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/* * Quicktags * * This is the HTML editor in WordPress. It can be attached to any textarea and will * append a toolbar above it. This script is self-contained (does not require external libraries). * * Run quicktags(settings) to initialize it, where settings is an object containing up to 3 properties: * ...
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window.wp = window.wp || {}; (function ($) { // Check for the utility settings. var settings = typeof _wpUtilSettings === 'undefined' ? {} : _wpUtilSettings; /** * wp.template( id ) * * Fetches a template by id. * * @param {string} id A string that corresponds to a DOM element with an id pr...
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/** * Copyright (c) 2006, David Spurr (http://www.defusion.org.uk/) * All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * * * Redistributions of source code must retain the above copyrig...
JavaScript
function mycarousel_initCallback(carousel) { jQuery('.jcarousel-control a').bind('click', function() { carousel.scroll(jQuery.jcarousel.intval(jQuery(this).text())); return false; }); jQuery('.jcarousel-scroll select').bind('change', function() { carousel.options.scroll = jQu...
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function mycarousel_initCallback(carousel) { jQuery('.jcarousel-control a').bind('click', function() { carousel.scroll(jQuery.jcarousel.intval(jQuery(this).text())); return false; }); jQuery('.jcarousel-scroll select').bind('change', function() { carousel.options.scroll = jQu...
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//+ Carlos R. L. Rodrigues //@ http://jsfromhell.com/forms/restrict [rev. #1] Restrict = function(form){ this.form = form, this.field = {}, this.mask = {}; } Restrict.field = Restrict.inst = Restrict.c = null; Restrict.prototype.start = function(){ var $, __ = document.forms[this.form], s, x, j, c, sp...
JavaScript
/*! SWFObject v2.0 <http://code.google.com/p/swfobject/> Copyright (c) 2007 Geoff Stearns, Michael Williams, and Bobby van der Sluis This software is released under the MIT License <http://www.opensource.org/licenses/mit-license.php> */ var swfobject = function() { var UNDEF = "undefined", OBJECT = "obj...
JavaScript
//Author: David Lo //Date: 12/12/12 //References: Game_Restart.js //Description: Starts the game when the player presses any jump button var myLevel : String; function Update() { //If player presses escape, application will quit if (Input.GetKey ("escape")) { Application.Quit(); } //If player presses jump(on c...
JavaScript
//Author: David Lo //Date: 11/16/12 //References: Collide_Coins.js //Description: Collisions with coins will destroy coin object on contact, // increments counter and updates Player Score within PlayerPrefs static var Counter : int = 0; function OnTriggerEnter(myCollider : Collider) { if( collider.gameObject.name...
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//Author: David Lo //Date: 12/12/12 //References: Game_Quit.js //Description: Starts the game when the player presses any jump button var myLevel : String; function Update() { //If player presses escape, application will quit if (Input.GetKey ("escape")) { Application.Quit(); } }
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//Author: David Lo //Date: 12/12/12 //References: Display_Lives.js //Description: Displays Lives using PlayerPrefs function OnGUI() { guiText.text = "Lives: "+PlayerPrefs.GetInt("Player Lives"); }
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//Author: David Lo //Date: 12/12/12 //References: Player_Lose.js //Description: Checks if the player has no lives left and loads game over screen var GameOver : String; function Update() { //Checks if the player has no lives left and loads game over screen if (PlayerPrefs.GetInt("Player Lives") == 0) { ...
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//Author: David Lo //Date: 11/16/12 //References: Display_Score.js //Description: Displays Score using PlayerPrefs function OnGUI() { guiText.text = "Score: "+PlayerPrefs.GetInt("Player Score"); }
JavaScript
//Author: David Lo //Date: 12/12/12 //References: Collide_Spikes.js //Description: Collisions with spiked platforms will kill the player on contact, // decrements Lives and updates Player Lives within PlayerPrefs // restarts the level (retains the player score) static var Lives : int = 3; var myLevel : String; functi...
