boardgame | progress framework in golang to easily build boardgame

 by   jkomoros Go Version: Current License: Apache-2.0

kandi X-RAY | boardgame Summary

kandi X-RAY | boardgame Summary

boardgame is a Go library. boardgame has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

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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            kandi-support Support

              boardgame has a low active ecosystem.
              It has 15 star(s) with 2 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 331 open issues and 443 have been closed. On average issues are closed in 158 days. There are 3 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of boardgame is current.

            kandi-Quality Quality

              boardgame has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              boardgame is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              boardgame releases are not available. You will need to build from source code and install.
              Installation instructions are available. Examples and code snippets are not available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed boardgame and discovered the below as its top functions. This is intended to give you an instant insight into boardgame implemented functionality, and help decide if they suit your requirements.
            • 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 .
            Get all kandi verified functions for this library.

            boardgame Key Features

            No Key Features are available at this moment for boardgame.

            boardgame Examples and Code Snippets

            No Code Snippets are available at this moment for boardgame.

            Community Discussions

            QUESTION

            is redisJSON better than plain redis when keeping data for boardgame session data?
            Asked 2021-Jun-11 at 10:05

            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 10:05

            The 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

            Source https://stackoverflow.com/questions/67929784

            QUESTION

            tkinter Python: How to change Button colour after clicking other button?
            Asked 2021-May-11 at 03:18

            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 03:18

            You 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:

            Source https://stackoverflow.com/questions/67472066

            QUESTION

            Shrink grid container to number of rows
            Asked 2021-Apr-29 at 09:36

            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 09:36

            QUESTION

            Arraylist equals always returns true
            Asked 2021-Apr-19 at 11:08

            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 11:08

            The 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.

            Source https://stackoverflow.com/questions/67160730

            QUESTION

            Building Haddock documentation without compiling the source
            Asked 2021-Apr-11 at 12:05

            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 12:05

            Instead 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:

            Source https://stackoverflow.com/questions/67022097

            QUESTION

            Mark position of spawnpoints in editor
            Asked 2021-Apr-03 at 12:15

            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:

            1. This is done for all Instantiated game board, altough the positions are the same on all of them.
            2. 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 12:15

            tl;dr you can't, static fields are not serialized.

            You can do e.g.

            Source https://stackoverflow.com/questions/66928567

            QUESTION

            How can I filter products on multiple checkboxes?
            Asked 2021-Mar-14 at 15:29

            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 09:44

            So here is the problem :

            Source https://stackoverflow.com/questions/66622478

            QUESTION

            Text not staying in border?
            Asked 2021-Mar-10 at 20:02

            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 20:02

            I inserted
            to

            . Used that to seperate a thing earlier i dont need to seperate now. So, removing the
            tag fixed the issue.

            Source https://stackoverflow.com/questions/66570523

            QUESTION

            Select only specific columns from joined tables (Many-to-Many) in Spring Data JPA
            Asked 2021-Feb-01 at 16:08

            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 16:08

            As 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:

            Source https://stackoverflow.com/questions/65968259

            QUESTION

            Typescript Map> "No overload matches this call", but I don't get why?
            Asked 2021-Jan-31 at 13:04

            I am creating a boardgame in Typescript. In it I declare the following:

            ...

            ANSWER

            Answered 2021-Jan-31 at 13:04

            Very interesting question. Here is solution:

            Source https://stackoverflow.com/questions/65978153

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

            Vulnerabilities

            No vulnerabilities reported

            Install boardgame

            A comprehensive getting started guide, including a walkthrough of all of the important concepts in a real-world example, is in the tutorial.

            Support

            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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