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Caroline Aubry caubry

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Keybase proof

I hereby claim:

  • I am caubry on github.
  • I am lilydrop (https://keybase.io/lilydrop) on keybase.
  • I have a public key ASBGJR5OhBO6BM2EUYxSIqXwDa22wigpUdnaxjNECK5RHgo

To claim this, I am signing this object:

@caubry
caubry / keybase.md
Created September 18, 2014 08:46
Some Checking

Keybase proof

I hereby claim:

  • I am caubry on github.
  • I am lilydrop (https://keybase.io/lilydrop) on keybase.
  • I have a public key whose fingerprint is 29B3 4BA8 CDC6 5D2E A6ED 6128 1B77 24CD 5619 290F

To claim this, I am signing this object:

requestId: 0,
move: function() {
var _this = this;
if (this.requestId === 0) {
(function animationLoop() {
_this.render();
_this.requestId = requestAnimationFrame(animationLoop, _this.move);
})();
requestId: 0,
settimeoutID: 0,
move: function(keyCode) {
var _this = this;
// Frame per seconds
var fps = 15;
if (this.requestId === 0) {
(function animationLoop() {
module.exports = function(grunt) {
grunt.initConfig({
jshint: {
files: ['js/*'],
options: {
// options here to override JSHint defaults
globals: {
jQuery: true,
console: true,
var gCachedAssets = {};
function loadAssets(assetList, callbackFcn) {
var loadBatch = {
count: 0,
total: assetList.length,
cb: callbackFcn
};
for(var i = 0; i < assetList.length; i++) {
Vec2 = Box2D.Common.Math.b2Vec2;
BodyDef = Box2D.Dynamics.b2BodyDef;
Body = Box2D.Dynamics.b2Body;
FixtureDef = Box2D.Dynamics.b2FixtureDef;
Fixture = Box2D.Dynamics.b2Fixture;
World = Box2D.Dynamics.b2World;
MassData = Box2D.Collision.Shapes.b2MassData;
PolygonShape = Box2D.Collision.Shapes.b2PolygonShape;
CircleShape = Box2D.Collision.Shapes.b2CircleShape;
DebugDraw = Box2D.Dynamics.b2DebugDraw;
Vec2 = Box2D.Common.Math.b2Vec2;
BodyDef = Box2D.Dynamics.b2BodyDef;
Body = Box2D.Dynamics.b2Body;
FixtureDef = Box2D.Dynamics.b2FixtureDef;
Fixture = Box2D.Dynamics.b2Fixture;
World = Box2D.Dynamics.b2World;
MassData = Box2D.Collision.Shapes.b2MassData;
PolygonShape = Box2D.Collision.Shapes.b2PolygonShape;
CircleShape = Box2D.Collision.Shapes.b2CircleShape;
DebugDraw = Box2D.Dynamics.b2DebugDraw;
intersectRect: function (r1, r2) {
return !(r2.left > r1.right ||
r2.right < r1.left ||
r2.top > r1.bottom ||
r2.bottom < r1.top);
}
GameEngineClass = Class.extend({
move_dir: new Vec2(0,0),
dirVec: new Vec2(0,0),
gPlayer0: {
pos: {
x: 100,
y: 100
},