JavaScript
//Author: David Lo //Date: 12/12/12 //References: Game_Start.js //Description: Starts the game when the player presses any jump button // sets the initial player lives // sets the initial player score var myLevel : String; function Update() { //If player presses jump(on controller) or spacebar(on keyboard) if (Inpu...
JavaScript
//Author: David Lo //Date: 11/16/12 //References: LoadLevel.js //Description: Changes level when player collides with SceneChange Object var myLevel : String; function OnTriggerEnter (myCollider: Collider ) { //Changes level when player collides with SceneChange Object if(myCollider.gameObject.name == "ChangeScene...
JavaScript
/* This camera smoothes out rotation around the y-axis and height. Horizontal Distance to the target is always fixed. There are many different ways to smooth the rotation but doing it this way gives you a lot of control over how the camera behaves. For every of those smoothed values we calculate the wanted value and ...
JavaScript
//SmoothFollow2D - Platformer Script //Jason Keefer, 10/31/12 //David Lo, Edited: 11/23/12 @script RequireComponent (typeof(Camera)) //private var ortho: Matrix4x4; //private var perspective: Matrix4x4; //public var fov: float = 60f; //public var near: float = .3f; //public var far: float = 1000f; //public var o...
JavaScript
var target : Transform; var damping = 0.0; var smooth = true; @script AddComponentMenu("Camera-Control/Smooth Look At") function LateUpdate () { if (target) { if (smooth) { // Look at and dampen the rotation var rotation = Quaternion.LookRotation(target.position - transform.position); transform.rotation...
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var target : Transform; var distance = 10.0; var xSpeed = 250.0; var ySpeed = 120.0; var yMinLimit = -20; var yMaxLimit = 80; private var x = 0.0; private var y = 0.0; @script AddComponentMenu("Camera-Control/Mouse Orbit") function Start () { var angles = transform.eulerAngles; x = angles.y; y = angles...
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var spring = 50.0; var damper = 5.0; var drag = 10.0; var angularDrag = 5.0; var distance = 0.2; var attachToCenterOfMass = false; private var springJoint : SpringJoint; function Update () { // Make sure the user pressed the mouse down if (!Input.GetMouseButtonDown (0)) return; var mainCamera = FindCamera(); ...
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function OnTriggerEnter(myCollider : Collider) { if( collider.gameObject.name == "Coin" ) { Destroy(collider.gameObject); } } //function OnColliderEnter (collision : Collision) { // if (collision.gameObject.tag!="Player") // return; //Check that it's the player that collides else exit the fu...
JavaScript
var colorStart : Color = Color.red; var colorEnd : Color = Color.green; var duration : float = 1.0; function Update () { if (Input.GetButtonUp("Fire3") || Input.GetKeyDown (KeyCode.Slash)){ var lerp : float = Mathf.PingPong (Time.time, duration) / duration; //renderer.material.color = Color.Lerp (colorStart,...
JavaScript
var cameraTransform : Transform; private var _target : Transform; // The distance in the x-z plane to the target var distance = 7.0; // the height we want the camera to be above the target var height = 3.0; var angularSmoothLag = 0.3; var angularMaxSpeed = 15.0; var heightSmoothLag = 0.3; var snapSmoothLag = 0....
JavaScript
#pragma strict #pragma implicit #pragma downcast // Does this script currently respond to input? var canControl : boolean = true; var useFixedUpdate : boolean = true; // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view. // Very handy for organiz...
JavaScript
// This makes the character turn to face the current movement speed per default. var autoRotate : boolean = true; var maxRotationSpeed : float = 360; private var motor : CharacterMotor; // Use this for initialization function Awake () { motor = GetComponent(CharacterMotor); } // Update is called once per frame func...
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private var motor : CharacterMotor; // Use this for initialization function Awake () { motor = GetComponent(CharacterMotor); } // Update is called once per frame function Update () { // Get the input vector from kayboard or analog stick var directionVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxi...
