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var Utils = {
isMobile : function(){
var check = false;
(function(a){if(/(android|bb\d+|meego).+mobile|avantgo|bada\/|blackberry|blazer|compal|elaine|fennec|hiptop|iemobile|ip(hone|od)|iris|kindle|lge |maemo|midp|mmp|mobile.+firefox|netfront|opera m(ob|in)i|palm( os)?|phone|p(ixi|re)\/|plucker|pocket|psp|series(4|6)0|symbian|treo|up\.(browser|link)|vodafone|wap|windows ce|xda|xiino|android|ipad|playbook|silk/i.test(a)||/1207|6310|6590|3gso|4thp|50[1-6]i|770s|802s|a wa|abac|ac(er|oo|s\-)|ai(ko|rn)|al(av|ca|co)|amoi|an(ex|ny|yw)|aptu|ar(ch|go)|as(te|us)|attw|au(di|\-m|r |s )|avan|be(ck|ll|nq)|bi(lb|rd)|bl(ac|az)|br(e|v)w|bumb|bw\-(n|u)|c55\/|capi|ccwa|cdm\-|cell|chtm|cldc|cmd\-|co(mp|nd)|craw|da(it|ll|ng)|dbte|dc\-s|devi|dica|dmob|do(c|p)o|ds(12|\-d)|el(49|ai)|em(l2|ul)|er(ic|k0)|esl8|ez([4-7]0|os|wa|ze)|fetc|fly(\-|_)|g1 u|g560|gene|gf\-5|g\-mo|go(\.w|od)|gr(ad|un)|haie|hcit|hd\-(m|p|t)|hei\-|hi(pt|ta)|hp( i|ip)|hs\-c|ht(c(\-| |_|a|g|p|s|t)|tp)|hu(aw|tc)|i\-(20|go|ma)|i230|iac( |\-|\/)|ibro|i
@devcem
devcem / PlayCanvas-Thumbnail.js
Created November 8, 2023 13:22
Playcanvas get thumbnail of any object
function defineThumbnailGenerator(canvas){
if(!canvas){
return false;
}
if(canvas.hasThumbnailGenerator){
return false;
}
canvas.hasThumbnailGenerator = true;
@devcem
devcem / Balance.js
Last active August 16, 2023 14:09
Balance
function calculateEnemyHealth(bowDamage, killCount, upgradeLevel, stage) {
// Base multiplier for the relationship between bow damage and enemy health
const baseMultiplier = 2;
// Define a scaling factor that will increase the difficulty based on kill count
const killScalingFactor = 1 + killCount * 0.05; // 5% increase in difficulty per kill
// Define a factor that reduces difficulty based on upgrade level
// This will apply a 10% decrease in difficulty per upgrade
let upgradeScalingFactor = 1 - upgradeLevel * 0.10; // 10% decrease in difficulty per upgrade
function calculateEnemyHealth(bowDamage, killCount, upgradeLevel, stage) {
// Base multiplier for the relationship between bow damage and enemy health
const baseMultiplier = 2;
// Define a scaling factor that will increase the difficulty based on kill count
const killScalingFactor = 1 + killCount * 0.05; // 5% increase in difficulty per kill
// Define a factor that reduces difficulty based on upgrade level
// This will apply a 10% decrease in difficulty per upgrade
let upgradeScalingFactor = 1 - upgradeLevel * 0.10; // 10% decrease in difficulty per upgrade
@devcem
devcem / LocalStorage.js
Created April 28, 2023 11:10
LocalStorage functions with cookie fallback on incognito mode
var Utils = {
isLocalStorageSupported : function(){
var isSupported = false;
var mod = 'localStorageSupportTest';
try{
localStorage.setItem(mod, mod);
localStorage.removeItem(mod);
isSupported = true;
@devcem
devcem / PokiEventTest.js
Created February 20, 2023 11:48
PokiSDK mobile event test, put it in init function
console.scrollIndex = 0;
console.info = function(){
var el = document.createElement('div');
el.style.position = 'absolute';
el.style.top = (console.scrollIndex * 25) + 'px';
el.style.left = '0';
el.style.height = '15px';
el.style.background = 'rgba(0,0,0,0.5)';
el.style.color = 'white';
el.style.zIndex = '999999';
@devcem
devcem / virtualBanner.js
Created December 5, 2022 11:34
To prevent zoom calculations
var virtualBanner = {
elements : [],
init : function(){
setInterval(function(self){
self.update();
}, 1000, this);
},
displayAd : function(elementId, callback){
setTimeout(function(self){
self.create(elementId);
@devcem
devcem / ObjectPool.js
Created November 1, 2021 10:23
To optimize object cloning on scenes, this plugin can be helpful.
var ObjectPool = pc.createScript('objectPool');
ObjectPool.attributes.add('maxCount', { type : 'number', default : 1 });
ObjectPool.attributes.add('sleepTime', { type : 'number', default : 0 });
ObjectPool.prototype.initialize = function() {
this.entity.enabled = false;
this.index = 0;
this.objects = [];
@devcem
devcem / Terrain.js
Created May 31, 2021 20:35
Terrain.js
var Terrain = pc.createScript('terrain');
Terrain.attributes.add('map', { type: 'asset', assetType: 'texture' });
Terrain.attributes.add('red', { type: 'asset', assetType: 'texture' });
Terrain.attributes.add('green', { type: 'asset', assetType: 'texture' });
Terrain.attributes.add('blue', { type: 'asset', assetType: 'texture' });
Terrain.attributes.add('foam', { type: 'asset', assetType: 'texture' });
Terrain.attributes.add('noise', {
type : 'asset',
@devcem
devcem / Mixer.js
Created May 13, 2020 09:17
PlayCanvas animation blending, a clone from repository
var Mixer = pc.createScript('mixer');
Mixer.attributes.add('spineBone', { type: 'string', default: 'SpineBone', title: 'Spine Bone' });
Mixer.attributes.add('upperLayerMask', { type: 'string', array : true });
Mixer.attributes.add('lowerLayerMask', { type: 'string', array : true });
Mixer.attributes.add('animationNames', { type: 'string', array : true });
Mixer.attributes.add('animationMasks', { type: 'string', array : true });
Mixer.prototype.initialize = function() {
this.skins = this.entity.model.model.skinInstances;