javascript – wants to clarify a little what this simple js function does and how

Hey guys, I have a balloon game that speeds up the balloon when I mouse over one of them. I have a few questions:
1.Does the acceleration function not only increase the speech bubble cell value?
it doesn't seem to change the pixels it should increase in any way, it just updates the object's speed value

2.this function: onmouseover = "speedUp (& # 39; + i + & # 39;)

When I hold the mouse pointer over the object, it gets a number that is linked to the object that was set as a data attribute by the "Render Speech Bubbles" function. I dont understand this

Here is the code:

& # 39; use strict & # 39 ;;

var gNextId = 101;
var gBalloons = createBalloons()

var gInterval;

function startGame() {

    renderBalloons();

    gInterval = setInterval(() => {
        moveBalloons();
    }, 500);
}

function renderBalloons() {
    var strHtml = '';
    for (let i = 0; i < gBalloons.length; i++) {
        var balloon = gBalloons(i);
        strHtml += '
' + balloon.txt + '
' } // console.log('strHTML', strHtml); document.querySelector('.balloon-container').innerHTML = strHtml; } function moveBalloons() { var elBalloons = document.querySelectorAll('.balloon'); for (let i = 0; i < elBalloons.length; i++) { var balloon = gBalloons(i); var elBalloon = elBalloons(i); balloon.bottom += balloon.speed; elBalloon.style.bottom = balloon.bottom + 'px'; if (balloon.bottom >= 800) clearInterval(gInterval); } } function popBalloon(elBalloon) { var popSound = new Audio('sounds/pop.mp3'); popSound.play(); elBalloon.classList.add('fade'); } function speedUp(idxBalloon) { console.log('Speeding up: ', gBalloons(idxBalloon)) gBalloons(idxBalloon).speed += 10; } function createBalloons() { var ballons = ( createBalloon('A'), createBalloon('B'), createBalloon('C') ); return ballons } function createBalloon(txt) { return { id: gNextId++, bottom: 0, speed: 45, txt: txt } }

the HTML when it's needed:




    
    
    
    Document
    


        

Mathematica provides unprocessable long solutions to two simple quadratic equations

I tried to get a positive solution (or any solution) to the following two quadratic equations with two variables. My code was:

Solve((1/8)(-A1+x2+α+x1(-2+β)-2βx2^2-θx1^2==0 && (1/16)(A1+3x2-α-2βx2+x1(-2+3β))^2-θx2^2==0, {x1, x2})

It shows that there is a big issue, then I clicked Show Fulloutput, it took 5 minutes to show … and the result is in strange format, there is only one icon on each line in the last part, and it is very difficult to identify, I can't even find where x2 appears

aws – Allows users to upload CSV files and embed data for a simple API

Looking for the right architecture –

I have a serverless app hosted by AWS.
It uses lambdas and several DynamoDB tables for most of the BE logic (managed with aws-amplify).

I want to add a feature that allows users to upload CSVs, display them as a table in the app, and create a simple public API to get a row based on the ID (no more complex queries are required).

Each user adds about 0-10 CSVs, each CSV contains 3-20 columns (I can't predict the structure of the data in advance) and about 1k-100k rows.

How should I create the database part? (Open to any ATM direction – I can use any AWS service I need and am not limited to Lambdas / DynamoDB.)

Thank you very much

object-oriented – create a simple text-based role-playing game with some combat in Python

I recently started creating a text-based role-playing game with Combat in Python. I just wanted to start and then make it more complex, but I think I would have started a little too complex for myself.

Anyways, this is my code so far. I know there are some minor issues like printing (some mistakes and it's too fast) and the fact that it's currently impossible to actually escape from the Mineor.
However, there are major issues as well, and I've long tried to fix some of them. These are the ones that I will focus on the most and that I hope you can help me with. They are (but probably not limited to):

  • Orcs keep fighting even if they are supposed to be dead

  • The only way I can die and stop playing is to close the game with sys.exit (). It doesn't work if I play and fight for wrong

  • Fight doesn't work. I can only escape

Then there are other things that I haven't tried yet, some additions to the game that I'll try to fix at some point:

But what I really need are the three main problems I've been trying to find out for so long without luck.

