...ANSWER
Answered 2021-May-11 at 03:18You can store the references of those buttons in a 2D list and pass the row
and col
of the clicked button to do_something()
function. Then you can update the background color of those buttons based on passed row
and col
.
Below is an example based on your code:
QUESTION
I have a flexbox with a grid and a div in it, and I'd like to collapse the grid container's height to the height of the rows, so that the buttons below it are just below the grid items. The number of rows is also dynamic, because I'm using grid-template-columns: repeat(auto-fit, minmax(250px, 1fr)
. I can set a max-height of the grid items, like in this image, but that only makes the items smaller and doesn't make the grid container any shorter.
I've tried changing the flexbox they're in so the flex-direction is row, and set flex-wrap to wrap, but that causes other problems and overlapping text when the window size changes. Setting the height or max-height of the grid container to fit-content seems to do nothing as well.
Here is what I have:
...ANSWER
Answered 2021-Apr-29 at 09:36The style
QUESTION
My goal is to make a 2D boardgame version of Slenderman, but I'm having trouble with the equals and the hashCode methods.
Here I have an Arraylist of obstacles (x and y coordinates, the player cannot step on) and I also want to generate an another Arraylist which will consist of the coordinates, where I can put papers. (In the game the player has to find these papers in order to win.) I'm trying to make the paperList by checking the surroundings of that particular position, since there shouldn't be any papers on the board, the player can't reach.
My exact problem is, that this for-cycle puts ALL obstacle positions in the paperList and I cannot figure out why.
...ANSWER
Answered 2021-Apr-19 at 11:08The break label;
statement is not breaking out of your loop. To do that, you need to label your loop by moving the label:
to just before the for
statement.
QUESTION
I'm working on a Haskell library that contains parts that target WebAssembly (WASM) using Asterius. These parts can't be compiled with the normal ghc
and for that reason we have flags that exclude/include the WASM parts.
Trying to build the documentation with Asterius' ahc-cabal new-haddock
fails. It seems to revert to the normal ghc
for the Haddock command.
My question is: Can I build the Haddock documentation without compiling the source it describes?
Excerpts of my file that might be relevante:
Section of my cabal file:
...ANSWER
Answered 2021-Apr-11 at 12:05Instead of excluding your module Boardgame/Web.hs
, which contains the imports that GHC can't process, entirely when the WASM flag is set, you could use CPP in Boardgame/Web.hs
to conditionally set all non-GHC-compatible symbols to undefined
.
The way I would do it is to move all type signatures to the top of the module, and make two sets of definitions, like so:
QUESTION
I am creating a digital boardgame, which consits of muliple boards, between which the gamepieces are moved by the players.
The script of the game board needs a 2D array of positions to know where to move a gamepiece when it recives one.
Currently to mark the positions on the game boards, I added placeholder gameobjects to the prefab and named them "spawnpoint\d".In the Awake()
method I use Transform.Find()
to search for those gameobjects. Then, after I save their positions I call Destroy()
on them, so they do not show up in the game.
I see two problems:
- This is done for all Instantiated game board, altough the positions are the same on all of them.
- I read that using
Transform.Find()
is heavily discourged by the experts in the community.
I wish to store the spawnpoint positions in a static array, so all instances refer to the same data. Furthermore I wish to easily modify these positions in the editor with visual help.
I tried serializing static members, but those do not show up in the editor to be able to modify.
...ANSWER
Answered 2021-Apr-03 at 12:15tl;dr you can't, static
fields are not serialized.
You can do e.g.
QUESTION
I am working on a product page where the user has an option to filter on different boardgames. What I want to do is to give the user an option to filter on time, category of the game, number of players and age. When the user enters a checkbox on all 4 options there should be some games recommended based on the criteria. However when I check multiple boxes I get no result, what am I doing wrong? (I have more games in my file but post small amount)
Here's my code:
...ANSWER
Answered 2021-Mar-14 at 09:44So here is the problem :
QUESTION
I am making a website for a school project and i'm trying to make the height of a border fit the size of the text. however, whenever i adjust the height the text doesn't go with it and i'm not sure how to fix this. Code:
...ANSWER
Answered 2021-Mar-10 at 20:02I inserted
to
tag fixed the issue.
QUESTION
The purpose is to select columns from joined tables (Many-to-Many).
The problem i have is to select two columns from a joined Many-to-Many table.
I'am using Springboot 2.3 and Spring data Jpa.
I have this data model, and what i want to fetch are the blue boxed fields
So the native query could look like this (if i am right ...)
...ANSWER
Answered 2021-Feb-01 at 16:08As you wrote, you can't use a collection as the parameter of a constructor expression. That's because the expression gets applied to each record in the result set. These records are a flat data structure. They don't contain any collections. Your database returns a new record for each element in that collection instead.
But your constructor expression fails for a different reason. You're trying to combine 2 constructor expressions, and that's not supported. You need to remove the 2nd expression and perform that operation within the constructor of your DTO.
So, your query should look like this:
QUESTION
I am creating a boardgame in Typescript. In it I declare the following:
...ANSWER
Answered 2021-Jan-31 at 13:04Very interesting question. Here is solution:
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