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allPos.forEach(pos => {
let key = pos2key(pos),
tile = tiles[key];
r.transform({
translate: [pos[0] * bounds.tileSize, pos[1] * bounds.tileSize]
}, () => {
if (current) {
"use strict";
var fVertexShaderSource = `#version 300 es
// an attribute is an input (in) to a vertex shader.
// It will receive data from a buffer
in vec4 a_position;
in vec4 a_color;
// A matrix to transform the positions by
var GAME = (function(){
var states = {};
assets = {
// font:{
// string: "ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890_!@.'\"?/<()",
//
// // bin: '~cQz??I#_CH?|Ba<?FcdO~Rz90B?uFs,q:bwQKH 2?h} /A`}yHc .FT$1VW"Q'+
// // 'F!D>#g"xtR|!?Ayx= _"t.Eg"x.:bpH!xo-j}/TC mQ@" BB',
// // bin: [
var GAME = (function(){
var states = {};
assets = {
// font:{
// string: "ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890_!@.'\"?/<()",
//
// // bin: '~cQz??I#_CH?|Ba<?FcdO~Rz90B?uFs,q:bwQKH 2?h} /A`}yHc .FT$1VW"Q'+
// // 'F!D>#g"xtR|!?Ayx= _"t.Eg"x.:bpH!xo-j}/TC mQ@" BB',
// // bin: [
var GAME = (function(){
var states = {};
assets = {
// font:{
// string: "ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890_!@.'\"?/<()",
//
// // bin: '~cQz??I#_CH?|Ba<?FcdO~Rz90B?uFs,q:bwQKH 2?h} /A`}yHc .FT$1VW"Q'+
// // 'F!D>#g"xtR|!?Ayx= _"t.Eg"x.:bpH!xo-j}/TC mQ@" BB',
// // bin: [
var GAME = (function(){
var states = {};
assets = {
//font:{
// string: "ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890_!@.'\"?/<()",
// bin: [
// ["111111111011111111001111111111111111000111111111111000110000100011000101110111100111011110011111111110001100011000110001100011111100100011101111010010111110111111111011100111001110000000010011111010100000000110110110111000001000100001001000"],
// ["100011000110000100101000010000100001000100100000101001010000110111100110001100011000110001100000010010001100011000101010010100001001100100010000110010100001000000001100011000110001000000010010001111110000000010010011000100010001000010000100"],
// ["111111111010000100011110011100101111111100100000101110010000101011010110001100101000111110011100010010001100011010100100001000010000100000100011011111111101111000010011100111110001000000010010111010100000000100100100011000100010000010000100"],
v){c=Math.min(c,f);g=Math.max(g,f);b.fillStyle=l;b.globalAlpha=1;b.fillRect(0,0,r,m);b.fillStyle=k;b.fillText(e(f)+" "+h+" ("+e(c)+"-"+e(g)+")",t,u);b.drawImage(q,d+a,m,n-a,p,d,m,n-a,p);b.fillRect(d+n-a,m,a,p);b.fillStyle=l;b.globalAlpha=.9;b.fillRect(d+n-a,m,a,e((1-f/v)*p))}}};"object"===typeof module&&(module.exports=Stats);
ENGINE = {
E: this,
/*
screen memory
each px:
object Sides {
import scalalib.Zero.Syntax
def apply[A : Zero]: Sides[A] = Sides(
zero[A],
zero[A],
zero[A],
zero[A]
)
}
@eguneys
eguneys / index.js
Last active December 29, 2015 14:17
Vdom Css Preserve Animation Fail
var h = require('virtual-dom/h');
var diff = require('virtual-dom/diff');
var patch = require('virtual-dom/patch');
var createElement = require('virtual-dom/create-element');
const area = [2, 1, 3, 4, 5];
function renderTile(pos) {
const animation = area[pos]===1?'.animate':'';
@eguneys
eguneys / index.js
Created December 23, 2015 07:54
requirebin sketch
var h = require('virtual-dom/h');
var diff = require('virtual-dom/diff');
var patch = require('virtual-dom/patch');
var createElement = require('virtual-dom/create-element');
const area = [2, 1, 3, 4, 5];
function renderTile(pos) {
const animation = area[pos]===1?'.animate':'';