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| # frozen_string_literal: true | |
| # Inspiration: https://brandnewbox.com/notes/2021/03/form-builders-in-ruby/ | |
| # | |
| # Example: | |
| # | |
| # f.input :field, options | |
| # | |
| # possible options: | |
| # - as: symbol (:boolean, :data, :float, :radio, :select, :string, :text, :file, :time) |
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| # game concept from: https://youtu.be/Tz-AinJGDIM | |
| # This class encapsulates the logic of a button that pulses when clicked. | |
| # It is used in the StartScene and GameOverScene classes. | |
| class PulseButton | |
| # a block is passed into the constructor and is called when the button is clicked, | |
| # and after the pulse animation is complete | |
| def initialize rect, text, &on_click | |
| @rect = rect | |
| @text = text |
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| # ActiveJob natively captures constructor arguments in an `@arguments` instance variable | |
| # which is also exposed as an `arguments` property on each job instance. | |
| # | |
| # Calls to `perform_now` and `perform_later` both forward arguments to the constructor. | |
| # | |
| # For example, all of these invocation styles work. | |
| # | |
| # result = DoStuffJob.new("foobar").perform # sync | |
| # result = DoStuffJob.new.perform("foobar") # sync | |
| # result = DoStuffJob.perform_now("foobar") # sync |
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| module Referrable | |
| extend ActiveSupport: :Concern | |
| included do | |
| has_one referral, foreign_key: "referred_user_id", dependent: : destroy has_one referring_user, through: :referral alias_method :referred_by, :referring_user | |
| has_many :referrals, foreign_key: "referring_user_id", dependent: :nullify has_many :referred_users, through: referrals | |
| validates :referral_code, uniqueness: true, allow_nil: true | |
| end | |
| end |
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| require'irb/color' | |
| code = File.read(ARGV[0] || 'fukuokark.rb') | |
| def hoge(s) | |
| s.gsub("eval(s*'')","$a=s*''") | |
| end | |
| eval code.gsub('then{;eval', 'then{eval hoge') | |
| w = 132 | |
| ended = false | |
| colored = IRB::Color.colorize_code(code.lines[0].dup+'%').gsub(/\n.+/,"\n") |
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| using Kellojo.Utility; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public class WaveFunctionCollapse<T> where T : IWfcTile<T> { | |
| public WfcCell<T>[,] Cells; | |
| public int Entropy { |
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| class OrderStateMachine | |
| include Statesman::Machine | |
| state :pending, initial: true | |
| state :checking_out | |
| state :purchased | |
| state :shipped | |
| state :cancelled | |
| state :failed | |
| state :refunded |
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| def calc_camera | |
| if player_charging? | |
| if player_charge_percentage < 0.2 | |
| state.camera.trauma += 0.005 | |
| elsif player_charge_percentage < 0.5 | |
| state.camera.trauma += 0.01 | |
| elsif player_charge_percentage < 0.8 | |
| state.camera.trauma += 0.02 | |
| else | |
| state.camera.trauma += 0.04 |
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| print_perlin_dungeon <- function( | |
| m, # matrix of perlin noise via ambient::noise_perlin() | |
| invert = FALSE # flips tile positions (use set.seed before generating noise) | |
| ) { | |
| tile_wall = "#" | |
| tile_floor = "." | |
| # Standardise noise values from 0 to 1 | |
| m_bin <- round((m - min(m)) / (max(m) - min(m))) |
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| relative_require "record" | |
| class Record | |
| record :a, :b | |
| end | |
| a = Record.new(a: 10, b: 20) | |
| a = a.merge(b: 10) | |
| p a |