cyoa | A Choose Your Own Adventure '' plugin
kandi X-RAY | cyoa Summary
kandi X-RAY | cyoa Summary
A "Choose Your Own Adventure" plugin for interactive storytelling, from the apps team at Mother Jones, that uses Google Spreadsheets to drive a simple and fluid story telling experience.
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QUESTION
ANSWER
Answered 2021-Mar-26 at 22:45QUESTION
I'm making a Choose Your Own Adventure style game in React Native to learn how everything works. I figured it makes sense to keep the story in a separate JSON file and render it on one screen that updates depending on what arc the user is in.
Problem: when I write a forEach or map or other function to go through the array of paragraphs, the part of the screen it's supposed to be on is blank. Text from other parts of the return area displays fine, but what is supposed to be displayed from the forEach does not. Here's my code:
...ANSWER
Answered 2021-Mar-07 at 03:15QUESTION
Sorry if it's a dumb question, but I'm new to programming in general. Recently, I decided to try and make some sort of CYOA game through Java as a challenge to myself. It ran perfectly fine on the IDE (Eclipse) but when I tried to use the java and javac command in command prompt for my Main.java file, it didn't work.
...ANSWER
Answered 2021-Feb-18 at 03:05If you really want to compile this stuff, by hand, on the command line (don't do that - use a build system like maven):
Ensure you have a 'source root' directory. This is some dir on your system, say, /Users/emit/workspace/mygame
, such that cd game; cat MainCharacter.java
would work (as in, subdirs for packages, then the source file).
Compile by listing each and every source file explicitly by hand as argument to javac
(told you you want a build system), whilst you are in the source root. so:
QUESTION
I was trying to create a bot using discord.py, and was trying to use the add_roles member function using discord.ext commands.
Here is my code:
...ANSWER
Answered 2021-Jan-13 at 17:19When you're adding one role, you don't have to put it in []
. That's why you're getting this error. So you just have to remove the brackets.
QUESTION
I have multiple js files, I use Head.js library to load them at the same time before the page gets a load, but I still get an error that one tends to get when one is ordered incorrect, so one function is trying to call for function in other file but that file is not loaded yet, so it results in undefined...
How do I ensure that all files are load, so they are ready to be used? Do I really need to order them every time I have new files?
HTML
...ANSWER
Answered 2020-Nov-13 at 06:45Finally, I got the answer. I have made function to solve this problem using load event. Event load runs after the element has been loaded. There is also DOMContentLoaded
runs after the Content has been loaded (not media, such as images, videos, sounds). https://developer.mozilla.org/en-US/docs/Web/API/Document/DOMContentLoaded_event
QUESTION
I'm making a choose your own adventure game, but sometimes I need to change the font size and Kivy isn't giving me the results I'm expecting. This is the full code so feel free to run it and see what I mean. Here is the python file:
...ANSWER
Answered 2020-Jun-30 at 20:11I can change font_size
in __init__
only if I remove font_size
from .kv
. It seems it gets value from .kv
after running __init__
and this makes problem. There is also other problem: height
(and width
) in __init__
is 100
instead of expected size. Probably it calculates it after running __init__
.
Searching in internet I found on Reddit: How can I use init for screen ids?
It uses Clock
to run some function after all updates and in this function change values.
QUESTION
It is the first time I have used Python rest api calls.
The response was successful, the only thing is that I would like to see only a json object rather than html markup. For now I am using this approach:
ANSWER
Answered 2020-Apr-12 at 08:04The approach of using requests
is right. You just have to "simplify" what you wrote if you want to see json. Basically, just try to replace the requests.get
parameters:
QUESTION
I am making a small "RPG" CYOA but I came across a problem with my "choice box" as only the first choice box is used as an attempt to pick other choices will lead to the same choice outcome as the first choice.