thank you in advance

from random import uniform
from random import randint
import sys

fight = False
attack_first = ""

class Player():
    hp_regen_rate = 10
    mana_regen_rate = 0
    rage_regen_rate = 0
    def __init__(self,name):
        self.name = name
        self.hp = 1
        self.maxhp = 1
        self.rage = 0
        self.mana = 0
        self.maxmana = 0
        self.spellpower = 0
    def attack(self, enemy):
        print(f"you have attacked {enemy.name}")
        print (f"You have {self.hp} health")
        fight = True
        return fight
    def flee(self,enemy):
        num = randint(1,2)
        #change number to 1 or 2
        if num == 3:
            fight = False
            attack_first = False
            print("you have succesfully fled")
            return fight, attack_first
        else:
            print(f"You failed to flee. {enemy.name} attacks you" + "n")
            fight = True
            attack_first = "enemy"
            return fight, attack_first
    def check_death(self):
        if self.hp > 0:
            print(f"you now have {self.hp} health" + "n")
        else:
            print("You now have 0 health")
            print ("You are dead")
            global fight
            fight = False
            global playing
            playing = False
            return fight, playing   
    def regen_after_fight(self):
        hphp = 0
        if attack_first != 0:
            while self.hp < self.maxhp and k <= self.hp_regen_rate:
                hphp += 1
            else:
                self.hp +=  hphp
            print (f"you have regained {self.hphp} hp, and you now have {self.hp} hp in total")
        if mana != 0 and attack_first != 0:
            manamana = 0
            while self.mana < self.maxmana and manamana <= self.mana_regen_rate:
                manamana += 1
            else:
                self.mana += manamana
            print (f"you have regained {self.manamana}, and you now have {self.mana} mana in total")

class Enemy():
    def __init__(self, number_of, name):
        self.number_of = int(number_of)
        self.name = name
        self.hp = 20 * self.number_of
        self.dmg = 2 * self.number_of
    def attack(self, player):
        dmg = 0
    def appearing(self):
        if self.number_of > 1:
            print (f"{self.number_of} {self.name}s have appeared")
        else:
            print(f"A {self.name} has appeared")
        print (f"They have {self.hp} health")

class Orc(Enemy):
    def __init__(self, number_of, name):
        Enemy.__init__(self, number_of, name)
    def hit(self, player):
        Enemy.attack(self, player)
        dmg = randint(2 * self.dmg, 4* self.dmg)
        player.hp -= dmg
        print ("The orc(s) hit(s) you")
        print(f"it deals {dmg} damage")
    def appearing(self):
        return Enemy.appearing(self)

def attack_first():
    if randint(0,2) == 0:
        return "enemy"
    else:
        return "player"

class Mage(Player):
    mana_regen_rate = 30
    def __init__(self,name):
        self.name = name
        self.hp = 100
        self.maxhp = 100
        self.mana = 200
        self.maxmana = 200
        self.spellpower = 1.4
    def fireball(self, enemy):
        dmg = random.uniform(10 * self.spellpower,12*1.2*self.spellpower)
        dot = random.uniform(0.5 * self.spellpower, 1.5* self.spellpower)
        self.mana -= 20
        enemy.hp -= dmg
        print(f"You hit the {enemy.name}")
        print(f"you deal {round(dmg)} damage")
        if enemy.hp > 0:
            print(f"{enemy.name} now has {round(enemy.hp)} health")
        else:
            print(f"the {enemy.name} now has 0 health")
            print (f"You have killed {enemy.name}")
            fight = False
            return fight
        print(f"You have {self.mana} mana left" + "n")
    def attack(self, enemy):
        return Player.attack(self,enemy)
    def flee(self,enemy):
        return Player.flee(self,enemy)
    def check_death(self):
        return Player.check_death(self)
    def regen_after_fight(self):
        return Player.regen_after_fight(self)

class Fighter():
    pass


import sys,time,random
def print_slow(str):
    for letter in str:
        sys.stdout.write(letter)
        sys.stdout.flush()
        time.sleep(0.001)


mineorc1 = Orc(2,"mine orc")


