oriented object – Chess OO design Movement Logic

I read a lot about the implication of chess and I have thoughts …
In many places, I saw that Piece was the parent and that all types that could be considered elephants were children. There is an abstract method: isValidMove (Box start, Box end, board).
Box (is a coordinate)
Each subclass implements isValidMove.
I wondered if isValidMove should be there and as I understand it, Piece is a simple piece (which does not fit the card) that has color property but the move logic includes the card is not part of this . So what is the best solution? about creating this Piece class with Color Member and enum PieceType member …
The Move class contains the items Start, Box, and End, as below.

public class Move {
private start of the box;
private box end;
Private room pieceMoved;

There will be IMoveableStrategy with isValidMove (Move, Board) and then there will be subclasses for each type of room …
Disadvantages: Whenever a new type of part will be added, I have to add this to the part type enumeration and as a new subclass also for the strategy (two places) …
it seems that I write very similar thing: In the first option: Piece and all its options as subclasses.Second: Piece simple type and strategy for each one of them …
So not sure which is better …
pls help me 🙂

movement – Shooting problem follows an actor / object

At first, I created an actor to be a projectile, he acts with a simple projectile. When it's generated, it goes right,

To do this, I added the Projectile motion component.

It turns out that I would like this projectile does not go straight, I would like it to be generated when it was a minion.

Then my problems started because, being just an actor, it seems that he can not move with the Simple move to actor / place a function.

I created 3 sockets:

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One for each shot / projectile I was going to test.

Shot plan:

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the Event Atirar generates the 3 shots / projectiles I created (TiroActor, TiroCharacter and TiroPawn).

TiroActor Action Plan:

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TiroCharacter Blueprint:

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Map of TiroPawn:

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I hope that when they are generated, they will go to the only existing henchman in the game, but this does not happen:

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the Tiro Actor go straight, and nothing stops it (I activated the option "call in editor" for the Andar event, but that does not fit).

The character Tiro falls to the ground and does nothing but matches when I call the Andar event manually:

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the Tiro Pawn is not even generated …

I've changed the option "Auto Posses AI" of Character Tiro and Tiro Pawn at Placed in the world or generated.

I've removed the gravity of all the components of the Character Tirobut even when it is generated, it falls to the ground.

I would like to know how to make sure that an object (actor, pawn or character), when it is generated, follows the target (in this case, a minion) until it that he collides with him.

dnd 3.5e – How Do Prepared Actions Involving a Movement Interact with a Charge?


In turn, Alice uses the action ready. It specifies the condition "a creature attacks me" and an action that would take her out of her melee range (like teleporting with dimension door).

At Bob's next turn, he's charging Alice. The attack that he would take at the end of his charge meets the trigger conditions of Alice's prepared action, so she teleports.

What exactly come?

  • Can Bob make his melee attack before Alice is teleported?
  • Does it matter if Alice teleports somewhere that would have been in Bob's original charge range, compared to a place where he could not bill?
  • If Bob fails to attack, does he still lose all of his full round action for charging? Or did he just spend a movement action if he can never attack? What happens if it is already farther than it could be with a single action (since you can load twice as fast)?
  • Would it matter if Alice had chosen a different trigger condition for her prepared action, like "a creature approaching me at 20 feet?"

movement – How fast do dwarves move when cluttered?

OSRIC says the dwarves move at 90 '. I also read the statement that it was not specifically stated.

Do the dwarves move to 90 or 120? Do they carry a heavy load (and move at 90), move at 90 or 60?

Does this apply to all short races?

path – Use delta time for movement

I am currently involved in a college mission where we have to create a game with our own game engine. In my game, we have an enemy that moves with paths built with an A * algorithm. Every image I change its position, but it depends too much on the computer. Can you help understand how to solve this problem?

I've tried to move it only in frames but, again, it depends too much on time and it's not smooth.

Thank you all!

unit – How to make my camera follow the player's movement in a different position

Basically, my camera follows the rotation and position of the character, although his position is quite uncomfortable to use, here is what I needed:
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But here's what I get:
enter the description of the image here

I used a code that someone had suggested yesterday to use, I was a bit creative and I changed some things to get it right. other camera positions, but no matter how much I change the values, the camera never gets the position I need:

void LateUpdate ()
transform.position = player.transform.position - (player.transform.up * -10) + (player.transform.forward * -15);
transform.LookAt (player.transform);


And I do not know how I can make the player less visible

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Jeremiah Goodman – Movement of Massive Wealth


Jeremiah Goodman Movement of Massive Wealth
MWM Dropshipping
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tableau – How to make a movement in miniwin? C ++

I am new but my question is this. I develop a miniwin program in C ++ dev, which generates a car in the middle of the screen and randomly generates buildings behind it. But my goal is to move the buildings from right to left creating the illusion that the car is moving. Until now, I was able to generate the buildings but I can not move them and new buildings are generated at the same time to give the illusion of movement. If someone has an idea, it would be very useful.

This is my code for the moment:

    #include "miniwin.h"

    use a miniwin namespace
using namespace std;
to_string ()

float posx = 0;

empty buildings (int x, int y) {
int numbers[30]= {};
srand (time (NULL));
for (int x = 0; x <30; x ++) {
numbers[x]= rand ()% (300-150 + 1) +150;

Red color);
for (int x = x * 20; x <30; x ++) {
rectangulo_lleno (x * 20, numbers[x]x * 20 + 400);


int main () {

float x, y;

vredimensiona (600,600);

color (CYAN);
complete rectangle (0.0600 600);

yellow color);
solid rectangle (0 400 600 600);

buildings (x, y);

refresh ();
while (1)
switch (key ()) // from here I guess it's wrong because I do not realize
make it work
ESPACE case:

if (y = 0) {

posx- = 20;

wipe off ();
buildings (0,0);




returns 0;

dnd 5th – If my scout scout used his complete movement in turn, can he later use the reaction of the firer function to move again?

The rifleman function of the scout thief says:

You can move up to half your speed in reaction when an enemy finishes his turn within 5 feet of you. This movement does not cause any attacks of opportunity.

Note that this ability uses your reaction, not your "movement". You do not have much movement outside of your turn, normally:

In turn, you can advance to your speed. You can use as much or as little of your speed as you like, following the rules here.

There are no general rules for moving voluntarily (as opposed to being forced by someone or something else) outside of your turn. You normally have a mass of movement in turn equal to your speed and none outside of it.

The scout thief's shooter function gives them a special way out of their turn. It allows them to use their reaction when an enemy finishes his turn within a five-foot radius and specifies that the scout can move a distance of up to half his speed . It does not depend on how much (or how little) you have moved in your turn. You can use this reaction if the condition is met, whether you have moved or not.

dnd 5th – Can the Freedom of Movement spell allow a character to escape a Forcecage spell?

Freedom of movement does not give a creature carte blanche to move wherever it wants (for example, through walls), it simply prevents some specific effects (in addition to allowing grappling escape and non-magic constraints at a cost of 5 feet of movement):

  • additional travel costs on difficult terrain
  • reduced speed caused by magic spells or effects
  • paralyzed state caused by magic spells or effects
  • the restricted condition caused by magic spells or effects
  • Penalties of movement or attack due to being under water

A Forcing do not reduce the speed of the creatures it contains, and the creatures it contains are neither paralyzed nor immobilized. Essentially, it's simply a collection of six walls of force that are arranged in such a way that they are really bothersome for those in a 10 or 20 foot cube.