TurnBased | A node.js engine to support turn-based games

 by   andyburke JavaScript Version: Current License: No License

kandi X-RAY | TurnBased Summary

kandi X-RAY | TurnBased Summary

TurnBased is a JavaScript library. TurnBased has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

A node.js engine to support turn-based games.
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              TurnBased has a low active ecosystem.
              It has 19 star(s) with 5 fork(s). There are 5 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of TurnBased is current.

            kandi-Quality Quality

              TurnBased has 0 bugs and 0 code smells.

            kandi-Security Security

              TurnBased has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              TurnBased code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              TurnBased 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

              TurnBased releases are not available. You will need to build from source code and install.

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            TurnBased Key Features

            No Key Features are available at this moment for TurnBased.

            TurnBased Examples and Code Snippets

            No Code Snippets are available at this moment for TurnBased.

            Community Discussions

            QUESTION

            Cannot Resolve import com.google.android.gms
            Asked 2019-Jun-08 at 09:02

            I made a game with using Libgdx library. Now I want to add a leader board table to my game. For doing this I followed this tutorial : here

            But in that tutorial I stuck at step 29. Because my imports doesn't resolved.

            ...

            ANSWER

            Answered 2018-Sep-06 at 19:03

            you are lacking the play-services-base library:

            Source https://stackoverflow.com/questions/52210539

            QUESTION

            Java/JavaFX: Poll a database for single value update, while keeping responsiveness in GUI
            Asked 2019-Apr-04 at 08:58

            Together with some friends, I've tried to create a turnbased game. We have some issues regarding checking for when a user has their turn, while also keeping the GUI responsive, and also closing the thread we're using now when the game is closed. I wish to get some information on how to do this, but I'm not sure whether the problem is JavaFX-related, thread-related or both.

            I've tried to search as much as I can, but simply couldn't find exactly what I'm looking for, even though I believe it is quite simple. Right now, we have a thread running a loop when you click a button to check whether or not it is your turn. When it isn't your turn, we wish to disable some user input, so I'm not sure if we actually need a thread, other than to keep the responsiveness.

            I've also tried implementing a class extending Thread, but this only seemed to make the problems worse by either starting a new thread each time it wasn't the players turn, or freezing the GUI if I put the loop outside of the thread.

            ...

            ANSWER

            Answered 2019-Apr-03 at 15:23

            First, it is important to remember that it is not permitted to alter JavaFX nodes in any thread other than the JavaFX application thread. So, your thread would need to move these lines:

            Source https://stackoverflow.com/questions/55497055

            QUESTION

            Unable to convert classes into dex format with facebook, admob and google play games
            Asked 2018-Jul-31 at 19:49

            Hi Community :) First sorry for my bad english :D

            I have the very same problem like other people with Facebook, Admob and Google Play Games Services Plugins for Unity... Im unable to export a .apk file because of the error: "Unable to convert classes into dex format"... I cant find any duplicated files in my folders :/ The facebook sdk don´t have any android-support-v4 files inside his sdk anymore. The versions are: Unity 2017.3.1f1 Facebook SDK 7.12.0 Play games services 0.9.50 I cant find the version of Admob but im downloaded the newest version :) Thanks for read and any answer :))

            Error:

            ...

            ANSWER

            Answered 2018-May-12 at 23:55

            I had solved this problem by build with gradle. Its sad, that Unity don´t talk about this problems with his customers..

            Source https://stackoverflow.com/questions/50306849

            QUESTION

            How to select opponents for TurnBaseMatches after GMS 11.0.0?
            Asked 2017-Dec-27 at 23:16

            getSelectOpponentsIntent(...) was a method games could call to get an opponent selection UI. The output of this was a list of selected Player IDs that you could feed into TurnBasedMatchConfig to create a match.

            All overloads for this method (and its realtime multiplayer counterparts) are deprecated as of version 11.0.0 of Google Play Services. The deprecation notice doesn't list a replacement and only says vague things about G+ integration going away. Play Games switched to "Gamer IDs" awhile back (which doesn't use G+).

            It makes sense that the UI for selecting an opponent would cease showing G+ friends/circles... But how are users supposed to select Gamer ID opponents if the only UI for doing so is deprecated? Players don't know their or anyone else's Player ID (it's a long random number). Without this UI or a service that resolves Gamer IDs to Player IDs... it appears the only thing players can do is auto match random opponents and rematch already-created games.

            ...

            ANSWER

            Answered 2017-Dec-27 at 23:16

            TurnBasedMultiplayer (the class) was deprecated. It's replacement (TurnBasedMultiplayerClient) has a similar method which isn't deprecated.

            Source https://stackoverflow.com/questions/44477620

            QUESTION

            Two player chess game using Firebase
            Asked 2017-Mar-04 at 05:18

            Edit: The answer is to use firebase realtime database.

            I wrote a library for the next person.

            https://github.com/flipflopapp/turnbased-games-with-firebase

            -- Question --

            I am implementing two player chess game (www.halfchess.com) and am considering using firebase messaging (instead of using sockets to create rooms and two player matches). The game would involve sending 60-100 chess moves as messages between two devices in two to three minutes (that can be android or iOS). My nodejs server would have code that enables device to device messaging (receiving from one player and sending to other).

            I cannot use Google Game Services because I don't have google login implemented in my app (I only plan to keep facebook login). The advantages of using firebase (compared to sockets) is that I will have to write much lesser code (reconnections, etc) and it would take care of scalability issues.

            My questions are :-

            (1) Will there be problems when the users playing against each other are on two iOS devices (instead of android's)? (such as higher latency)

            (2) If a user is changing location physically and a message that contains a chess move is undelivered, when will it be retried?

            (3) For a fast game of chess, will the latency be manageable? This is like 8-10 times the speed of normal chatting.

            While I read more on the topic, perhaps someone who has already experimented can comment.

            ...

            ANSWER

            Answered 2017-Jan-24 at 19:25

            Instead of having the other player send a message to the client, why not just have the client display a message based on whats happening in the game? It seems like an easier solution for you, as the only thing that needs to be sent is the actual move, and you can piggyback off of that if you need to.

            Source https://stackoverflow.com/questions/41837202

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

            Vulnerabilities

            No vulnerabilities reported

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            You can download it from GitHub.

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