I assumed I need to set an array for the value of those buttons, but got no idea if the problem lay with this missing array or something else. Here is Javascript that are mixed with Jquery. The area where the code error is highlight with bold... well, considering I can't place those in Code as bold, it will be tagged with ** **
...ANSWER
Answered 2020-Apr-01 at 23:24Your issue is in yor event callback. When you call
$(".command_button")
you are given an array with the three buttons with this class. Calling .val()
on the array will return the value of the first one.
An event callback in jQuery receives a this
keyword that references the element that triggered the event. In your case you need to use this keywork to have access to which button was clicked.
Try changing your code to
QUESTION
I am currently following a Udemy course on Flutter which incorporates some issues one has to solve on their own.
One of these includes building a CYOA app.
Within this app you build a class called Story
which contains the following story snippet and the 2 possible directions the user can choose to go with afterwards.
All of these Stories
are held within a List in a class called StoryBrain
.
One of the tasks at some point asks you to retrieve the first text to start of the story and initialise a Text
Widget inside of a _StoryPageState
's build method.
Like so:
...ANSWER
Answered 2020-Mar-09 at 20:461.) The first build method is called as soon as the page is loaded.
2.) You need to define them after defining your class, and initialize them in the same line, or in your class constructor.
3.) Absolutely not. Initialization of variables should be done at the initialization of a class, or in the object's initState method (which is only done in a StatefulWidget, and only runs once).
In regards to your original question, you need to either initialize your variables when you make the class, or pass in your variables from the previous screen through the constructor, and instantiate them there.
QUESTION
I'm quite new to Javascript and have been trying to make a simple CYOA game, using this code from this Reddit comment as a template. However, I want to use objects (whose values are intended to be constant) to store the various string values for the messages and the object each choice points to, as opposed to having all the objects in arrays and having to point to them using using their index in the array. My reasoning is that it'd be (theoretically) simpler for me to organize using strings like "msg_001" or "story5_28" rather than having to change a bunch of numbers in the event I inserted some new set of messages in the middle of an array.
My Problem: The First Message Isn't Displayed AgainBasically, I want to loop back to the first message and its set of answers, but it won't.
The initial printCurrentMsg()
works (changing the content of the "message" divs to the values of msgText
, and looping through the object's choices
array to set the buttons in the "choices" div, based on the object specified in currentMsg
) and the buttons' respective onlick
attributes seem to work, until they're set to show msg_000
.
It appears to be that whatever the value of currentMsg
is, printCurrentMsg
won't show the object the string refers to, other than when it does initially. Additionally, after using console.log
at various points in the script, I noticed that currentMsg
isn't changed, and using console.log(typeof)
for both currentMsg
and window[currentMsg]
shows that the former is a string and the latter is an object. Am I unintentionally creating two separate variables?
- ...using parameters in
printCurrentMessage
. - ...using
currentMsg
in the functions instead ofwindow[currentMsg]
. - ...using dot notation instead of bracket notation.
- ...using
this[]
instead ofwindow[]
.
I'm not sure whether this has to do with asynchronicity, I'm accessing object properties incorrectly, my comprehension of scope is flawed, or if I'm erroneously using global variables. Should I be using some sort of callback?
Using a "dummy" msg_000
—making another object with a different name but the same properties—serves as a stopgap solution, but I still wouldn't understand what the problem is. Having all the msg_***
objects in an array and referring to them by index number instead of string would also work, but I'm hesitant to rely on that for both the aforementioned tediousness and the fact that I still don't understand why the value of currentMsg
remains unchanged.
In order to better articulate my problem, here is a jsfiddle with my code, and I shall post it below as well.
...ANSWER
Answered 2018-Feb-07 at 22:24When setMessage()
does window[currentMsg] = msg;
, it replaces the value of the variable holding a message. E.g. if the current message is msg_000
, and you do setMessage(msg_002)
, it's equivalent to writing msg_000 = msg_002;
.
What you really want to do is change the value of currentMsg
to be the name of the new message. So you should do: currentMsg = msg.msgName;
.
You were also missing the msgName
property in msg_003
.
As a best practice, you shouldn't use global variables for all this. Create your own object messages
, and use messages[currentMsg]
.
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