ready = input("are you ready to play? (y / n)")
if ready.lower() == "y":
    print("welcome to the game!")
    playing = True
else:
    playing = False 
name = input("What is your name? ")
if playing == False:
    ready2 = input("Are you ready to play now? (y / n)")
    if ready2.lower() == "y":
        print("welcome to the game!")
        playing = True
    else:
        sys.exit()


def intro():
    input("Press 'enter' to continue when you see '...' ")
    print_slow("Once upon a time there was peace in all of the Kingdom of Enderal.")
    print_slow("This all changed when the evil, Drackle, came. ")
    print_slow(" n With his army of Orcs, he wrecked havoc in all of Enderal, starting with the small villages, progressing through the towns and city")
    print_slow("n Finally he seized control of Enderal, by imprisoning the great King Jack, and killing his trusted bodyguards, and noble followers")
    print_slow(" It seems all hope was lost, and the Kingdom of Enderal lived like this for a long time")
    print_slow("n" + " ...")
    print_slow("30 years later")
    print_slow(" ...")
    print_slow("In the town of Bournemouth, a small chance of hope was born")
    input(" ...")
    while True:
        global class1
        class1 = input("n Choose your class: (Fighter, Mage) ")
        if class1 == "Fighter" or class1 == "fighter":
            print (f"He was a {class1}")
            class1 = Fighter(name)
            return class1
            break
        if class1 == "Mage" or class1 == "mage":
            print (f"He was a {class1}")
            class1 = Mage(name)
            return class1
            break       
    print_slow(f" His name was {name}. He lived as a farmer until the age of 18, without any idea how important he was. at age 18 he found out that he had special powers, allowing him to do what most men could not")
    print_slow(" At his 18th birthday, it was the end of the month, and Drackle had sent his men to claim what the farmers have earned")
    print_slow(f" When they arrived at the farm, {name} and his family was celebrating {name}'s birthday. They did not notice, the dark men on horseback at first")
    print_slow(f" 'well, well, well. Wait till the Boss finds out that you do not work on your working hours.'' He drew his sword, and pointed at the mother of {name}")
    print_slow(f" 2 of the other men, jumped down from their horses, and grabbed the mother, forcing her hand on the stomp next to where {name}'s family was seated")
    print_slow(" 'You know the cost of this', he said, raising his left pinky finger above the other fingers. Now he went down from the horse, moving towards the stump.")
    print_slow(f" We knew that we could not do anything to prevent what would happen, but when her finger was cut clean off, and {name} heard her screams, he jumped from his seat")
    print_slow(f"after this was over, {name} collapsed, and lost almost all of his powers.")
    print_slow(" n a week later, he woke up, sure of what he would do next. He remembered old tales, his mother told him of the evil n Drackle, and his army of orcs. He knew he had to defeat them. With great powers come great responsibility")
turn = ""

def level1():
    print_slow(f"On his path to Ark - the capital of Enderal, and the home of Drackal - {name} reached a crossroad. He needed to go East, but there was mountains blocking his way.")
    input(" ...")
    print_slow("He can now either go through the forest to the North East, or to the South East through the mines - he stops for a moment and wonders where to go ...")
    lvl1_stage1 = True
    while lvl1_stage1:
        formin = input("Where do you want to go, Forest or Mines? ")
        if formin == "Forest" or formin == "forest":
            print_slow(f"*{name} has entered the forest*")
            print()
            lvl1_stage1 = False
        elif formin == "mines" or formin == "Mines":
            print_slow(f" {name} has entered the mines")
            input(" ...")   
            print_slow(" nWhen you arrive at the mines, you hear a strange noise, coming from behind.")
            print_slow(" Therefore, you hurry up and run into the mines.")
            print_slow(" Your loud foorsteps from running, awakened nearby orcs in the cave")
            input(" ...")
            mineorc1.appearing()
            abc = True
            while abc:
                answer1 = input("you want to fight or attempt to flee (fight/flee)? ")
                if answer1 == "fight":
                    class1.attack(mineorc1)
                    fight = True
                elif answer1 == "flee":
                    a,b = class1.flee(mineorc1)
                    fight = a
                    global attack_first
                    attack_first = b
                while fight:
                    if attack_first == "enemy":
                        turn = "enemy"
                    else:
                        if attack_first() == "enemy":
                            turn = "enemy"
                        else:
                            turn = "player"
                    while turn == "enemy":
                        mineorc1.hit(class1)
                        turn = "player"
                    while turn == "player":
                        if class1.check_death() == (False,False):
                            a,b = class1.check_death()
                            fight = False
                            playing = False
                            turn = "no one"
                        do = input ("what do you want to do? (fireball(20 mana),)")
                        if do == "fireball":
                            if class1.fireball(mineorc1) == False:
                                fight = False
                        turn = "enemy"                  
                else:
                    class1.regen_after_fight()
                    abc = False
            else:
                print("The orc is gone, but you are still in the mine")
                pass