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// Require a character controller to be attached to the same game object @script RequireComponent(CharacterController) public var idleAnimation : AnimationClip; public var walkAnimation : AnimationClip; public var runAnimation : AnimationClip; public var jumpPoseAnimation : AnimationClip; public var walkMaxAnimation...
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function showMessage(msg, title, delay){ $('') } function removeMessage(id){ }
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function addAccount(user,pass,handler){ $.post('/bots/manager',{'action':1,'user':user,'pass':pass},handler); }
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function showDialog(dlgid, modal){ var dlg = $('#'+dlgid).removeClass('hide'); var dlgbg = $('#'+dlgid+'_bg'); if(dlgbg.length==0){ dlgbg = $('<div id="'+dlgid+'_bg" class="dlgbg dlgbdr"></div>').appendTo(document.body); } dlgbg.removeClass('hide'); var doc = $(document); var x = (doc.width() - dlg.wid...
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BrowserHistoryUtils = { addEvent: function(elm, evType, fn, useCapture) { useCapture = useCapture || false; if (elm.addEventListener) { elm.addEventListener(evType, fn, useCapture); return true; } else if (elm.attachEvent) { var r = elm.attachEvent...
JavaScript
/*! SWFObject v2.2 <http://code.google.com/p/swfobject/> is released under the MIT License <http://www.opensource.org/licenses/mit-license.php> */ var swfobject = function() { var UNDEF = "undefined", OBJECT = "object", SHOCKWAVE_FLASH = "Shockwave Flash", SHOCKWAVE_FLASH_AX = "ShockwaveFlash.ShockwaveFlas...
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function FiftySixParser(){ this.$ = function(str){ var c1,c2,c3,c4,c5=[-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,62,-1,-1,-1,63,52,53,54,55,56,57,58,59,60,61,-1,-1,-1,-1,-1,-1,-1,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19...
JavaScript
function showMessage(msg, title, delay){ $('') } function removeMessage(id){ }
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function addAccount(user,pass,handler){ $.post('/bots/manager',{'action':1,'user':user,'pass':pass},handler); }
JavaScript
var Dialog = new function(){ /** 在Dialog中显示一个DIV */ this.showDIV = function(title, close, divid, modal){ if(modal) { this.showLayer(true); } var dlg = this.createDialog(title, close); dlg.children('.dialog-content').append($('#' + divid).css({display:'block'})); this.adjustDialog(dlg); }; /** 在Dialo...
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BrowserHistoryUtils = { addEvent: function(elm, evType, fn, useCapture) { useCapture = useCapture || false; if (elm.addEventListener) { elm.addEventListener(evType, fn, useCapture); return true; } else if (elm.attachEvent) { var r = elm.attachEvent...
JavaScript
/*! SWFObject v2.2 <http://code.google.com/p/swfobject/> is released under the MIT License <http://www.opensource.org/licenses/mit-license.php> */ var swfobject = function() { var UNDEF = "undefined", OBJECT = "object", SHOCKWAVE_FLASH = "Shockwave Flash", SHOCKWAVE_FLASH_AX = "ShockwaveFlash.ShockwaveFlas...
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function isURL(str) { return /^http(s)?:\/\/.+$/.test(str); } function isEmail(str) { return true; }
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/*! SWFObject v2.2 <http://code.google.com/p/swfobject/> is released under the MIT License <http://www.opensource.org/licenses/mit-license.php> */ var swfobject = function() { var UNDEF = "undefined", OBJECT = "object", SHOCKWAVE_FLASH = "Shockwave Flash", SHOCKWAVE_FLASH_AX = "ShockwaveFlash.ShockwaveFlas...
JavaScript
/* * To Compare Passwords entered while setting/resetting */ function comparePassword(pass, repass) { if(pass != repass) { alert("Passwords do not match!"); document.getElementById("repass").focus(); document.getElementById("repass").value = null; return false; } } /* * To Validate ...
