MazeGame | aframe implementation for a maze game | Game Engine library

 by   GeekyShiva JavaScript Version: Current License: MIT

kandi X-RAY | MazeGame Summary

kandi X-RAY | MazeGame Summary

MazeGame is a JavaScript library typically used in Telecommunications, Media, Media, Entertainment, Gaming, Game Engine, Three.js, WebGL applications. MazeGame has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Maze Game has been built with the purpose to explore the intermingling of WebVR API and Threejs. In order to explore this I decided to use Aframe for this project since Aframe. Since Aframe can be developed from a plain HTML file without having to install anything. A-Frame is a web framework for building virtual reality (VR) experiences. A-Frame is based on top of HTML, making it simple to get started. But A-Frame is not just a 3D scene graph or a markup language; the core is a powerful entity-component framework that provides a declarative, extensible, and composable structure to three.js. Due to my early days back exploration into Virtual Reality were using Aframe itself so I found this framework really interesting and powerful. The following features of Aframe have been used in the development of this application.
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              MazeGame has a low active ecosystem.
              It has 7 star(s) with 4 fork(s). There are no watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              MazeGame has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of MazeGame is current.

            kandi-Quality Quality

              MazeGame has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              MazeGame is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              MazeGame releases are not available. You will need to build from source code and install.
              Installation instructions, examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed MazeGame and discovered the below as its top functions. This is intended to give you an instant insight into MazeGame implemented functionality, and help decide if they suit your requirements.
            • Parse a JSON model .
            • Updates the shaders associated with the given program
            • Create joint .
            • intersects two points
            • cline holes in outer circle
            • Set vertex attributes
            • paint a maze
            • Initializes texture buffers
            • Initialize the shader
            • Upload a texture to the specified texture
            Get all kandi verified functions for this library.

            MazeGame Key Features

            No Key Features are available at this moment for MazeGame.

            MazeGame Examples and Code Snippets

            No Code Snippets are available at this moment for MazeGame.

            Community Discussions

            QUESTION

            How to push new data into firedatabase reference and not overwrite it
            Asked 2019-Aug-02 at 17:53

            I have create a class called gameInfo that takes in a time (time takes to finish the game) and a count (game1, game2, game3 etc). In my asveUserInformation() method I take these two bits of information in, and set them to the databasereference. Instead of creating a new unique reference, the reference is overwritten.

            ...

            ANSWER

            Answered 2019-Aug-02 at 17:53

            You have to explicity create this new id:

            Source https://stackoverflow.com/questions/57330637

            QUESTION

            Terminating app due to uncaught exception when I make 2 scenes
            Asked 2018-Sep-14 at 13:33

            I am trying to create 2 scenes in my maze game and this is the error message that I get. There is no sprite in any of my SKS files with these coordinates, so I am very confused as to what physics body it cannot load...

            ...

            ANSWER

            Answered 2018-Sep-14 at 13:33

            In your game scene file, you are creating and presenting a GameScene2 object:

            Source https://stackoverflow.com/questions/52323645

            QUESTION

            NullPointerException when trying to return 2D array of objects from a method
            Asked 2018-Apr-09 at 08:20

            I'm working on an assignment where I make a maze from a text file reader. I have made a method which lets me select a text file and convert it to a maze but I'm having trouble extracting the maze from the method. I'm getting a NullPointerException on line 28 which is this: X = Maze[0].length;

            I'm stuck on why the method isn't returning my array and also how I can have the method return the StartX and StartY position.

            ...

            ANSWER

            Answered 2018-Apr-05 at 13:01

            The method FileReader (whose name should start with a lower case letter), returns Maze.
            However, this is the property on class level since the local variable with the same name, declared within the try-catch, is out of scope.
            This class-level property has not been assigned yet and is therefore equal to null.

            Source https://stackoverflow.com/questions/49672945

            QUESTION

            Java Maze Program Logical Errors
            Asked 2018-Mar-02 at 00:42

            I am trying to build a maze program that allows you to pick a starting point (should be a zero within the maze) and it tells you if there is a route to the exit (denoted by E in the maze from the maze.txt file). It can only reach the exit by following a path of zeros horizontally or vertically. If you try starting on a '1', it returns you can not start here. If you start on a '0' that has no route to the 'E' or exit, it returns "help I am trapped". If it finds a path to the E from following '0' horizontally or vertically, it should convert that "path" into plus signs to display the path. The starting point inputed from the user is denoted as 'S' in the maze.

