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@gabrielflorit
gabrielflorit / README.md
Last active March 23, 2019 08:37
SCRIPT-8
@iben12
iben12 / 1_Laravel_state-machine.md
Last active August 12, 2023 08:36
Laravel: State-machine on Eloquent Model

Implementing State Machine On Eloquent Model*

* Update (12.09.2017): I have improved the trait so that it can be used with objects other than Eloquent Models.

Some days ago I came across a task where I needed to implement managable state for an Eloquent model. This is a common task, actually there is a mathematical model called "Finite-state Machine". The concept is that the state machine (SM) "can be in exactly one of the finite number of states at any given time". Also changing from one state to another (called transition) depends on fulfilling the conditions defined by its configuration.

Practically this means you define each state that the SM can be in and the possible transitions. To define a transition you set the states on which the transition can be applied (initial conditions) and the only state in which the SM should be after the transition.

That's the theory, let's get to the work.

@smallfx
smallfx / pico8_fade.lua
Last active March 24, 2021 14:22
screen fade function for pico8
-- "fa" is a number ranging from 0 to 1
-- 1 = 100% faded out
-- 0 = 0% faded out
-- 0.5 = 50% faded out, etc.
function fade_scr(fa)
fa=max(min(1,fa),0)
local fn=8
local pn=15
local fc=1/fn
@laverdet
laverdet / README.md
Last active September 7, 2021 05:02
Screeps git sync script

To use first you need to create two branches, master and sim using the in-game editor. Then just run node sync.js from your local machine. When you're on your local master branch it will push to master in game, any other branch (including detached states) will push to sim. Note that it will push unstaged changes, so be careful when switching to branches with modified code.

There is support included for compressing your JS files on the server side via UglifyJS. Some users reported some speedups by compressing their code, however I did not notice any significant gains. Furthermore, UglifyJS does not yet support ES6 features, so it's disabled by default.

@avdg
avdg / engine.js
Last active February 2, 2024 20:27
Decompilation screeps engine.js (as of Tue Nov 24 2015 14:12:26 GMT+0100 (Romance (standaardtijd)))
var global = self;
var Reflect = {
global: global
};
!function a(b, c, d) {
function e(g, h) {
if (!c[g]) {
if (!b[g]) {

I prefer this

var distance = metersToNauticalMiles(
  utils.getDistance(
    utils.toPoint(coordinates.get(0)),
    utils.toPoint(coordinates.get(1))
  )
);
@jashkenas
jashkenas / semantic-pedantic.md
Last active November 20, 2024 06:09
Why Semantic Versioning Isn't

Spurred by recent events (https://news.ycombinator.com/item?id=8244700), this is a quick set of jotted-down thoughts about the state of "Semantic" Versioning, and why we should be fighting the good fight against it.

For a long time in the history of software, version numbers indicated the relative progress and change in a given piece of software. A major release (1.x.x) was major, a minor release (x.1.x) was minor, and a patch release was just a small patch. You could evaluate a given piece of software by name + version, and get a feeling for how far away version 2.0.1 was from version 2.8.0.

But Semantic Versioning (henceforth, SemVer), as specified at http://semver.org/, changes this to prioritize a mechanistic understanding of a codebase over a human one. Any "breaking" change to the software must be accompanied with a new major version number. It's alright for robots, but bad for us.

SemVer tries to compress a huge amount of information — the nature of the change, the percentage of users that wil

/**
* A TextureAtlasFont extends Impact's Font class to allow looking up a font's bitmap from the TexturePacker JSON array
*
* Author: @jessefreeman
*
* Version 0.1 - 2013/02/19
*
* Usage:
* DemoTextureAtlasFont = ig.Game.extend({
* textureImage: new ig.Image('media/font.png'),
@bellbind
bellbind / animation.html
Created July 27, 2012 08:58
[javascript]perlin noise
<!doctype html>
<html>
<head>
<meta http-equiv="X-UA-Compatible" content="IE=edge;chrome=1" />
<meta charset="utf-8" />
<script src="perlin.js"></script>
<script>//<!--
window.addEventListener("load", function (ev) {
var canvas = document.getElementById("canvas");
var c2d = canvas.getContext("2d");
@chad3814
chad3814 / gist:2924672
Last active August 29, 2024 05:43
deleting array items in javascript with forEach() and splice()
// This is from my comment here: http://wolfram.kriesing.de/blog/index.php/2008/javascript-remove-element-from-array/comment-page-2#comment-466561
/*
* How to delete items from an Array in JavaScript, an exhaustive guide
*/
// DON'T use the delete operator, it leaves a hole in the array:
var arr = [4, 5, 6];
delete arr[1]; // arr now: [4, undefined, 6]