I've been testing my turn based game app on two devices.
When device 1 quits (by swiping and deleting the match from GKTurnBasedMatchmakerViewController) , it updates device 2 to show that the match has been done (yet it still shows in GKTurnBasedMatchmakerViewController that the match is Other Player's Turn), but device 1 doesn't update!
It says in GKTurnBasedMatchmakerViewController under Game Over section the ended match, but says "No Outcome" ,and from apple documentary- The participant’s outcome has not been set yet (typically because the match is still in progress).
I want to know how to set that to something else, and what method is (supposed) to be called by quitting that way.
Thanks in advance.
- (void)turnBasedMatchmakerViewController:(GKTurnBasedMatchmakerViewController *)viewController playerQuitForMatch:(GKTurnBasedMatch *)match {
if ([match.currentParticipant.playerID isEqualToString:[GKLocalPlayer localPlayer].playerID]) {
[match participantQuitInTurnWithOutcome:GKTurnBasedMatchOutcomeQuit nextParticipants:nextParticipant turnTimeout:GKTurnTimeoutNone matchData:data completionHandler:^(NSError *error) {
[match removeWithCompletionHandler:^(NSError *error) {
//Player quitted and match removed
}];
}];
}
else {
[match participantQuitOutOfTurnWithOutcome:GKTurnBasedMatchOutcomeQuit withCompletionHandler:^(NSError *error) {
[match removeWithCompletionHandler:^(NSError *error) {
//Player quitted and match removed
}];
}];
}
}
For device 2
-(void)handleTurnEventForMatch:(GKTurnBasedMatch *)match {
if (player2.matchOutcome==GKTurnBasedMatchOutcomeQuit){
//Your opponent quitted do something
}
}
Related
When I change any textfield on my update form with new information ONLY that change is saved. All other previously saved data for the entity is lost in the process.
func updateDog (
id: String,
dogName: String,
activeStatus: Int16,
breed: String,
//etc (about 30 attributes below here )
)
{
let fetchDog: NSFetchRequest<Dog> = Dog.fetchRequest()
fetchDog.predicate = NSPredicate(format: "id == %#", id)
do {
let dog = try self.moc.fetch(fetchDog).first
dog?.dogName = dogName
dog?.activeStatus = activeStatus
dog?.breed = breed
//etc
if self.fetchDog(dogName: dogName)?.hasChanges ?? true {
try self.moc.save()
}
} catch
let error as NSError {
print(error)
}
There are no errors messages, but any attributes already stored, which are left unchanged during the updating are lost in the self.moc.save process. Only the edited fields are updated.
I want it to ignore any attribute that has not been altered and simply update the changed data. I've been going around in circles but cannot achieve the correct behaviour. I am not very experienced as have only been learning to code for a few months, and my advancing years probably add to my struggles to grasp the problem I'm having. Any help is gratefully recieved
On the page that I am testing, a user can have a single currency or multiple currencies (i.e EUR and USD)the currency/currencies will appear in the same div at the top of the page.
If a user has multiple currencies, a tab for each currency will appear further down the page, if a user has only one currency, no tabs will appear (as there is no need for the user to switch tabs).
I am able to test multi currency users by checking to see if the text contained in the header matches the text contained in the currencies tabs.
However, as no tabs appear for a single currency, I'm not sure how to test this.
For example, if I have only a 'EUR' currency, is there a way to do something like
if element(by.className("currencies"))contains 'EUR'
&& doesn't contain 'USD' && doesn't contain 'GBP'
expect element(by.className("tabs").toDisplay.toBeFalsy()
This is the code for the page object file
this.checkCurrency = function(currency) {
var checkBalance = element(by.className("balances"));
checkBalance.getText().then(function (text) {
if (text.indexOf("GBP" && "EUR")>= 0) {
expect(element.all(by.linkText("GBP")).isDisplayed()).toBeTruthy();
console.log("EUR GBP buyer");
}
else if (text.indexOf("GBP" && "USD")>= 0) {
expect(element.all(by.linkText('USD')).isDisplayed()).toBeTruthy();
console.log("USD GBP buyer");
}
else
{
console.log("false");
}
});
};
From your description I'm not quite sure where the failure is. In general you want to keep this kind of logic out of your page object. Your test should understand what state the page should be in and call different functions. I know that's not always possible, but it works out so much better if you can. Here is some general condition advise that should help.