            (Maze.txt file)

            ...

            ANSWER

            Answered 2018-Mar-01 at 23:41

            I beg you will laugh,

            hard code to read, but easy to solve problem

            in your public boolean out you check b>0 instead of b<0

            with this, everything is working :)

            In Addition:

            class names should start with capitol letter

            i did some code formatting stuff, too. if you want to take a look...

            MazeGame

            Source https://stackoverflow.com/questions/49059841

            QUESTION

            Java object construction by factory method: attribute vs constructor (via method)
            Asked 2018-Feb-26 at 11:18

            I have a class (A) that uses (1) another class (B) by factory method (2):

            ...

            ANSWER

            Answered 2018-Feb-26 at 11:18

            The differences I see:

            • A tiny difference in the moment of initializing room: With (A), it's initialized after finishing the super constructor Object() call, inside the MazeGame() constructor. With (A2) the initializing takes place after finishing the super constructor Object() call and before the first line of any MazeGame(...) constructor. In your case, it doesn't make a difference.
            • The initialization from (A2) applies to all constructors that MazeGame will ever have, while the (A) approach only initializes room in this single MazeGame() constructor, not affecting any constructors you might add in the future.
            • Moving the initialization to the room field "allowed" you to remove the constructor from your source code and to rely on the default constructor that the compiler generates in case there is no constructor. I don't see that as a benefit, but as a maintenance risk, because if in the future you want to add some e.g. MazeGame(Room room) constructor, this not only adds the new constructor (the expected result), but also removes the default one - might be quite unexpected.

            Source https://stackoverflow.com/questions/48986834

            QUESTION

            Advantage of factory method pattern
            Asked 2017-Dec-22 at 08:55

            From wiki,

            The Factory Method design pattern solves problems like:

            1. How can an object be created so that subclasses can redefine which class to instantiate?

            2. How can a class defer instantiation to subclasses?

            For example, MazeGame provides the instantiation capability to subclass like MagicMazeGame.

            where,

            ...

            ANSWER

            Answered 2017-Dec-22 at 08:48

            The advantage of using the factory method pattern is that you decouple the business logic of creation of a class from the actual logic of the class, because if you don't have that factory method, every class that you add on your system needs to have a factory method inside, and when you have to change something about the creation you may have to deal with all of that set of classes ( bad for the open-closed principle )

            Source https://stackoverflow.com/questions/47938020

            QUESTION

            Polymorphism refering to childclass
            Asked 2017-Oct-16 at 15:28

            I have an assignment, where I should make a mazegame. In that game I have to include polymorphism.

            I want to run the method in my childclass Snake, but when I try to access it from my Game class it runs the method in the parentclass Monsters instead of the one in the childclass Snake

            Since my whole code is really confusing, I will only post the code necessary, if needed for the context I can post more.

            My parentclass:

            ...

            ANSWER

            Answered 2017-Oct-14 at 17:54

            Method overloading works only if the overloaded and overloading methods have the same signature, meaning the same parameter types and same return type.

            The method in Snake has two arguments, while the method in Monsters has no parameters at all, so it is not overloaded.

            When you call Snake.fight(), such a method is searched for but not found (no method is called fight() and accepts zero arguments), so the parent method is called.

            Bonus:
            The Monsters class looks like a simple parent class for all the monster types such as snake, skeleton, goblin or whatever, which should never be instantiated. In such case it's probably better to make it abstract, with no method implementations at all, so you won't invoke it's methods by mistake.

            Source https://stackoverflow.com/questions/46747484

            QUESTION

            How to check if all specific elements in a 2D Array have been selected? Java
            Asked 2017-May-03 at 06:11

            I want to check if all "zero's" in my array have been selected/clicked on. I've created two separate arrays:

            1. the original array where you can't see the elements (need to be clicked on first) this is an int[][] array.

            2. The clicked on array that shows the board with the elements that have been clicked on. This is a boolean[][] array.

            I have tried various methods, the one shown below is the closest I've gotten. But Java shows this as an error: "operator <= is undefined for argument type int, boolean". Gives error if I use == too.

            ...

            ANSWER

            Answered 2017-May-03 at 06:11

            This code will iterate through the elements in your board.

