Minigames | The Minigames plugin for CraftBukkit servers | Plugin library
kandi X-RAY | Minigames Summary
kandi X-RAY | Minigames Summary
The Minigames plugin for CraftBukkit servers. To build this source you require Vault and the latest build of Bukkit. mvn clean install ####Build Status. Minigames is also compiled against Spigot and Paper-Spigot and should work fine on that type of server as well.
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Top functions reviewed by kandi - BETA
- On enable the plugin
- Setup the minigames
- Initializes the backend
- Event handler for player interactions
- Set the minigame to use
- Open the menu
- Loads properties from a configuration file
- Change the tick delay
- Click on loadout
- Returns a callback that can be used to draw the Team s color
- Run the timer
- Handle a command
- Checks if a given sign is on the player
- Handles add team
- Saves the current configuration to a file
- Execute region action
- Timer tick for the game
- Command method
- Takes sure that the player has a sign
- Timer expiration event
- Set up the configuration variables
- Event handler methods
- Join a player
- Set position of player
- Handle a command
- Event handler method
Minigames Key Features
Minigames Examples and Code Snippets
Community Discussions
Trending Discussions on Minigames
QUESTION
I am trying to get the results of my simple SELECT command to the index.js file, where I would like to have all records separated in a array. If I print the results in the database.js the JSON.parse just work fine. But if I want to return them and get them into the index.js where I need them, I always get undefined when I print it.
index.js CODE
...ANSWER
Answered 2022-Feb-28 at 20:29Understand that one of the main things that make JavaScript different from other languages is that it's asynchronous, in simple terms meaning code doesn't "wait" for the code before it to finish executing. Because of this, when you're trying to query a database, which takes some time, the code after it gets impatient and executes regardless of how to the query is doing. To solve this problem, the mysql
package utilizes callbacks, which allows you to pass a function to it to execute once the query is finished with the queries result.
Because the library operates on callbacks, it doesn't return anything; that seems quite problematic for using it somewhere else, doesn't it?
To solve this problem, we can make our own callback. Or better yet, use the newer JavaScript feature called promises, where you can basically "return" anything from a function, even when you're in a callback.
Let's implement it with the query:
QUESTION
I'm developing a game which has several minigames, one of them is a AR game, it works as expected but when I close the AR minigame (load other games scenes) , All games run with lag(like 20 fps or even less) which only happens after loading the AR minigame, before loading AR they run smoothly. Should I disable the AR somehow before changing the scene? Is there a way to avoid the lag? thank you
...ANSWER
Answered 2022-Feb-25 at 17:20Well, I realized that the problem is that AR limits the FPS to 30 😅 So I solved it by setting the target fps to 60 again and disabling vsync(Idk if that is necessary):
QUESTION
I am trying to connect my school project to a mysql database but I always get the error "TypeError: connection.connect is not a function". I am not quite sure how to fix it. I hope someone is able to solve this.
My index.js
...ANSWER
Answered 2022-Feb-20 at 17:18connection
is the value exported from the database module.
The value you assigned to module.exports
there is a function that you defined.
It is a plain, ordinary function and you have no assigned a connect
property to it.
I'm guessing that connect
is a property on the return value of mysql.createConnection
, but if you want to access that object then, you need to call the function you defined in order to get that object.
QUESTION
I want to change the list that is displayed when a player presses the tab key. I have used player.setPlayerListName(ChatColor.GREEN +" new Name")
to change a player name and player.setPlayerListHeaderFooter("header", "footer");
to set the header/footer displayed in this list.
Now I want to make different people see different player names in the list, this would be used to hide moderators in the tab list and show different roles in minigames.
My example: I have a minigame that contains different roles, but not everyone should be able to see them on the table list, only players who are on the same team should be able to see their team members. Let's say I have 3 teams:
- Team1 (2 players)
- Team2 (2 players)
- Team3 (2 players)
Everyone in Team1 should see their team members with their assigned team name in the table list. Everyone else would only be shown in white for Team1, so they cannot see which team they are on.
The same applies to Team2 and Team3.
This is an example, there is no need to lecture the players.
I've used ProtocolLib and Packets, in general, a few times so there shouldn't be a problem with it. What should I use? Thanks for your help :D
...ANSWER
Answered 2022-Jan-06 at 11:59To remove a player from the TAB list, you should send PacketPlayOutPlayerInfo
packet, like that :
QUESTION
Im a currently working on mutliple Unity projects that share quite a lot of prefabs, scripts etc. More or less those are multiple "minigames" that all have the same foundation. I am currently showing those Games via WebGL on a Website that requests the data files (wasm, data etc.) from an Azure Blob Storage where I upload the files to. This upload happens through a separate Page I set up for the various Developers we have in the Team. The Problem is the following:
- The developers all build the Games on their dev Machines which "locks" the PC from any other use / further development
- They have the "work" of uploading the game via the second webapp
Because of these concerns I wanted to automate this process. My Ideas so far where using Unity Cloud Build (as we already have Unity plus and Teams advanced) or using Github Actions and source controlling it via a Git repository.
My Problems with these 2 options are:
- Cloud build / Collaborate apparently does not support branching (always builds on commit but sometimes those are used for "transferring" progress to another machine), Cloud build is quite difficult to customize to our needs (would have to somehow upload the files after build to the blob storage (supposedly via FTP or something similar)
- I have no experience with source controlling Unity files and Projects with Github (I have knowledge of Github itself and how to use it))
The final Problem I have is that, as said in the beginning, all "Games" are in the same Unity Project in order to make it easier and faster to develop the next games (weekly) and using a source control I do not want to build all games everytime but rather select which one I want to build (cloud build / github action).
