connect4 | A Multiplayer Connect 4 game using Node.js and Socket.io | Socket library
kandi X-RAY | connect4 Summary
kandi X-RAY | connect4 Summary
A Multiplayer Connect 4 game using Node.js and Socket.io
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Top functions reviewed by kandi - BETA
- Default prefender .
- Called when we re done
- Searches for a single selector .
- Create animation animation
- Creates a new matcher instance .
- Initialize a new matcher .
- workaround for AJAX requests
- Breaks a selector into an array of tokens .
- Fetches a selector from the context
- Creates a new matcher that matches the given tokens .
connect4 Key Features
connect4 Examples and Code Snippets
Community Discussions
Trending Discussions on connect4
QUESTION
I have created a grid in a panel and added 42 picture boxes for a 6x7 grid, Every time I click a button for the row it inserts an image of a red or yellow checker. I am trying to make the button add another image of the other image on the box on top. I have created an array as a check feature to see which player has won. My code is:
...ANSWER
Answered 2022-Mar-29 at 16:04Assuming the first column on the left is pb1
at the bottom and pb7
at the bottom right, and button1
is on the left with button7
on the right.
Here's how you'd do it with just ONE set of buttons across the bottom to pick which column to drop the next piece into:
QUESTION
I'm developing an XDP program and I'm facing this error when trying to mount it in NIC driver:
ANSWER
Answered 2021-Sep-15 at 14:07Did you omit to put your programs in a dedicated ELF section? Something like:
QUESTION
During the upgrade of the command from v12 to v13, I found that the command removed the bot reaction it created by itself, while v12 did not.
Both bots have Administrator rights. v12 from the djs-games module, game connect four. I improved v12 to v13
v12 :
...ANSWER
Answered 2021-Aug-05 at 12:42So to make it work on discord.js v13, I had to do a few things.
To collect reactions from users in a guild, you need GUILD_MESSAGE_REACTIONS
intent. So I added that to my client
's intents.
QUESTION
why can my Circle not be found or why is value null? I cannot find a solution to fix my HashMap or how to access the Circle in question.
...ANSWER
Answered 2021-Jun-30 at 18:59When the FXXMLLoader
loads the FXML file, it
- Creates an instance of the controller class
- Injects any fields annotated
@FXML
with elements with matchingfx:id
s - Calls the
initialize()
method, if there is one
In your code, you call put("A1", A1)
in the (anonymous) constructor of a HashMap
subclass which is initialized inline. So this code is executed when the controller class is instantiated (step 1 above). This happens before A1
is injected, so at that time it is null. I.e. you are calling put("A1", null)
, which of course does not associate any value in the map with the key "A1"
.
Instead, put the value in the map in the initialize()
method:
QUESTION
I know this might seem like a duplicated question, but I really could not find what I'm doing wrong... I wrote a .pyx file in order to compile it into a .pyd with cython. Long story short, it compiles my file just fine and creates a .pyd file. However, when I try to import that .pyd file I get an error saying No module named: "name_of_module". Note that this is my first time trying cython...
I am using venv with python3.9 on windows 10. I have cython installed along with minGW. To compile it into the .pyd file, I imply type in the command prompt in the same directory as the .pyx file:
python setup.py build_ext --inplace
Here is my setup.py file to cythonize my .pyx file:
...ANSWER
Answered 2021-Jun-09 at 07:33Well turns out I'm really stupid and in python3 I have to upload like this:
QUESTION
I am working on connect4 game, now I am on winner checking part, but the winnercheck function does not work correctly. How to fix that? In pycharm editor it says that the variable winner is not used even it is used. And after four same digits verticaly it is not printing who is the winner. I am not sure how to fix it. Thank you!
...ANSWER
Answered 2021-Apr-02 at 08:49The main issue is in these lines of code:
QUESTION
I'm making a connect4 game for a class and im running into an error with my play function that I'm having difficulties figuring out.
...ANSWER
Answered 2021-Mar-09 at 20:11The problem here is actually in the different function grid
is returned from. You must have made some mistake there, which causes that different function return something of the form [1, 6, 3, 8, 3]
, whereas your play
function assumes something in the form of [[1, 5, 6, 2, 10], [1, 5, 6, 2, 10], [1, 5, 6, 2, 10], [1, 5, 6, 2, 10]]
.
QUESTION
I am trying to make connect4 HTML game and I know I will be better off using canvas elements instead of a grids of div
s but is it possible to make transition translate type of css animation when moving HTML elements around like this (using appendChild)
ANSWER
Answered 2021-Mar-02 at 08:45You can use animationend
to check when the animation end and move the ball element between the divs
QUESTION
I want to make a connect4 board with exact styles and properties given. Its looks like(Ignore the pieces it is filled with).
How to make the sides curved from sides like in the image? Please try to use HTML elements only to solve this. If any easy SVG please give that
Currently my code looks like
...ANSWER
Answered 2021-Feb-26 at 19:57You can approximate this using an SVG filter (more detail here: https://dev.to/afif/css-shapes-with-rounded-corners-56h)
QUESTION
The algorithm appears to produce the correct moves when the depth is set to 4 but when I increase it to 5 it gets unexpectedly worse. In this particular case it's recommending that column 0 is the next best move when I believe the 3rd one is. I may very well not fully understand the minimax algorithm so I'm asking for your help to solve this as I've been trying for days with no success. Also any suggestions to improve the readability of the code will be appreciated.
Here is a link to the game: http://connect4.getforge.io/ - forgive the poor UI (wip). It's default to 4 levels deep, please observe the difference in play when you increase the AI_DEPTH.
Here is the grid and it's the AI's turn to play as G (the maximizing player).
...ANSWER
Answered 2021-Feb-05 at 05:27As Ouroborus pointed out, at depth 5 it sees that it loses no matter what move it plays. So now it choses the first move in your list of possible moves since all results return -1000.
If you want it to always find the longest route to lose then you need to return -1000 + depth
if you lose, and 1000 - depth
if you win. Then your AI will always chose the longest route to losing (and the quickest to winning if there are more than 1 way to win).
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