Make sure you're using homebrew for adding libraries like nspr.
- Need to specify
clangso that SpiderMonkey will compileCC=clang CXX=clang++ make install SYMLINK=1
| this.scrollCircular = function(x,y) { | |
| var update = false; | |
| if (typeof y == "number" && y > 0 && settings.v_scroll) { | |
| for (var i=0; i<y; i++) { | |
| var rowToMove = properties.data.shift(); | |
| properties.data.push(rowToMove); | |
| update = true; | |
| } | |
| } |
| function gamePlay() { | |
| player.sprite = new Sprite.Profile("girl-walking", bgFrame, 18, 9, 'e', 'stand'); | |
| // Mask the sprite. 219 = solid block. 2 = green | |
| maskFrame( player.sprite.frame, ascii(219), 2 ); | |
| player.sprite.frame.draw(); | |
| var userInput = ''; | |
| while( ascii(userInput) != 13 ) { | |
| userInput = console.getkey(K_UPPER | K_NOCRLF); |
| function maskFrame(theFrame,maskChar,maskAttr) { | |
| var x, y, xl, yl; | |
| xl = theFrame.data.length; | |
| for (x=0; x<xl; x++) { | |
| yl = theFrame.data[x].length; | |
| for (y=0; y<yl; y++) { | |
| var theChar = theFrame.data[x][y]; | |
| if (theChar.ch == maskChar && theChar.attr == maskAttr) { | |
| theFrame.data[x][y].ch = undefined; | |
| theFrame.data[x][y].attr = undefined; |
| load("sbbsdefs.js"); | |
| load("frame.js"); | |
| var cols = console.screen_columns; | |
| var rows = console.screen_rows; | |
| var _tiles = []; | |
| var frame = new Frame( | |
| 1, | |
| 1, |
| For future reference, here is the sequence of commands that resulted in | |
| success for me: | |
| cd /sbbs | |
| export CVSROOT=:pserver:anonymous@cvs.synchro.net:/cvsroot/sbbs | |
| ./src/cleanall.sh RELEASE=1 | |
| cvs update -d exec | |
| cvs update src 3rdp | |
| cd /sbbs/src/sbbs3; make RELEASE=1 clean; make RELEASE=1 USE_DOSEMU=1 | |
| cd /sbbs/src/sbbs3/scfg; make RELEASE=1 clean; make RELEASE=1 USE_DOSEMU=1 |
| #! /usr/bin/env python2 | |
| # -*- coding: utf-8 -*- | |
| # | |
| # This routine is adapted from: https://gist.github.com/jdiaz5513/9218791 | |
| # | |
| # Things I changed: | |
| # * Cache the results of color_distance() lookups, for a big speed-up. | |
| # * Adjusted the RGB values for ANSI_COLORS to match original CGA values | |
| # * Changed default fill character to a PC-ANSI shaded block character | |
| # * Added some timer code to help with optimizing the conversion routine |
| # Connect the color sensor | |
| cs = ColorSensor(); assert cs.connected | |
| # List of modes available here: http://www.ev3dev.org/docs/sensors/lego-ev3-color-sensor/ | |
| cs.mode = 'COL-REFLECT' | |
| # Get current color value | |
| color_value = cs.value() | |
| in2csv -v -t -f csv -e utf16 data.txt > data.csv |
Make sure you're using homebrew for adding libraries like nspr.
clang so that SpiderMonkey will compile
CC=clang CXX=clang++ make install SYMLINK=1
| window.addEventListener("load", function() { | |
| document.querySelectorAll('.ct-chart').forEach(this_chart => { | |
| let this_id = this_chart.getAttribute('data-chartid'); | |
| const obj = ChartTool.read(this_id); | |
| this_id = this_id.replace('ct-',''); | |
| ChartTool.update(this_id,obj.data); | |
| }); | |
| }); |