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Do you use source control?
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Do you use linting?
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Do you write tests?
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Do you have a bug database?
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Do you fix bugs before writing new code?
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Do you have a spec?
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Do you have testers?
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| $color-black: #343434; | |
| $color-gray-dark: #4A4A4A; | |
| $color-gray-light: #F0F0F0; | |
| $color-white: #FFFFFF; | |
| $color-main: #FF0C80; | |
| $color-gulf-stream: #68B09A; | |
| $color-ming: #355C7D; | |
| $color-smoky: #6C5B7B; |
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| @keyframes grow { | |
| 0% { | |
| display: none; | |
| opacity: 0; | |
| } | |
| 1% { | |
| display: block; | |
| opacity: 0; | |
| transform: scale(0); | |
| } |
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| // Ratio and base variables | |
| $ratio: 1.2; | |
| $base: 0.875; | |
| $base-em: $base * 1em; | |
| $base-px: $base * 16px; | |
| // Scale step variables | |
| // Type scaling after http://type-scale.com/ with golden ratio | |
| $ms0: 1; | |
| $ms1: $ratio; /* 1.2 */ |
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| @mixin box-shadow($level: 1) { | |
| @if $level == 1 { | |
| box-shadow: 0 1px 3px rgba(0, 0, 0, 0.12), 0 1px 2px rgba(0, 0, 0, 0.24); | |
| } @else if $level == 2 { | |
| box-shadow: 0 3px 6px rgba(0, 0, 0, 0.16), 0 3px 6px rgba(0, 0, 0, 0.23); | |
| } @else if $level == 3 { | |
| box-shadow: 0 10px 20px rgba(0, 0, 0, 0.19), 0 6px 6px rgba(0, 0, 0, 0.23); | |
| } @else if $level == 4 { | |
| box-shadow: 0 14px 28px rgba(0, 0, 0, 0.25), 0 10px 10px rgba(0, 0, 0, 0.22); | |
| } @else if $level == 5 { |
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| { | |
| "env": { | |
| "browser": true, | |
| "node": true | |
| }, | |
| "rules": { | |
| /** | |
| * Strict mode | |
| */ | |
| // http://eslint.org/docs/rules/strict |
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| // Ported from Stefan Gustavson's java implementation | |
| // http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf | |
| // Read Stefan's excellent paper for details on how this code works. | |
| // | |
| // Sean McCullough banksean@gmail.com | |
| /** | |
| * You can pass in a random number generator object if you like. | |
| * It is assumed to have a random() method. | |
| */ |
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| function worldToScreenProjector( object, camera ) { | |
| var vector = new THREE.Vector3(), | |
| width = 0.5 * renderer.context.canvas.width, | |
| height = 0.5 * renderer.context.canvas.height; | |
| object.updateMatrixWorld(); | |
| vector.setFromMatrixPosition( object.matrixWorld ); | |
| vector.project( camera ); |
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| // jshint ignore:line |