        else:
            print_slow("you cannot go there. ")
            continue
    while not lvl1_stage1:
        print("you made it through the first obstacle, but you know there is many more to come")



while playing:
    intro()
    level1()
while not playing:
    print("no more play")

Contest – $ 15 Simple Design Contest

Hi there,

I am looking for someone to design player cards for my website.

The website is a fantasy soccer website. Players with the most important information are shown on the cards. I like the following designs from FIFA Ultimate Team (please don't just copy them).

(IMG)

The information that must be on the card is:

  • Player name (either full name or last name)
  • Position (M or midfielder)
  • Your team badge.
  • Your nationality flag
  • Head Shot image
  • Points (number of points you earned; this can be 100+, so make sure you have enough space.

I need the following for the designs:
– The design must work with several different card colors, we will bring out special cards.
– Please do not copy the map example above.
– The delivery is in PSD and transparent PNG formats.
– The design only has to be original work.

I will give feedback on submissions. The winner, whether / when he was selected, will be paid out via PayPal.

Thank you
SEMrush

design – Simple snake game in C ++

I originally posted this question in Code Review, but then thought I might get more design feedback here.

I just wrote a simple snake clone in C ++, with the goal of having an actual design this time and following OOP's SOLID principles. So I made a class diagram of the game and wrote all the code and it works fine, but there are some areas where I feel I could have done better. For example, there are some hard-coded elements that I couldn't elegantly remove, and there is a place where I use inheritance, but I also have an enumeration to find out from which child a message comes when I don't would prefer to have to worry about what type the child is.

Anyway, here's the class diagram:

Class diagram

The engine is a simple engine that I wrote to easily display 2D graphics. I only use it for rendering and some auxiliary classes like v2di, a 2D integer vector for storing position information


Here is the game class that is responsible for starting and running the game.

OnCreate() is called once at the start,

OnUpdate() and OnRender() are called once per frame and should contain the game loop,

OnDestroy() is called when the inner game loop is ended and the program is ended:

///////////////// .h

class SnakeGame : public rge::DXGraphicsEngine {
public:
    SnakeGame();
    bool OnCreate();
    bool OnUpdate();
    bool OnRender();
    void OnDestroy();

protected:
    Snake snake;
    FieldGrid field;
    int score;
    bool gameOver;
    int updateFreq;
    int updateCounter;
};

//////////////////////// .cpp

SnakeGame::SnakeGame() : DXGraphicsEngine(), field(10, 10), snake(3, rge::v2di(3, 1), Direction::RIGHT), score(0), gameOver(false), updateFreq(10), updateCounter(0){

}

bool SnakeGame::OnCreate() {
    field.AddSnake(snake.GetBody());
    field.GenerateFood();
    return true;
}

bool SnakeGame::OnUpdate() {

    //check user input
    if(GetKey(rge::W).pressed) {
        snake.SetDirection(Direction::UP);
    }
    if(GetKey(rge::S).pressed) {
        snake.SetDirection(Direction::DOWN);
    }
    if(GetKey(rge::A).pressed) {
        snake.SetDirection(Direction::LEFT);
    }
    if(GetKey(rge::D).pressed) {
        snake.SetDirection(Direction::RIGHT);
    }

    updateCounter++;
    if(!gameOver && updateCounter >= updateFreq) {
        updateCounter = 0;
        //clear snake body from field
        field.ClearSnake(snake.GetBody());
        //move
        snake.MoveSnake();
        //add snake body to field
        field.AddSnake(snake.GetBody());
        //testcollision
        CollisionMessage cm = field.CheckCollision(snake.GetHead());
        gameOver = cm.gameOver;
        score += cm.scoreChange ? snake.GetLength() * 10 : 0;
        if(cm.tileType == TileType::Food) {
            field.GenerateFood();
            snake.ExtendSnake();
        }
    }
    return true;
}

bool SnakeGame::OnRender() {
    std::cout << score << std::endl;
    field.Draw(&m_colorBuffer, 100, 20, 10);
    snake.DrawHead(&m_colorBuffer, 100, 20, 10);
    return true;
}

