ashugeo / magic-maze Goto Github PK
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Home Page: https://magicmaze.herokuapp.com
License: MIT License
Online version of board game "Magic Maze"
Home Page: https://magicmaze.herokuapp.com
License: MIT License
Production:
Uncaught TypeError: o.default.get(...).isEmpty is not a function
at e.value (bundle.js:1)
at e.value (bundle.js:1)
at Object.mouseMove (bundle.js:1)
at e (bundle.js:1)
Local Development:
Uncaught TypeError: targetCell.isEmpty is not a function
at Hero.getPath (hero.js:100)
at Hero.checkPath (hero.js:182)
at Object.mouseMove (events.js:301)
at draw (user.js:90)
There should be a timer that records the total in-game time and total real time (including paused time if the game was ever paused). This will let the players know how long they took to finish a scenario and could be a fun way for them to compare one run against another.
Will need to think of the best way to present this information to the player.
According to the rules...
The player with the Use a Vortex action (and only this player) can move any Hero pawn from wherever it is to any Vortex space of its colour. This is a very quick way to travel long distances.
At the moment, the player with the vortex role can only move a hero from one vortex to another which is incorrect. The player should always be able to move an orange hero to an orange vortex irregardless of where the orange hero currently is.
Players who just open the page are not going to know what keybindings should be used for an action. We should briefly include some instructions in the game to help with this.
I see there is a cameraMouse
configuration value but setting it to true
doesn't seem to do anything (besides adding errors to the browser's console).
Some ideas for moving the camera with the move:
This should just be a matter of modifying the evaluation of the vortex action.
Hi,
first of all thanks for the app, it's fun to play.
I have one mayor issue: somtimes the item time (hourglass) is used (it get crossed) but the time is not inverted.
There are no visual clue of what is happening.
Can you advice?
This will share a bit with scenario 10 (#53) as the pawns have to stay on the tile even after they have exited the mall.
When playing with bots, the AI sometimes doesn't see the wall between two tiles. This results in the AI waiting for the player to move through that wall (which is impossible for the player) or the AI moving through that wall. See the image attached for the described situation. In this image the AI will think there is a valid crossing between the lower and the upper tile.
Not that important, but when this happens the player can get stuck in the game when only playing with bots, as the bots won't let the player take another route.
I think we just need to remove the alert buttons from all the players here.
Letting people zoom in and out with the scroll wheel should help players play faster without having to use the keyboard to zoom in and out.
Hi ashugeo and thank you for this game!
I had a hard time figuring out how to add a new tile. A short manual with the keyboard shortcuts would be very appreciated :)
I was also wondering: what is the status of this project? Is the game fully implemented or are some rules missing? Do you plan to work on it anymore?
I'm not an experienced web developer but I will definitely spend some time in order to understand your code and see if I can add some features.
Regards,
A French compatriote.
So a friend of mine was talking about this game, she's from the Netherlands and I'd never heard of it before so I started searching online for it so we might be able to play together in the future. I found your code, but attempting to launch the server.js and watch only gets me to this screen
to get to this point I've gone into the app folder and ran npm run watch and opened a separate console window and ran node ./server.js in the same directory. Am I missing something ridiculously simple here?
Key | Command |
---|---|
S | Move map up |
Z | Move map down |
D | Move map left |
Q | Move map right |
Can we change the movement keys to be WASD like some computer games? I recognize this will mean the other keybindings will also have to change but I want to see if people are okay with this proposal first.
I think there can be a lot of fun statistics that could be shown at the end of the game. Here are some ideas...
magic-maze/src/client/play/data/scenarios.json
Lines 18 to 23 in 14f26d0
Is this intentional? Is there something wrong with the implementation of tile 16? ๐ค
magic-maze/src/client/play/js/camera.js
Lines 81 to 99 in 96f1fab
It seems that p5.js is no longer used except in the case above but even then it just throws errors to the console.
Can references to p5.js be fully removed from the source code?
Production:
Uncaught TypeError: Cannot read property 'nodeName' of null
at Object.mouseMove (bundle.js:1)
at e (bundle.js:1)
Local Development:
events.js:262 Uncaught TypeError: Cannot read property 'nodeName' of null
at Object.mouseMove (events.js:262)
at draw (user.js:90)
Looks like the game is currently down.
To me it seems, the web socket connection is broken since updating to socket.io ^2.4.0. No tiles appear, games do not appear to others, cannot be started and the browser's developer tools show a status code 400.
Though changing the socket.io version back down to ~2.2.0 or upgrading to ^2.4.1 fixes that problem.
There should be a link back to GitHub so players know where to go to report feature requests and bugs.
Currently, all players can do all the actions which does not match the board game's rules. Users should only be able to perform the action that they have been assigned.
Hey would be nice if you could add a multiplayer option to play with friends. Maybe with an invitation code?
Connection could be implemented via Websockets.
This repository currently has no license associated with it. The lack of a license creates ambiguity as to what people can or cannot do with the code. I suggest choosing a license as soon as possible to rectify this.
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