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$(document).ready(function() { // Expand Panel $("#slideit").click(function(){ $("div#slidepanel").slideDown("slow"); }); // Collapse Panel $("#closeit").click(function(){ $("div#slidepanel").slideUp("slow"); }); // Switch buttons from "Log In | Register" to "Close Panel" on click ...
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function comparePassword(pass, repass) { if(pass != repass) { alert("Passwords do not match!"); document.getElementById("repass").focus(); document.getElementById("repass").value = null; return false; } } /* * To Compare Passwords entered while setting/resetting */ function comparePassw...
JavaScript
/** * jQuery.timers - Timer abstractions for jQuery * Written by Blair Mitchelmore (blair DOT mitchelmore AT gmail DOT com) * Licensed under the WTFPL (http://sam.zoy.org/wtfpl/). * Date: 2009/10/16 * * @author Blair Mitchelmore * @version 1.2 * **/ jQuery.fn.extend({ everyTime: function(interva...
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/* Main Javascript for jQuery Realistic Hover Effect Created by Adrian Pelletier http://www.adrianpelletier.com */ /* =Realistic Navigation ============================================================================== */ // Begin jQuery $(document).ready(function() { /* =Reflection Nav ---------------------...
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$(document).ready(function () { $('#featured_slide').galleryView({ show_panels: true, //BOOLEAN - flag to show or hide panel portion of gallery show_filmstrip: true, //BOOLEAN - flag to show or hide filmstrip portion of gallery panel_width: 450, /...
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/* * jQuery Easing v1.3 - http://gsgd.co.uk/sandbox/jquery/easing/ * * Uses the built in easing capabilities added In jQuery 1.1 * to offer multiple easing options * * TERMS OF USE - jQuery Easing * * Open source under the BSD License. * * Copyright © 2008 George McGinley Smith * All rights res...
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/** * @fileoverview Main function src. */ // HTML5 Shiv. Must be in <head> to support older browsers. document.createElement('video'); document.createElement('audio'); document.createElement('track'); /** * Doubles as the main function for users to create a player instance and also * the main library object. * ...
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videojs.addLanguage("es",{ "Play": "Reproducción", "Pause": "Pausa", "Current Time": "Tiempo reproducido", "Duration Time": "Duración total", "Remaining Time": "Tiempo restante", "Stream Type": "Tipo de secuencia", "LIVE": "DIRECTO", "Loaded": "Cargado", "Progress": "Progreso", "Fullscreen": "Pantalla complet...
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videojs.addLanguage("uk",{ "Play": "Відтворити", "Pause": "Призупинити", "Current Time": "Поточний час", "Duration Time": "Тривалість", "Remaining Time": "Час, що залишився", "Stream Type": "Тип потоку", "LIVE": "НАЖИВО", "Loaded": "Завантаження", "Progress": "Прогрес", "Fullscreen": "Повноекранний режим", "...
JavaScript
function Map() {"use strict"; // this.name = "-"; // this.cells = []; } // toString Map.prototype.toString = function() {"use strict"; return this.name + ' [' + this.cells.length + 'x' + this.cells[0].length + ']'; };
JavaScript
function Cell() {"use strict"; // this.name = "soil_2"; // // height in four corners (tile corners as in the clock) this.h0 = 0; this.h3 = 0; this.h6 = 0; this.h9 = 0; }
JavaScript
function MapUtils() {"use strict"; } // Load map MapUtils.loadMap = function(mapName) {"use strict"; var map,SIZE_X,SIZE_Y,i,j,busyCellsMap, objectBag; // // Dimensiones del map // SIZE_X = 200; SIZE_Y = 200; // // Map // // Create map map = new Map(); map.name = mapName; map.cells = new Array(SIZE_X); f...
JavaScript
var Keys = { NONE : 0, BACKSPACE : 8, TAB : 9, ENTER : 13, PAUSE : 19, CAPS : 20, ESC : 27, SPACE : 32, PAGE_UP : 33, PAGE_DOWN : 34, END : 35, HOME : 36, LEFT_ARROW : 37, UP_ARROW : 38, RIGHT_ARROW : 39, DOWN_ARROW : 40, INSERT : 45, DELETE : 46, ...