Next is the Snake Class that moves and stretches the snake. There is also an enumeration for that Direction The snake can move in:

///////////// .h

enum class Direction {
    UP, DOWN, LEFT, RIGHT
};

class Snake {
public:
    Snake();
    Snake(int length, rge::v2di position, Direction direction);
    rge::v2di GetHead() { return head; }
    std::vector GetBody() { return body; }
    void MoveSnake();
    void ExtendSnake();
    Direction GetDirection() { return direction; }
    void SetDirection(Direction direction);
    int GetLength() { return body.size() + 1; }
    void DrawHead(rge::Buffer* buffer, int x, int y, int size);

protected:
    std::vector body;
    rge::v2di head;
    Direction direction;
    Direction oldDirection;
};

////////////// .cpp

Snake::Snake(): head(rge::v2di(0, 0)), direction(Direction::UP), oldDirection(Direction::UP), body(std::vector()){
    body.push_back(rge::v2di(head.x, head.y + 1));
}

Snake::Snake(int length, rge::v2di position, Direction direction) : head(position), direction(direction), oldDirection(direction), body(std::vector()) {
    for(int i = 0; i < length-1; ++i) {
        rge::v2di bodyTile;
        switch(direction) {
        case Direction::UP:{
            bodyTile.x = head.x;
            bodyTile.y = head.y + (i + 1);
            break;
        }
        case Direction::DOWN:{
            bodyTile.x = head.x;
            bodyTile.y = head.y - (i + 1);
            break;
        }
        case Direction::LEFT: {
            bodyTile.y = head.y;
            bodyTile.x = head.x + (i + 1);
            break;
        }
        case Direction::RIGHT: {
            bodyTile.y = head.y;
            bodyTile.x = head.x - (i + 1);
            break;
        }
        }
        body.push_back(bodyTile);
    }
}

void Snake::MoveSnake() {
    oldDirection = direction;
    for(int i = body.size()-1; i > 0; --i) {
        body(i) = body(i - 1);
    }
    body(0) = head;

    switch(direction) {
    case Direction::UP: {
        head.y--;
        break;
    }
    case Direction::DOWN: {
        head.y++;
        break;
    }
    case Direction::LEFT: {
        head.x--;
        break;
    }
    case Direction::RIGHT: {
        head.x++;
        break;
    }
    }
}

void Snake::ExtendSnake() {
    body.push_back(body(body.size() - 1));
}

void Snake::SetDirection(Direction direction) {
    switch(this->oldDirection) {
    case Direction::UP:
    case Direction::DOWN: {
        if(direction != Direction::UP && direction != Direction::DOWN) {
            this->direction = direction;
        }
        break;
    }
    case Direction::LEFT:
    case Direction::RIGHT: {
        if(direction != Direction::LEFT && direction != Direction::RIGHT) {
            this->direction = direction;
        }
        break;
    }
    }
}

void Snake::DrawHead(rge::Buffer* buffer, int x, int y, int size) {
    rge::Color c(100, 100, 200);
    buffer->DrawRegion(x + head.x * size, y + head.y * size, x + head.x * size + size, y + head.y * size + size, c.GetHex());
}

Then there is that FieldGrid Class responsible for collision detection, food production and card status storage:

//////////// .h

class FieldGrid {
public:
    FieldGrid();
    FieldGrid(int width, int height);
    ~FieldGrid();
    void GenerateFood();
    CollisionMessage CheckCollision(rge::v2di head);
    void ClearSnake(std::vector body);
    void AddSnake(std::vector body);
    void Draw(rge::Buffer* buffer, int x, int y, int size);
protected:
    std::vector> field;
    int width;
    int height;
};