So my questions in particular are:
- Is Cloud Build / Github Action feasible for my needs
- How would I control which games to build and deploy and which not (I thought of a triggered build on master/main branch commit and then checking which files have changed and getting the according "game" for those files)
- How much faster / slower would a cloud build solution be compared to a local building option (The devs have quite the machines (i7-10xxx, i9-11xxx + rtx 30xx and m.2 ssds)
Maybe someone with more experience can help me out!
Cheers
...ANSWER
Answered 2021-Dec-26 at 21:17Is Cloud Build / Github Action feasible for my needs
Yes, Cloud Build is definitely a good option here. You can use Unity's version control (Plastic SCM) to make it easier to work together, you can set triggers on Plastic SCM (after merge/before merge/after code review...etc..) or if you still prefer Github you can still Github actions too. If you want automated builds (Without starting it manually via Unity's dashboard you can set Auto-build option to true in the build config, which will start a cloud build whenever the repository is updated or the branch that you selected to be built.
If you look at the options below you can see that there is much options for automating things.
How would I control which games to build and deploy and which not (I thought of a triggered build on master/main branch commit and then checking which files have changed and getting the according "game" for those files)
You can have multiple branches, each branch represents a mini-game. You can trigger a cloud build on specific branch. For example this is the basic config for a Cloud Build I set up back in time linked with Plastic SCM. You can see the option "Branch" in my case I used a branch named QA but you can use minigame1 or whatever is the name of the game.
How much faster / slower would a cloud build solution be compared to a local building option (The devs have quite the machines (i7-10xxx, i9-11xxx + rtx 30xx and m.2 ssds)
That can't be decided just like that, it depends how big is your game. You have the option to choose if you want a clean build or normal, obviously a clean build would take more time since it will clear all local files/cache.
Let me know if you have any questions about how to setup stuff as from what you said I assumed that you know how to set it up and just asking what is possible.
References: Using GitHub with Unity Cloud Build Plastic SCM Cloud build
QUESTION
What I've tried
StackOverflow articles
Need help to fix a certain bug in rock, scissor and paper.
discord.py
documentation
How can I add reaction to a message (checked plenty of articles, but I'm not going to add them in order to get into the point)
I've managed to retrieve the emoji from the user in the check method, but still the issue with timeouterror appears, so there is something I'm missing which I can't get a hold on.
In this senario im using Cog,
The issue
Even though the wait_for
passes the check method, I'm not sure how to send it forward to the logical conditon. The result I get is passed in the exception.
bot.py
...ANSWER
Answered 2021-Nov-18 at 17:14Add this at the beginning of your code:
QUESTION
I am currently developing a minecraft plugin that contains many items with many placeholders.
I have a method that has two parameters: an ItemStack and an array of Strings.
in the array, on the odd positions are the variables, and on the even positions are the values with which they must be replaced.
I would like to know what is the most efficient method to replace those variables.
My code:
...ANSWER
Answered 2021-Aug-05 at 03:35I think the performance could be improved by reducing the number calls to replace. I thought it would be faster to loop through the lore, find each replacement site in each lore by finding strings surrounded by % characters, use that key to look up the display value (placeholders could be a Dictionary instead of array of even/odd pairs), then use a more performant StringBuilder to do your string modifications.
Consider the following pseudo-code:
QUESTION
I'm trying to solve a problem, I have many commands and events in my discord bot (minigames) and I want users to be able to use only one command at a time so if there is one minigame already running, other commands or events can't be used. So I created the on_command
variable and at the beginning of every command and event the variable changes to 1 and at the end of every command and event the variable changes back to 0. So if someone tries to use some command or event and the variable is 1, the bot just sends him that he can't use that command now. But for some reason, it doesn't work and I get the next error:
ANSWER
Answered 2021-Jan-19 at 20:08Use python's global
QUESTION
I have a class called Manhunt
that inherits Minigame
. To keep the code and post brief, I'm only including the pertinent methods
ANSWER
Answered 2020-Dec-30 at 09:56MinigameManager
needs to be in a separate third plugin.
MinigameManager
depends on Minigame
, but Minigame
does not depend on MinigameManager
. Since there is no co-dependency, there is no reason to have the two in the same library.
MinigameManager
will then depend on both Minigame
and Manhunt
, and Manhunt
will still also depend on Minigame
.
Alternatively, you could go with a "registry" type approach where MinigameManager
exports an interface that Manhunt
implements, and then some runtime code in MinigameManager
performs some magic to enumerate and instantiate any type that implements its interface. This is a common approach in Java, but be clear: that is not cleanly separating dependencies. That is simply transforming an explicit dependency, which must follow cleanly-defined rules and results in a clear and easy-to-see structure, into an implicit dependency which enables you to hide important structure and sidestep DAG validation and protections.
QUESTION
So I came across a problem with my code: I have ~30 classes which inherit from a superclass called "Minigame". Each class has similar parameters, but also per-class parameters, depending on the type of the minigame. Some of the parameters can be illegal (for example, a negative radius), and in a case like this, I want to throw my MinigameConfigurationException.
The problem is that the code seems too repetitive and I couldn't find a better way to handle it. This is the current code:
...ANSWER
Answered 2020-Oct-21 at 23:49In this case I see that you want to validate the data comes from "outside", so in this case Java Bean Validation lib can be helpful. You can use annotations to specify range of each field and in one method invoke validation executor which checks it. If object contains some illegal state you can pass value and message to the exception.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install Minigames
You can use Minigames like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the Minigames component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .
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