Skip to content

Instantly share code, notes, and snippets.

Will Hankinson SimianLogic

Block or report user

Report or block SimianLogic

Hide content and notifications from this user.

Learn more about blocking users

Contact Support about this user’s behavior.

Learn more about reporting abuse

Report abuse
View GitHub Profile
@SimianLogic
SimianLogic / process.rb
Created May 29, 2019
markdown processor for introcave.com blog
View process.rb
# Markdown Processor for the IntroCave Blog
# The IntroCave intro maker allows you to create dustomized intro videos for your YouTube channel with no experience
# USAGE
# ---------------------------------------------------------
# install the redcarpet gem first
# i usually drop this file into my drafts folder
# and use like "ruby process.rb filename.txt"
# it will then generate a filename_processed.txt with the HTML
View gist:13d42824f4205798591a750269be8ff7
Does Haxe-UI use sprite sheets?
Can you nest containers? Widgets within widgets? Or is this a FlxUI object?
I've typically leaned towards runtime instantiation (the "Code test" in the RPG UI demo). In this case I'd read in the JSON and instantiate hax-ui elements according to the naming conventions.
I might make a go at wiring up a demo of this (I've done a bit of Haxe in the past).
Are you thinking you'd modify the photoshop generator to output layout XML files?
You'd need some way to mark up the additional attributes (as you wouldn't want to add these after export as re-exporting would blow away your changes)
I think it would make sense to export the metadata from Photoshop that makes sense without jumping through too many hoops and extend your
layout loader to support "metadata" files. Like, I'm thinking you'd have the PS-generated layout file that gets completely blown away/recreated each time
View pack_simulator.rb
class Array; def sum; inject( nil ) { |sum,x| sum ? sum+x : x }; end; end
class Array; def mean; sum / size; end; end
class Ungoro
attr_accessor :packs, :completion
attr_accessor :nice_packs
attr_accessor :pity_timer
@SimianLogic
SimianLogic / DAMultilineLabelNode.swift
Last active Feb 16, 2016
a swift port of https://github.com/downrightsimple/DSMultilineLabelNode, minus the MacOS support (only needed iOS)
View DAMultilineLabelNode.swift
//
// DAMultilineLabelNode.swift
//
// Created by Will Hankinson on 9/10/15.
//
// Ported from https://github.com/downrightsimple/DSMultilineLabelNode
// an Obj-C version of the same thing
//
//
// Main quirk is that you must add it to the scene for it to grab the scene bounds
@SimianLogic
SimianLogic / BaseModel.cs
Last active Mar 20, 2018
Use Google Spreadsheets as a CMS for Your Unity Game
View BaseModel.cs
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
public abstract class BaseModel<T> where T : BaseModel<T>
{
private static bool SHOW_DEBUGGING_MESSAGES = false;
@SimianLogic
SimianLogic / rubymotiondebug.py
Created Sep 21, 2012
copy SublimeRubyMotionBuilder breakpoints to the root of a RubyMotion project and format them for RM's gdb
View rubymotiondebug.py
class RubyMotionDebug(sublime_plugin.WindowCommand):
def run(self, options=""):
view = self.window.active_view()
if not view:
return
dir_name = FindRubyMotionRakefile(os.path.split(view.file_name())[0])
if dir_name:
#COPIES BREAKPOINTS (REQUIRES GDB... PROBABLY A CLEANER WAY TO DO THIS)
You can’t perform that action at this time.