//////////// .cpp

FieldGrid::FieldGrid() : width(10), height(10), field(std::vector>()) {
    for(int i = 0; i < width; ++i) {
        field.push_back(std::vector());
        for(int j = 0; j < height; ++j) {
            field(i).push_back(new EmptyTile());
        }
    }
}

FieldGrid::FieldGrid(int width, int height): width(width), height(height), field(std::vector>()) {
    for(int i = 0; i < width; ++i) {
        field.push_back(std::vector());
        for(int j = 0; j < height; ++j) {
            field(i).push_back(new EmptyTile());
        }
    }
}

FieldGrid::~FieldGrid() {
    for(int i = 0; i < field.size(); ++i) {
        for(int j = 0; j < field(i).size(); ++j) {
            delete field(i)(j);
        }
        field(i).clear();
    }
    field.clear();
}

void FieldGrid::GenerateFood() {
    int x = rand() % width;
    int y = rand() % height;
    while(!field(x)(y)->IsFree()) {
        x = rand() % width;
        y = rand() % height;
    }
    delete field(x)(y);
    field(x)(y) = new FoodTile();
}

CollisionMessage FieldGrid::CheckCollision(rge::v2di head) {
    if(head.x < 0 || head.x >= width || head.y < 0 || head.y >= height) {
        CollisionMessage cm;
        cm.scoreChange = false;
        cm.gameOver = true;
        return cm;
    }
    return field(head.x)(head.y)->OnCollide();
}

void FieldGrid::ClearSnake(std::vector body) {
    for(int i = 0; i < body.size(); ++i) {
        delete field(body(i).x)(body(i).y);
        field(body(i).x)(body(i).y) = new EmptyTile();
    }
}

void FieldGrid::AddSnake(std::vector body) {
    for(int i = 0; i < body.size(); ++i) {
        delete field(body(i).x)(body(i).y);
        field(body(i).x)(body(i).y) = new SnakeTile();
    }
}

void FieldGrid::Draw(rge::Buffer* buffer, int x, int y, int size) {
    for(int xi = 0; xi < width; ++xi) {
        for(int yi = 0; yi < height; ++yi) {
            int xp = x + xi * size;
            int yp = y + yi * size;
            field(xi)(yi)->Draw(buffer, xp, yp, size);
        }
    }
}

Tile Class used in FieldGrid:

class Tile {
public:
    virtual CollisionMessage OnCollide() = 0;
    virtual bool IsFree() = 0;
    void Draw(rge::Buffer* buffer, int x, int y, int size) {
        buffer->DrawRegion(x, y, x + size, y + size, color.GetHex());
    }

protected:
    rge::Color color;
};

class EmptyTile : public Tile {
public:
    EmptyTile() {
        this->color = rge::Color(50, 50, 50);
    }

    CollisionMessage OnCollide() {
        CollisionMessage cm;
        cm.scoreChange = false;
        cm.gameOver = false;
        cm.tileType = TileType::Empty;
        return cm;
    }

    bool IsFree() { return true; }
};

class FoodTile : public Tile {
public:
    FoodTile() {
        this->color = rge::Color(50, 200, 70);
    }
    CollisionMessage OnCollide() {
        CollisionMessage cm;
        cm.scoreChange = true;
        cm.gameOver = false;
        cm.tileType = TileType::Food;
        return cm;
    }

    bool IsFree() { return false; }
};

class SnakeTile : public Tile {
public:
    SnakeTile() {
        this->color = rge::Color(120, 130, 250);
    }

    CollisionMessage OnCollide() {
        CollisionMessage cm;
        cm.scoreChange = false;
        cm.gameOver = true;
        cm.tileType = TileType::Snake;
        return cm;
    }

    bool IsFree() { return false; }
};

Finally there is that CollisionMessage Class used to send messages to the game when the snake head collides with one Tile:

enum class TileType {
    Empty,
    Snake,
    Food
};

class CollisionMessage {
public:
    bool scoreChange;
    bool gameOver;
    TileType tileType;
};

I left out all the includes and the main method because they are not relevant to the design and only take up extra space.


I appreciate the time it takes you to read all of my code (or just look at the class diagram) and would like to hear what you think about the overall design I chose.

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