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QUESTION
I am trying to make a Tic Tac Toe game in Python, where I use two separate files. Each has different code and separate classes, which I am trying to call. However, each time I try to do so, I receive this error:
...ANSWER
Answered 2021-May-26 at 23:23You're not specifying which class you are inheriting from. To use inheritance, you do class ClassName(ClassToInheritFrom)
.
So your file would look like:
QUESTION
So I've been trying to make this turn-based battle and I ran into a slight issue. I can't seem to use the variables that are defined within the if statement. I tried declaring them global but that didn't work. Is there any way to solve this problem while still using if statements?
Here the code that I'm having issues with:
...ANSWER
Answered 2021-May-22 at 10:29You're trying to access a variable before it's been declared.
You've got if spawn == "mandrake":
before you declare spawn, move spawn = "mandrake"
above the if statement.
QUESTION
I'm making a turn-based game in Unity 3D. Since it's turn-based, I'm trying to implement a state machine to control the general flow of gameplay. The player will control several units, like in games like XCOM, and I think a state machine for each unit may also be useful to control whether a unit is idle, currently selected, destroyed, etc. Weapons could possibly use them as well with states like idle and targeting.
Point is, I'm trying to abstract my state logic as much as possible so it's universal among the different state machines while also DRYing up my code so I'm not repeating things. To accomplish this, I'm of course making use of interfaces, such as my IState interface here:
...ANSWER
Answered 2021-May-20 at 20:43You could implement a generic variant. Though this only works if each StateManager always works with only the same type of state.
For example:
QUESTION
I have a Unity game I am working on as a hobby and have come across an interesting issue with how to best handle collision detection. My problem here is that my game is a 2D turn-based game, whereby a game object can move a fixed distance each time in a non-grid based world space. I have my game objects currently using BoxCollider2D to handle collision detection, but I need to be able to determine if there will be a collision BEFORE actually making a move, which right now causes the game object to overlap another game object and fire the OnCollisionEnter2D event. The eventual idea here is to allow a player to plan out a move and have a "navigation guide" appear next to the object to show move options based on the game object's move capabilities.
Is it possible to take my game object's collider, transform its position to move or rotate it, see if a collision would occur, but NOT actually move the object itself?
...ANSWER
Answered 2021-May-17 at 19:10You mean like simply using Rigidbody.SweepTest
? ;)
Tests if a rigidbody would collide with anything, if it was moved through the Scene.
From the example
QUESTION
I am designing a turn-based game that uses connection.recv() to read from the socket and store the data of a 'move' in a buffer (which the server reads from). The problem is, the player can send data outside of their turn to be queued in the socket buffer, which means the server potentially reads from moves they made outside of their turn, instead of blocking until they make a turn. Is there any way to flush the data stored in the socket, and if not, is there any other workaround to this problem?
...ANSWER
Answered 2021-May-09 at 11:55From Steffen's suggestion, I am using recv calls to clear the buffer. Currently, I'm setting the socket to non-blocking and calling recv until a BlockingIOError. It would be much appreciated if anyone could point out a more graceful solution (that doesn't use exceptions).
QUESTION
I am writing several Swift multiplayer games based on the Ray Wenderlich tutorial for Nine Knights. (https://www.raywenderlich.com/7544-game-center-for-ios-building-a-turn-based-game)
I use pretty much the same GameCenterHelper file except that I change to a segue instead of present scene since I am using UIKit instead of Sprite Kit with the following important pieces:
present match maker:
...ANSWER
Answered 2021-Mar-26 at 04:53I figured it out. I was trying to remove the Notifications from a deallocated instance of the view controller per the below link (The bottom most answer):
How to avoid adding multiple NSNotification observer?
The correct way to remove the notifications is in the view will disappear function like this:
QUESTION
I'm working on a turn-based RPG for a class project, but I can't figure out how to properly use enumerators to represent characters in my class function for generating maps by transferring the contents of a text file to a 2D vector named "map". My compiler is also detecting errors in the vector loops I use for generating entities on the map, but I believe those have to do with the enumerators.
What am I doing wrong with my implementation of enumerators, and what can I do to fix it?
Code (Map.cpp):
...ANSWER
Answered 2021-Feb-15 at 21:01Those errors are pretty descriptive, but I'll grab a few:
QUESTION
Ther are 4 terms in a dictionary, each of which uses a random.randint() function. My issue is that I want to call a random term from the dictionary, then generate the random number and print the generated number and the term together. It is for a turn-based combat system, first generating a random move to use, then generating how much damage this will do. I hope the code below is helpful.
...ANSWER
Answered 2021-Feb-01 at 19:09You just need to access the value of the dictionary you created keeping everything else the same:
QUESTION
By this announcement
https://support.google.com/googleplay/android-developer/answer/9469745
Starting on 31 March 2020, we’ll be ending support for real-time and turn-based multiplayer APIs. If your game includes real-time and turn-based multiplayer integration, you will be unable to turn these features off and can continue using them until 31 March 2020. These APIs cannot be enabled for new games.
What are your alternative solutions for adobe air multiplayer games?
...ANSWER
Answered 2021-Jan-20 at 15:20One option could be gamesparks.com which still supports AIR.
Player.io also supports multiplayer in AIR and as3.
A more classic approach is the old Smart Fox Server for as3.
I hope these help.
QUESTION
So, I have recently got into coding and I am currently developing a small turn-based RPG, but I have encountered some real issue with the battle system. I am still learning and I never thought about asking questions here. Anyway, after getting many things done correctly, I have encountered this issue where using the defend command rises the player hp for some reason. Here is the code:
...ANSWER
Answered 2021-Jan-19 at 16:10In your Battle.Attack
method:
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