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function InputHandler() {"use strict"; // // Currently I dont care about handling events on the window (i.e. window.onmousedown), but on the canvas. //window.onmousedown = myDown; //window.onmouseup = myUp; // // Handle events on main input handler this.mainMapInputHandler = new MainMapInputHandler(); // // Ha...
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function MainMapInputHandler(){ "use strict"; // // Add listeners to handle canvas mouse events: Drag and drop var auxMainMapCanvas = document.getElementById("mainMapCanvasId"); auxMainMapCanvas.onmousedown = MainMapInputHandler.MainMapCanvas_onmousedown; auxMainMapCanvas.onmouseup = MainMapInputHandler.MainMapCa...
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function EventsUtil(){ "use strict"; } // Crossbrowser get event // source http://www.quirksmode.org/js/events_properties.html EventsUtil.getEvent = function (e) { "use strict"; var event = e; if (!event) { event = window.event; } return event; }; // Crossbrowser is right button pressed // source http://www....
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function Game(){ "use strict"; } Game.fps = 60; Game.updatingTime = 0; Game.renderingTime = 0; // Initialize and start game Game.start = function() { "use strict"; // // Initialize GUI Game.gui = new Gui(); // // Initialize Input Handler Game.inputHandler = new InputHandler(); // // Initialize model ...
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JSLoadUtil.loadOnlyOnce("js/util/pathfinding/pathfinding-browser.js"); var matrix = [ [0, 0, 0, 1, 0], [1, 0, 0, 0, 1], [0, 0, 1, 0, 0], ]; var grid = new PF.Grid(5, 3, matrix); var finder = new PF.AStarFinder(); var path = finder.findPath(1, 2, 4, 2, grid); console.log("path:"+path); console.log("path:"+...
JavaScript
JSLoadUtil.loadOnlyOnce("js/Constants.js"); JSLoadUtil.loadOnlyOnce("js/util/OOUtils.js"); JSLoadUtil.loadOnlyOnce("js/util/kdtree/KDTree.js"); JSLoadUtil.loadOnlyOnce("js/renderer/CoordinatesUtil.js"); JSLoadUtil.loadOnlyOnce("js/objects/ObjectBag.js"); JSLoadUtil.loadOnlyOnce("js/input/InputHandler.js"); JSLoadUtil.l...
JavaScript
function DebugRenderer() {"use strict"; // Initializes last update time this.prevTime = Date.now(); // Stores canvas and context as static variables for indirection (browser independence) and performance var container = document.createElement('div'); container.id = 'debugInfo'; container.style.cssText = 'padding...
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function RenderUtil() {"use strict"; } //Renders image in context RenderUtil.render = function(ctx, imgId, x, y, offsetTX, offsetTY) {"use strict"; var img, offsetX, offsetY; img = document.getElementById(imgId); offsetX = CoordinatesUtil.getX(x, y, offsetTX, offsetTY); offsetY = CoordinatesUtil.getY(x, y, offsetT...
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function CoordinatesUtil(){ "use strict"; } // Precomputed constants for rendering optimization CoordinatesUtil.TILE_x2x = Constants.TILE_WIDTH/2; CoordinatesUtil.TILE_y2x = Constants.TILE_HEIGHT; CoordinatesUtil.TILE_x2y = Constants.TILE_WIDTH/2/2; CoordinatesUtil.TILE_y2y = - Constants.TILE_HEIGHT/2; // Precompute...
JavaScript
/** * @author mrdoob / http://mrdoob.com/ */ var StatsPane = function() { "use strict"; var startTime, prevTime, ms, msMin, msMax, fps, fpsMin, fpsMax, frames, mode, container, fpsDiv, fpsText, fpsGraph, msDiv, msText, msGraph, bar, setMode, updateGraph; // startTime = Date.now(); prevTime = startTime; ms = 0...
