whack-a-mole | Offline-first arcade game for children | Frontend Framework library

 by   OngeUK TypeScript Version: Current License: No License

kandi X-RAY | whack-a-mole Summary

kandi X-RAY | whack-a-mole Summary

whack-a-mole is a TypeScript library typically used in User Interface, Frontend Framework, React applications. whack-a-mole has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Whack-a-mole is a basic version of the fairground amusement I build for my infant children to enjoy. As well as coding this offline-first PWA, I hand drew all the game sprites, recorded my own audio and even created my own font. This project was a good opportunity for me to use (P)React hooks for the first time. Was also a chance for me to re-visit using Styled Components and Parcel.
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              whack-a-mole has a low active ecosystem.
              It has 42 star(s) with 4 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              whack-a-mole has no issues reported. There are 6 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of whack-a-mole is current.

            kandi-Quality Quality

              whack-a-mole has no bugs reported.

            kandi-Security Security

              whack-a-mole has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              whack-a-mole 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

              whack-a-mole releases are not available. You will need to build from source code and install.

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            whack-a-mole Key Features

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            whack-a-mole Examples and Code Snippets

            No Code Snippets are available at this moment for whack-a-mole.

            Community Discussions

            QUESTION

            How can you create a list comprising of calculations on each item of another list in Haskell?
            Asked 2021-May-11 at 12:29

            I'm trying to make a function working out (and then outputting as a String) the difference between two elements in a list - 1st and 2nd, then 2nd and 3rd, and so on - I think I'm giving it a good go, but I currently keep running into error whack-a-mole, I've put the current error below, but first, obligatory code dump:

            ...

            ANSWER

            Answered 2021-May-11 at 12:29

            So far, you only calculate the percentage when the list has exactly two elements left. Less elements are not covered, and for longer lists, in all the steps before, the elements get dropped without further action. In the last step, however, you return a single Float instead of a list.

            The following example creates an increase percentage in every step, concatenating it with the list resulting from applying the function to the tail of the list. Also, the base cases are all covered:

            Source https://stackoverflow.com/questions/67485681

            QUESTION

            Whack-a-mole in Processing
            Asked 2020-Jul-31 at 21:21

            I am working on a school project in Processing (Java Mode). We have a picture of how the game should look like.

            So the task is to create a grid out of squares. Random squares should light up in red. If a red square is clicked, it should change colors to green and stay green.

            What my code looks like at the moment:

            ...

            ANSWER

            Answered 2020-Jul-31 at 21:21

            First, take your task:

            So the task is to create a grid out of squares. Random squares should light up in red. If a red square is clicked, it should change colors to green and stay green.

            and break it down:

            1. create a grid out of squares: nicely done already !
            2. Random squares should light up in red
            3. If a red square is clicked
            4. change colors to green and stay green

            How do you use random numbers in Processing ? The simplest method is using the random() method: you can pass two values and you'll get back a random number between those values.

            Let's say you want to flip a coin so there's a (roughly) 50-50 change you get heads or tails. You could so something like:

            Source https://stackoverflow.com/questions/63195938

            QUESTION

            How to check if an element is clicked
            Asked 2020-Jun-30 at 11:38

            ...

            ANSWER

            Answered 2020-Jun-29 at 14:10

            You can add a click event to the documentElement and check its target. Consequently you could also remove your other click handlers while doing this and check for the class mole.

            Source https://stackoverflow.com/questions/62639738

            QUESTION

            Undefinded variable. Where's mistake?
            Asked 2020-Jun-24 at 20:25

            I'm learning JS by making a simple game Whack-a-mole. I have problem with randomPosition in this script:

            ...

            ANSWER

            Answered 2020-Jun-24 at 20:20

            Math.random function call is missing

            Source https://stackoverflow.com/questions/62563370

            QUESTION

            Remove the associated image when an image map area is clicked in javascript (jQuery)
            Asked 2020-Apr-18 at 15:50

            I created a simple 'whack-a-mole' game where the same image appears in the gamespace in random positions and at random times and if you click the image it disappears, no problem. To make the game more difficult I added an image map so that you have to click a certain part of the image and now I can't figure out how to remove the associated image after a click. I have read lots of related questions on this site and the closest that I found was the answer by FiLeVeR10 that used hover but it was too slow and only worked for about 20% of the clicks playing the game at speed.

            The closest other way that worked is adding an .on click to the image map area. This method is running my IncrementScore() function just fine, but what can I use on the next line to remove the associated image? I have tried at least a hundred different things and none of them work. Adding an onclick attribute to the area behaved the same and would increment the score, but I still had the same problem removing the underlying image.

