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dndphoneapp's Introduction

For Contributors

To start this project, clone it, then run yarn install, then yarn start. Download the expo app on your phone and scan the qr code.

This project was bootstrapped with Create React Native App.

Below you'll find information about performing common tasks. The most recent version of this guide is available here.

Table of Contents

Available Scripts

If Yarn was installed when the project was initialized, then dependencies will have been installed via Yarn, and you should probably use it to run these commands as well. Unlike dependency installation, command running syntax is identical for Yarn and yarn at the time of this writing.

yarn start

Runs your app in development mode.

Open it in the Expo app on your phone to view it. It will reload if you save edits to your files, and you will see build errors and logs in the terminal.

Sometimes you may need to reset or clear the React Native packager's cache. To do so, you can pass the --reset-cache flag to the start script:

yarn start -- --reset-cache

yarn test

Runs the jest test runner on your tests.

yarn run ios

Like yarn start, but also attempts to open your app in the iOS Simulator if you're on a Mac and have it installed.

yarn run android

Like yarn start, but also attempts to open your app on a connected Android device or emulator. Requires an installation of Android build tools (see React Native docs for detailed setup). We also recommend installing Genymotion as your Android emulator. Once you've finished setting up the native build environment, there are two options for making the right copy of adb available to Create React Native App:

Using Android Studio's adb
  1. Make sure that you can run adb from your terminal.
  2. Open Genymotion and navigate to Settings -> ADB. Select “Use custom Android SDK tools” and update with your Android SDK directory.
Using Genymotion's adb
  1. Find Genymotion’s copy of adb. On macOS for example, this is normally /Applications/Genymotion.app/Contents/MacOS/tools/.
  2. Add the Genymotion tools directory to your path (instructions for Mac, Linux, and Windows).
  3. Make sure that you can run adb from your terminal.

yarn run eject

This will start the process of "ejecting" from Create React Native App's build scripts. You'll be asked a couple of questions about how you'd like to build your project.

Warning: Running eject is a permanent action (aside from whatever version control system you use). An ejected app will require you to have an Xcode and/or Android Studio environment set up.

Customizing App Display Name and Icon

You can edit app.json to include configuration keys under the expo key.

To change your app's display name, set the expo.name key in app.json to an appropriate string.

To set an app icon, set the expo.icon key in app.json to be either a local path or a URL. It's recommended that you use a 512x512 png file with transparency.

Writing and Running Tests

This project is set up to use jest for tests. You can configure whatever testing strategy you like, but jest works out of the box. Create test files in directories called __tests__ or with the .test extension to have the files loaded by jest. See the the template project for an example test. The jest documentation is also a wonderful resource, as is the React Native testing tutorial.

Environment Variables

You can configure some of Create React Native App's behavior using environment variables.

Configuring Packager IP Address

When starting your project, you'll see something like this for your project URL:

exp://192.168.0.2:19000

The "manifest" at that URL tells the Expo app how to retrieve and load your app's JavaScript bundle, so even if you load it in the app via a URL like exp://localhost:19000, the Expo client app will still try to retrieve your app at the IP address that the start script provides.

In some cases, this is less than ideal. This might be the case if you need to run your project inside of a virtual machine and you have to access the packager via a different IP address than the one which prints by default. In order to override the IP address or hostname that is detected by Create React Native App, you can specify your own hostname via the REACT_NATIVE_PACKAGER_HOSTNAME environment variable:

Mac and Linux:

REACT_NATIVE_PACKAGER_HOSTNAME='my-custom-ip-address-or-hostname' yarn start

Windows:

set REACT_NATIVE_PACKAGER_HOSTNAME='my-custom-ip-address-or-hostname'
yarn start

The above example would cause the development server to listen on exp://my-custom-ip-address-or-hostname:19000.

Adding Flow

Flow is a static type checker that helps you write code with fewer bugs. Check out this introduction to using static types in JavaScript if you are new to this concept.

React Native works with Flow out of the box, as long as your Flow version matches the one used in the version of React Native.

To add a local dependency to the correct Flow version to a Create React Native App project, follow these steps:

  1. Find the Flow [version] at the bottom of the included .flowconfig
  2. Run yarn install --save-dev [email protected] (or yarn add --dev [email protected]), where x.y.z is the .flowconfig version number.
  3. Add "flow": "flow" to the scripts section of your package.json.
  4. Add // @flow to any files you want to type check (for example, to App.js).

Now you can run yarn run flow (or yarn flow) to check the files for type errors. You can optionally use a plugin for your IDE or editor for a better integrated experience.

To learn more about Flow, check out its documentation.

Sharing and Deployment

Create React Native App does a lot of work to make app setup and development simple and straightforward, but it's very difficult to do the same for deploying to Apple's App Store or Google's Play Store without relying on a hosted service.

Publishing to Expo's React Native Community

Expo provides free hosting for the JS-only apps created by CRNA, allowing you to share your app through the Expo client app. This requires registration for an Expo account.

Install the exp command-line tool, and run the publish command:

$ yarn i -g exp
$ exp publish

Building an Expo "standalone" app

You can also use a service like Expo's standalone builds if you want to get an IPA/APK for distribution without having to build the native code yourself.

