This is now an actual repo:
<?php | |
// Define the 'class' class | |
$class = Obj() | |
->fn('new', function ($class) { | |
$newClass = Obj($class->methods) | |
->fn('new', function($class) { | |
$obj = Obj($class->imethods); | |
$args = func_get_args(); | |
array_shift($args); |
// HOWTO: load LABjs itself dynamically! | |
// inline this code in your page to load LABjs itself dynamically, if you're so inclined. | |
(function (global, oDOC, handler) { | |
var head = oDOC.head || oDOC.getElementsByTagName("head"); | |
function LABjsLoaded() { | |
// do cool stuff with $LAB here | |
} |
<?php // Some lovely, valid php code that prints "foofoo" | |
echo${${($f='f').(${$o='o'}).${$o}}=${$f}.$${$$o}.$$${$$$o}}; | |
echo$$$$$$$$$$$$$$$$$$$$${(${(${(${(${(${($$$foo)})})})})})}; |
In this document I am using Sass's SCSS syntax. You can choose to use the indented syntax in sass, if you prefer it, it has no functional differences from the SCSS syntax.
For Less, I'm using the JavaScript version because this is what they suggest on the website. The ruby version may be different.
/*! | |
* jQuery Tiny Pub/Sub - v0.X - 11/18/2010 | |
* http://benalman.com/ | |
* | |
* Original Copyright (c) 2010 "Cowboy" Ben Alman | |
* Dual licensed under the MIT and GPL licenses. | |
* http://benalman.com/about/license/ | |
* | |
* Made awesome by Rick Waldron | |
* |
As it stands PEAR sucks. It's complicated, clumsy and is full of utter garbage (sorry).
PHP is rapidly dying because we don't have any decent way of writing code that can easily build on the work of others. What we need is a simple, open package management system like rubygems.
We now have decent support for namespaces, class autoloading and archives. I propose we abandon
/*! | |
* JavaScript Curry - v0.1pre - 11/29/2010 | |
* http://benalman.com/ | |
* | |
* Copyright (c) 2010 "Cowboy" Ben Alman | |
* Dual licensed under the MIT and GPL licenses. | |
* http://benalman.com/about/license/ | |
*/ | |
function curry(/* n,*/ fn /*, args...*/) { |
// Run the function as soon as it's called, but prevent further calls during `delay` ms | |
// Example: function.throttle(200) will only run function() once every 200 ms. | |
// Useful, for example, to avoid constant processing while typing in a live search box. | |
Function.prototype.throttle = function(delay) { | |
var fn = this | |
return function() { | |
var now = (new Date).getTime() | |
if (!fn.lastExecuted || fn.lastExecuted + delay < now) { | |
fn.lastExecuted = now | |
fn.apply(fn, arguments) |
IMPORTANT! Remember to check out the wiki page at https://github.com/bebraw/jswiki/wiki/Game-Engines for the most up to date version. There's also a "notes" column in the table but it simply does not fit there... Check out the raw version to see it.
This table contains primarily HTML5 based game engines and frameworks. You might also want to check out the [[Feature Matrix|Game-Engine-Feature-Matrix]], [[Game Resources]] and [[Scene Graphs]].
Name | Size (KB) | License | Type | Unit Tests | Docs | Repository | Notes |
---|---|---|---|---|---|---|---|
Akihabara | 453 | GPL2, MIT | Classic Repro | no | API | github | Intended for making classic arcade-style games in JS+HTML5 |
AllBinary Platform | Platform Dependent | AllBinary | 2D/2.5D/3D | n |