You can catch the success state and a failed state of a promise. Most people use the pass function, but forget about the fail function.
promise.then(passFunction, failFunction)
You can use this in several different ways. If you realize that almost everything in protractor is returning a promise.
Example:
element(by.className("currencies")).getText()
.then(
function(text) {
//check on something
},function(error){
//don't check on something
if(someCondition) {
throw error;
} else {
//the test continues
}
});
You can even do it with and expect
expect(element(by.className("currencies")).getText()).not.toContain("EUR")
.then(
function(passed) {
//check on something
},function(failed){
//don't check on something
if(someCondition) {
throw failed;
} else {
//the test continues
}
});
Or a simple findElement
element(by.className("currencies"))
.then(
function(element) {
//check on something
},function(error){
//don't check on something
if(someCondition) {
throw failed;
} else {
//the test continues
}
});
Hi all I have a function that generates bullets every time the player touches the screen.
Is there a way that I can limit the amount of bullets generated? Basically if I press the screen very quickly lots of bullets get generated but I would like to limit it to at least i per second instead of 2 or 3 per second.
Below you can find my firing function and my bullet creation function:
createBullets: function(){
//Bullets
this.bullets = this.add.group();
this.bullets.enableBody = true;
this.bullets.physicsBodyType = Phaser.Physics.P2JS;
this.bullets.createMultiple(500, 'bullet', 0, false);
this.bullets.setAll('anchor.x', 0.5);
this.bullets.setAll('anchor.y', 0.5);
this.bullets.setAll('outOfBoundsKill', true);
this.bullets.setAll('checkWorldBounds', true);
},
fireBullet: function(){
this.bullet = this.bullets.getFirstExists(false);
if (this.bullet) {
this.bullet.reset(this.tanque.x, this.tanque.y - 20);
this.bullet.body.velocity.y = -500;
}
},
and my update function:
if(this.input.activePointer.isDown){
if (!this.mouseTouchDown) {
this.touchDown();
}
}else {
if (this.mouseTouchDown) {
this.touchUp();
}
}
Any help I would really appreciate.
One option is to store two values:
nextShotTime: next time a shot can be fired
shotDelay: delay between shots (can be set like Phaser.Timer.SECOND * 2)
I don't see where you're calling fireBullet() in your example code above, but either before you make the call, or within the function, you could then check to see if the nextShotTime is in the past. If it is, fire another bullet and then update the nextShotTime with the current time plus the shotDelay.
For example:
if (this.nextShotTime < this.time.now) {
this.nextShotTime = this.time.now + this.shotDelay;
// add your code that will fire a bullet.
}
I have had similar problems in games before. The solution I used is the same as the one posted above. I found it in this
Phaser tutorial.
The fire function used in the tutorial is:
fire: function() {
if (this.nextShotAt > this.time.now) {
return;
}
this.nextShotAt = this.time.now + this.shotDelay;
You can modify it to suit your purposes.
This is part of a fire function I used in a game I made:
fire: function() {
//Make sure the player can't shoot when dead and that they are able to shoot another bullet
if(!this.player.alive || this.time.now < this.nextFireTime) {
return;
}
this.nextFireTime = this.time.now + this.fireRate;
var bullet;
//If weaponlvl = 0, shoot a normal bullet
if(this.weaponlvl === 0) {
if(this.bullet1.countDead() === 0) {
return;
}
//Properties for the basic weapon
this.fireRate = 500;
bullet = this.bullet1.getFirstExists(false);
bullet.reset(this.player.x, this.player.y-22);
bullet.body.velocity.y = -300;
}
Hope this helps you in some way.