Ejecting from Create React Native App

If you want to build and deploy your app yourself, you'll need to eject from CRNA and use Xcode and Android Studio.

This is usually as simple as running yarn run eject in your project, which will walk you through the process. Make sure to install react-native-cli and follow the native code getting started guide for React Native.

Should I Use ExpoKit?

If you have made use of Expo APIs while working on your project, then those API calls will stop working if you eject to a regular React Native project. If you want to continue using those APIs, you can eject to "React Native + ExpoKit" which will still allow you to build your own native code and continue using the Expo APIs. See the ejecting guide for more details about this option.

Troubleshooting

Networking

If you're unable to load your app on your phone due to a network timeout or a refused connection, a good first step is to verify that your phone and computer are on the same network and that they can reach each other. Create React Native App needs access to ports 19000 and 19001 so ensure that your network and firewall settings allow access from your device to your computer on both of these ports.

Try opening a web browser on your phone and opening the URL that the packager script prints, replacing exp:// with http://. So, for example, if underneath the QR code in your terminal you see:

exp://192.168.0.1:19000

Try opening Safari or Chrome on your phone and loading

http://192.168.0.1:19000

and

http://192.168.0.1:19001

If this works, but you're still unable to load your app by scanning the QR code, please open an issue on the Create React Native App repository with details about these steps and any other error messages you may have received.

If you're not able to load the http URL in your phone's web browser, try using the tethering/mobile hotspot feature on your phone (beware of data usage, though), connecting your computer to that WiFi network, and restarting the packager.

iOS Simulator won't open

If you're on a Mac, there are a few errors that users sometimes see when attempting to yarn run ios:

  • "non-zero exit code: 107"
  • "You may need to install Xcode" but it is already installed
  • and others

There are a few steps you may want to take to troubleshoot these kinds of errors:

  1. Make sure Xcode is installed and open it to accept the license agreement if it prompts you. You can install it from the Mac App Store.
  2. Open Xcode's Preferences, the Locations tab, and make sure that the Command Line Tools menu option is set to something. Sometimes when the CLI tools are first installed by Homebrew this option is left blank, which can prevent Apple utilities from finding the simulator. Make sure to re-run yarn/yarn run ios after doing so.
  3. If that doesn't work, open the Simulator, and under the app menu select Reset Contents and Settings.... After that has finished, quit the Simulator, and re-run yarn/yarn run ios.

QR Code does not scan

If you're not able to scan the QR code, make sure your phone's camera is focusing correctly, and also make sure that the contrast on the two colors in your terminal is high enough. For example, WebStorm's default themes may not have enough contrast for terminal QR codes to be scannable with the system barcode scanners that the Expo app uses.

If this causes problems for you, you may want to try changing your terminal's color theme to have more contrast, or running Create React Native App from a different terminal. You can also manually enter the URL printed by the packager script in the Expo app's search bar to load it manually.

dndphoneapp's People

Contributors

cakoronkowski avatar kylebechtel avatar kylebechtel77 avatar timothy-s-dev avatar

Watchers

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dndphoneapp's Issues

Build Description Page

This is all going to be manually entered for now. Use the screenshot below, the player's handbook, and a more thorough examination of Beyond to get an idea of what fields we'll need here.

image

Build Features Page

This is all going to be manually entered for now. Reference the screenshot, player's handbook, and Beyond to come up with the list of fields/sections.

image

Build Limited Use Page

Unless we're going to implement tracking how many times these are used, I don't think this differs from the "Features" page. I think this page on Beyond tracks when the user takes rests, and manages how many uses they have for each such ability.

image

Build Spells Page

For now all this data will be entered manually. Use the images below to identify necessary fields. We'll also take a pass on the "Cast Level" option for now, as that requires a more detailed understanding of the spells than we'll be able to get from user entry.

image

Expanded Spell:
image

Build Equipment Page

For now this will all be manually entered data. Use the screenshots below, in combination with other information (mess around with Beyond, look through the handbook) to determine what data is necessary for different item types.

For use to base attacks on the data entered here we'll want an easy way to identify weapons, and ideally have the damage entered as three integers: number of dice, number of sides (on each die), and modifier, as well as the modifier for the to-hit, if any, and the ability score/modifier that gets added to that.

Don't forget the other tabs - I don't have screenshots for all of them below.

image

Add Item:
image
image

Build Number Editor

Create a Modal that appears when an editable number is tapped, with an increment/decrement interface that takes into account point reserves

Build Attacks Page

For now this will be based on the weapons added via the equipment page, and as such is dependent on #15

image

Build General Info Page

Obviously the layout will need to be completely custom for ours. I'd suggest grouping them as:

  • Name (Left) Race, Class, and Level (Right) (Or both left or centered)
  • Hit Points, and AC
  • Speed, and Initiative
  • Passive Perception, and Proficiency Bonus

When deciding on the layout, keep the possibility of multi-classing in mind. (May be level 2 barbarian and level 3 cleric, level 5 total)

image

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