            The only place that I can even see the image is in offsetParent, but all of the images in the gamespace were in there as well and not just the one that I want to remove, so I couldn't figure out how to select the right one. After reading some answers to related questions I am beginning to think that it can't be done quickly enough for a game, and the several hours that I have spent fruitlessly trying different things only adds to my suspicions, but I created an account on here and I am posting my first question ever to find out definitively if it can or can't be done. The relevant code is below. Thanks.

            ...

            ANSWER

            Answered 2020-Apr-18 at 15:50

            You'll need to create a different map for each image, otherwise you won't be able to tell which image was clicked.

            This markup assigns a data-mole attribute to the area, so you'll be able to associate it with the matching image upon click:

            Source https://stackoverflow.com/questions/61281978

            QUESTION

            How to hack this Bokeh HexTile plot to fix the coords, label placement and axes?
            Asked 2019-Nov-26 at 08:02

            Below is Bokeh 1.4.0 code that tries to draw a HexTile map of the input dataframe, with axes, and tries to place labels on each hex. I've been stuck on this for two days solid, reading bokeh doc, examples and github known issues, SO, Bokeh Discourse and Red Blob Games's superb tutorial on Hexagonal Grids, and trying code. (I'm less interested in raising Bokeh issues for the future, and far more interested in pragmatic workarounds to known limitations to just get my map code working today.) Plot is below, and code at bottom.

            Here are the issues, in rough decreasing order of importance (it's impossible to separate the root-cause and tell which causes which, due to the way Bokeh handles glyphs. If I apply one scale factor or coord transform it fixes one set of issues, but breaks another, 'whack-a-mole' effect):

            1. The label placement is obviously wrong, but I can't seem to hack up any variant of either (x,y) coords or (q,r) coords to work. (I tried combinations of figure(..., match_aspect=True)), I tried 1/sqrt(2) scaling the (x,y)-coords, I tried Hextile(... size, scale) params as per redblobgames, e.g. size = 1/sqrt(3) ~ 0.57735).
            2. Bokeh forces the origin to be top left, and y-coords to increase as you go down, however the default axis labels show y or r as being negative. I found I still had to use p.text(q, -r, .... I suppose I have to manually patch the auto-supplied yaxis labels or TickFormatter to be positive.
            3. I use np.mgrid to generate the coord grid, but I still seem to have to assign q-coords right-to-left: np.mgrid[0:8, (4+1):0:-1]. Still no matter what I do, the hexes are flipped L-to-R
              • (Note: empty '' counties are placeholders to get the desired shape, hence the boolean mask [counties!=''] on grid coords. This works fine and I want to leave it as-is)
            4. The source (q,r) coords for the hexes are integers, and I use 'odd-r' offset coords (not axial or hexagonal coords). No matter what HexTile(..., size, scale) args I use, one or both dimensions in the plot is wrong or squashed. Or whether I include the 1/sqrt(2) factor in coord transform.
              • My +q-axis is east and my +r-axis should be 120° SSE
            5. Ideally I'd like to have my origin at bottom-left (math plot style, not computer graphics). But Bokeh apparently doesn't support that, I can live without that. However defaulting the y-axis labels to negative, while requiring a mix of positive and negative coords, is confusing. Anyway, how to hack an automatic fix to that with minimum grief? (manual p.yrange = Range1d(?, ?)?)
            6. Bokeh's approach to attaching (hex) glyphs to plots is a hard idiom to use. Ideally I simply want to reference (q,r)-coords everywhere for hexes, labels, axes. I never want to see (x,y)-coords appearing on axes, label coords, tick-marks, etc. but seems Bokeh won't allow you. I guess you have to manually hack the axes and ticks later. Also, the plot<->glyph interface doesn't allow you to expose a (q,r) <-> (x,y) coord transform function, certainly not a bidirectional one.
            7. The default axes don't seem to have any accessors to automatically find their current extent/limits; p.yaxis.start/end are empty unless you specified them. The result from p.yaxis.major_tick_in,p.yaxis.major_tick_out is also wrong, for this plot it gives (2,6) for both x and y, seems to be clipping those to the interior multiples of 2(?). How to automatically get the axes' extent?

            My current plot:

            My code:

            ...

            ANSWER

            Answered 2019-Nov-23 at 03:57
            1. There is an axial_to_cartesian function that will just compute the hex centers for you. You can then attach the labels in a variety of orientations and anchoring from these.

            2. Bokeh does not force the origin to be anywhere. There is one axial to cartesian mapping Bokeh uses, exactly what is given by axial_to_cartesian. The position of the Hex tiles (and hence the cartesian coordinates that the axes display) follows from this. If you want different ticks, Bokeh affords lots of control points over both tick location and tick labelling.