            If the element is a 0, it will check if the element at the same position in the clicked board is true (it has been clicked), if it is not, the loop will be interrupted and false will be returned.

            If all zeroes are true in the corresponding clicked board, the loops will run through completely and the method will return true.

            Code:

            Source https://stackoverflow.com/questions/43749241

            QUESTION

            Implement clone defined in an Interface returning the concrete class?
            Asked 2017-May-01 at 12:13

            I am reading DesignPatterns ('GoF patterns') and implementing the Example MazeGame. While reading about Prototypes, I ran into a thing writing the clone method (cloneIt()).

            First of all my structure:

            Interface: MapSite

            AbstractClass: AbstractMapSite

            Concrete Impl: Room, Door, Wall

            My plan is to define cloneIt in MapSite and give a default implementation (simply calling Object.clone()), which can be overidden in the concrete classes. Now the cloneIt() method always returns the interface type MapSite.

            Is there a way to 'force' Java to return the concrete class type (Room, Door, Wall) eventhough the method from the abstract class is used? This may avoid castings.

            I know about the pros of Interfaces and why they are used :)

            Solution

            As @philipp-wendler and @davidxxx suggested, I ended up using generics. In case the shallow copy of Object.clone() is a problem, I override cloneIt() in the concrete class.

            ...

            ANSWER

            Answered 2017-May-01 at 10:48

            My plan is to define cloneIt in MapSite and give a default implementation (simply calling Object.clone()), which can be overidden in the concrete classes.

            Be aware : the default implementation of Object.clone() makes a shallow copy of the cloned object and you should also implement the Cloneable interface if you don't want to see a CloneNotSupportedException be thrown.

            So you should override both clone() and cloneIt(). It is confusing because a single method is enough. Just keep cloneIt() and forget the clumsy clone() method.

            Is there a way to 'force' Java to return the concrete class type (Room, Door, Wall) eventhough the method from the abstract class is used? This may avoid castings.

            With Generics yes you can do it.

            For example :

            Source https://stackoverflow.com/questions/43717732

            QUESTION

            How do I get this main menu NOT to loop #PYTHON
            Asked 2017-Apr-29 at 10:32

            I have a main menu program on python3, with the code below. I want the code to work so that if either 1,2,3,4 it just runs the potential function. However, at the moment this only works for option 4 as it obviously doesn't loop. If I choose any other option, it runs the selected function but then also opts me to select from the main menu again.

            ...

            ANSWER

            Answered 2017-Apr-29 at 10:32

            Place a break command just after executing the desired function in choices 1, 2 and 3. In other words,

            Source https://stackoverflow.com/questions/43694231

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

            Vulnerabilities

            No vulnerabilities reported

            Install MazeGame

            This installation section offers several ways to get started with A-Frame projects like this one, although most methods don’t require any actual installation since A-Frame is primarily HTML and JavaScript. You will need to change paths of assets since glitch does not allow assets to be put in extra folders. Another way to Run the project on Glitch would be to fork it and open the project as a glitch project.
            Download this code and Remix on Glitch
            You can use other online code editors to remix this project like :
            Mozilla Thimble
            CodePen
            Downloading the Mongoose application and opening it from the same directory as your HTML file.
            Running python -m SimpleHTTPServer (or python -m http.server for Python 3) in a terminal in the same directory as your HTML file.
            Running npm install -g live-server && live-server in a terminal in the same directory as your HTML file.
            Once we are running our server, we can open our project in the browser using the local URL and port which the server is running on (e.g., http://localhost:8000). Try not to open the project using the file:// protocol which does not provide a domain; absolute and relative URLs may not work.
            Clone the project using git-clone URL and run the index.html file.

            Support

            There is one reported bug in this project (as tested across 5 different devices, both mobile and desktop). Jittering Screen (On Mobile browsers only) : This issue is due to a hypersensitive gyroscope readings and because DeviceMotionEvent.rotationRate units have changed from degrees per second to radians on Chrome m66. There has been a prolonged discussion on this ISSUE and the only solution was to update to newest version of aframe. The issue has been raised at Aframe Slack Channel and you can follow #issues and #questions to keep updated on the progress. This readme will be updated once the issue is resolved. All other components are working fine as of today.
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            gh repo clone GeekyShiva/MazeGame

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