II want an user to draw a route with polylines on GoogleMaps. I've found a way to snap a polyline ( example in the link, code in below ). The code works with the directions service to draw a polyline on a road, the only problem is this only works with G_TRAVELMODE_DRIVING but I want to use G_TRAVELMODE_WALKING and when you use WALKING you have to supply the map and a div in the constructor of the directions object. When I do that it automatically removes the last line and only displays the current line. I've tried several things like supplying the map as null, or leaving out the map in the constructor.. I've also tried to give a second map in the constructor, get the polylines from the directions service and display them on the right map. But nothing works! I'd appreciate it if someone could help me!
http://econym.org.uk/gmap/example_snappath.htm
if (GBrowserIsCompatible()) {
var map = new GMap2(document.getElementById("map"));
map.setCenter(new GLatLng(53.7877, -2.9832),13)
map.addControl(new GLargeMapControl());
map.addControl(new GMapTypeControl());
var dirn = new GDirections();
var firstpoint = true;
var gmarkers = [];
var gpolys = [];
var dist = 0;
GEvent.addListener(map, "click", function(overlay,point) {
// == When the user clicks on a the map, get directiobns from that point to itself ==
if (!overlay) {
if (firstpoint) {
dirn.loadFromWaypoints([point.toUrlValue(6),point.toUrlValue(6)],{getPolyline:true});
} else {
dirn.loadFromWaypoints([gmarkers[gmarkers.length-1].getPoint(),point.toUrlValue(6)],{getPolyline:true});
}
}
});
// == when the load event completes, plot the point on the street ==
GEvent.addListener(dirn,"load", function() {
// snap to last vertex in the polyline
var n = dirn.getPolyline().getVertexCount();
var p=dirn.getPolyline().getVertex(n-1);
var marker=new GMarker(p);
map.addOverlay(marker);
// store the details
gmarkers.push(marker);
if (!firstpoint) {
map.addOverlay(dirn.getPolyline());
gpolys.push(dirn.getPolyline());
dist += dirn.getPolyline().Distance();
document.getElementById("distance").innerHTML="Path length: "+(dist/1000).toFixed(2)+" km. "+(dist/1609.344).toFixed(2)+" miles.";
}
firstpoint = false;
});
GEvent.addListener(dirn,"error", function() {
GLog.write("Failed: "+dirn.getStatus().code);
});
}
else {
alert("Sorry, the Google Maps API is not compatible with this browser");
}
I know it's an old post, but since no answer came forward and I've recently been working on this sort of code (and got it working), try swapping the addListener with this.
GEvent.addListener(map, "click", function(overlay,point) {
// == When the user clicks on a the map, get directiobns from that point to itself ==
if (!overlay) {
if (firstpoint) {
dirn1.loadFromWaypoints([point.toUrlValue(6),point.toUrlValue(6)],{ getPolyline:true,travelMode:G_TRAVEL_MODE_WALKING});
} else {
dirn1.loadFromWaypoints([gmarkers[gmarkers.length-1].getPoint(),point.toUrlValue(6)],{ getPolyline:true,travelMode:G_TRAVEL_MODE_WALKING});
}
}
});
I have implemented a game application in which there are four options and among them there is one answer. Options are randomly arranged. How can I check that selected option is a correct answer?
Keep an NSArray or NSDictionary that associates question indices or questions with answers?
This sould work,
const quiz = [
{
question: 'this is a question',
answer: 'the answer',
choices: []
}
];
quiz.forEach(item => {
console.log(item.question);
// im hardcoding the selected answer as an example be sure to dynamically populate this with the users input
let selectedAnswer = 'the answer';
if (selectedAnswer === item.answer) {
console.log('correct answer');
} else {
console.log('incorrect answer');
}
});