Also displayed if a suggestion with a valid documentation is selected in the autocomplete-plus select-listįind definition (set your cursor position to one of variable, function or instance -> open context-menu and trigger "Find definition") or use the keybindings:Ĭmd+click (macOS, Windows, Linux), requires.Show documentation for the thing under the cursor via alt+o (macOS, Windows, Linux).Find references (set your cursor position to one of variable, function or instance -> open context-menu and trigger "Find references" or use the keybindings:Ĭlick any item in the generated reference-list and navigate directly to file and position.Completion (autocompletion triggers automatically), or via the keybindings:Ĭtrl+alt+space (force autocompletion in any context).After the file was created or has been modified, restart the server via Packages -> Atom Ternjs -> Restart server.
Restart the server: Packages -> Atom Ternjs -> Restart server. Third party plugins are still an issue and sometimes do not work as expected, especially if the plugin requires a tern version that does not match the tern version that is used by atom-ternjs. tern-node-express): $ cd ~/.atom/packages/atom-ternjsĪdd the plugin to your. In order to use third party plugins (e.g. To use your own keybindings goto atom-ternjs package settings and disable keybindings.
#Screeps guide code
being able to share code behaviors with your team-mates (you are going to implement a guilds system, no?) and encourage discussions about behaviors at large would really help spurn the creation of a community. Files for screeps, version 0.1.5 Filename, size File type Python version Upload date Hashes Filename, size screeps-0.1.5.tar.gz (2. Were I to work on this project, I'd make a strong push toward git-like integration ala the work done behind KhanAcademy's live editor like discussed in this talk. Perhaps the answer to the meta-game of stickiness is to create a community around the game in a similar vein to the one from the ants ai challenge's forums. There is an art to it, and getting it right can make really powerful games: įor board games like chess, much of the appeal for the average player is that you get to sit down with a friend and compete, and in doing so the 'intellectual nature' of the game ends up pulling them in for the long term. Money aside, don't you want a game that people enjoy playing? The entire point of an MMO is to have a large reoccurring user-base. To completely ignore this aspect is to develop a game with no real-stickyness factor. Johnathan blow put on a great talk about games and the human condition where he covers this aspect quite scathingly: I'm fully with you on the notion that we shouldn't be manipulating players life like farmville. Consider: Game Mechanics and Mechanism Design ( ) Game design is really a sort of meta-game about designing systems that effect the behavior of players. I'd argue that all 'games' are about manipulating attention - its just a question of what means they use to do so.