            3. There is more than one convention for Axial coords. Bokeh picked the one that has the r-axis tile "up an to the left", i.e. the one explicitly shown here:

              https://docs.bokeh.org/en/latest/docs/user_guide/plotting.html#hex-tiles

            4. Bokeh expects up-and-to-the-left axial coords. You will need to convert whatever coordinate system you have to that. For "squishing" you will need to set match_aspect=True to ensure the "data space" aspect ratio matches the "pixel space" aspect ratio 1-1.

              Alternatively, if you don't or can't use auto-ranging you will need to set the plot size carefully and also control the border sizes with min_border_left etc to make sure the borders are always big enough to accommodate any tick labels you have (so that the inner region will not be resized)

            5. I don't really understand this question, but you have absolute control over what ticks visually appear, regardless of the underlying tick data. Besides the built-in formatters, there is FuncTickFormatter that lets you format ticks any way you want with a snippet of JS code. [1] (And you also have control of where ticks are located, if you want that.)

              [1] Please note the CoffeeScript and from_py_func options are both deprecated and being removed in then next 2.0 release.

            6. Again, you'll want to use axial_to_cartesian to position anything other then Hex tiles. No other glyphs in Bokeh understand axial coordinates (which is why we provide the conversion function).

            7. You misunderstood what major_tick_in and major_tick_out are for. They are literally how far the ticks visually extend inside and outside the plot frame, in pixels.

              Auto-ranging (with DataRange1d) is only computed in the browser, in JavaScript, which is why the start/end are not available on the "Python" side. If you need to know the start/end, you will need to explicitly set the start/end, yourself. Note, however that match_aspect=True only function with DataRange1d. If you explicitly set start/end manually, Bokeh will assume you know what you want, and will honor what you ask for, regardless of what it does to aspect.

            Source https://stackoverflow.com/questions/59004218

            QUESTION

            Rails cached value lost/nil despite expires_in 24.hours
            Asked 2019-Sep-17 at 12:50

            I am using ruby 2.3.3 and Rails 4.2.8 with Puma (1 worker, 5 threads) and on my admin (i.e. not critical) page I want to show some stats (integer values) from my database. Some requests take quite a long time to perform so I decided to cache these values and use a rake task to re-write them every day.

            Admin#index controller

            ...

            ANSWER

            Answered 2019-Sep-17 at 12:50

            Heroku DevCenter states a little different cache config and gives some advice about threaded Rails app servers like Puma using connection_pool gem:

            Source https://stackoverflow.com/questions/57918468

            QUESTION

            Ignore . (dot) directories in os.walk
            Asked 2019-Sep-16 at 18:56

            Learning a python I'm working on a generic utility script to recurse any directories below and spit filenames and other properties into a file - on Windows right now. I keep getting errors as below and I don't care about these files which appear to be found in "dot directories" so far. Manually listing directories to directories.remove() is fun whack-a-mole but I need better. I can't figure out how to just tell it to ignore all dot directories.

            ...

            ANSWER

            Answered 2019-Sep-16 at 18:56

            Filename patterns are not processed by the in operator or the .remove() method. You can use the filter() function to remove names that match a pattern.

            Source https://stackoverflow.com/questions/57962769

            QUESTION

            I am not sure why this Javascript only covers half the screen
            Asked 2019-Sep-11 at 01:13

            I am making a variation of a whack-a-mole game where I have a number of bugs scurrying across the screen. Problem is, those bugs only want to scurry on half the screen, and I'm not sure why. The game is at: https://hmcka.github.io/100days/day38/day38.html .

            I've gone through my CSS file line by line, and I've tried several different ways to measure the screen's width (code examples commented out below) in Javascript. Any idea what is keeping these bugs sidelined?

            ...

            ANSWER

            Answered 2019-Sep-11 at 01:13

            let posX = rect.top;

            You are setting the X coordinate as the top, and the Y coordinate as the left. They should be flipped since you are using the width to calculate X (left-right) and height to calculate Y (top-bottom).

            You can see that the bugs often travel way beyond the bottom of the screen because their vertical range is the same as the width of the screen.

            Source https://stackoverflow.com/questions/57879830

            QUESTION

            Iterate over a reference to Chars
            Asked 2019-Jul-25 at 15:47

            I have a function that receives a reference to Chars:

            ...

            ANSWER

            Answered 2019-Jul-25 at 15:47

            The problem is that you hold a immutable reference to Chars you are not free to mutate it and Iterator is only auto implemented for mutable reference impl Iterator for &mut I. For the very good reason then next() require &mut self.

            You have many solutions: take it as mutable reference, clone it or take it by value:

            Source https://stackoverflow.com/questions/57205379

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            You can download it from GitHub.

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