JavaScript
function Renderer(){ "use strict"; this.mainMapRenderer = new MainMapRenderer(); this.statsRenderer = new StatsRenderer(); this.debugRenderer = new DebugRenderer(); } // Updates GUI Renderer.prototype.render = function() { "use strict"; // Update GUI components this.mainMapRenderer.render(); this.statsRenderer...
JavaScript
function MainMapRenderer() { "use strict"; // Stores canvas and context as static variables for indirection (browser independence) and performance this.mainMapCanvas = document.getElementById("mainMapCanvasId"); this.mainMapCtx = this.mainMapCanvas.getContext('2d'); // // Initializes map objects for later renderi...
JavaScript
function StatsRenderer(){ "use strict"; // Statistics Game.stats = new StatsPane(); Game.stats.domElement.style.position = 'absolute'; Game.stats.domElement.style.left = '0px'; Game.stats.domElement.style.bottom = '0px'; document.body.appendChild(Game.stats.domElement); } // Updates GUI StatsRend...
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function Cammera() {"use strict"; // Cammera position this.x = 0; this.y = 0; // Cammera speed this.speed_x = 0; this.speed_y = 0; } // Handles mouse movement on main canvas Cammera.prototype.updateCammeraCoordinates = function(newCammeraX, newCammeraY) {"use strict"; // updates position this.x = newCammeraX; ...
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function Gui() {"use strict"; // this.cammera = new Cammera(); // // Array of selected objects this.selectedObjects = []; } // Clears list of selected objects Gui.prototype.clearSelectedObjects = function() {"use strict"; var i; // // Marks current objects as not selected for ( i = this.selectedObjects.length...
JavaScript
Scout.inherits( Paintable ); function Scout(x, y) { "use strict"; this.inherits(Paintable, PaintableTypes.SCOUT, x, y); this.angle = 0; // Current target this.path = null; this.nextTaget = null; } //Speed in tiles per second Scout.LINEAR_SPEED=3; //Speed in radians per second Scout.ANGULAR_SPEED=4; // ...
JavaScript
Tree.inherits( NonSelectable ); function Tree(paintableType, x, y) { "use strict"; this.inherits(NonSelectable, paintableType, x, y); }
JavaScript
function Paintable(paintableType, x, y) {"use strict"; // this.paintableType = paintableType; // // Position this.x = x; this.y = y; // // Is Selected this._isSelected = false; } // update model Paintable.prototype.update = function() {"use strict"; }; // return x position Paintable.prototype.getX = function...
JavaScript
NonSelectable.inherits( Paintable ); function NonSelectable(paintableType, x, y) { "use strict"; this.inherits(Paintable, paintableType, x, y); } // return true is isSelected NonSelectable.prototype.isSelected = function() { return false; }; // set isSelected NonSelectable.prototype.setSelected = function(isSelect...
JavaScript
function ObjectBag(sizeX, sizeY) {"use strict"; var nodeDistanceFunction, nodeDimensionAttributes, i; // // Initialize kdtree nodeDistanceFunction = function(obj1, obj2){"use strict"; return Math.sqrt(Math.pow(obj1.x - obj2.x, 2) + Math.pow(obj1.y - obj2.y, 2)); }; nodeDimensionAttributes=["x","y"]; this.kd...
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function PaintableType(name, imageName, offsetX, offsetY) {"use strict"; // this.name = name; // // Default image name this.imageName = imageName; // // offset x e y en tiles this.offsetX = offsetX; this.offsetY = offsetY; } // toString PaintableType.prototype.toString = function() {"use strict"; return this...
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function Constants(){ "use strict"; } // Tiles are generated using GIMP "Isometric Floor" plugin converting 64x64 bitmaps into 128x64 size tiles // Size of the png files for rendering a tile Constants.TILE_WIDTH = 126; Constants.TILE_HEIGHT = 63;
JavaScript
// Src: https://github.com/ubilabs/kd-tree-javascript/blob/master/src/web/kdTree.js function KDTree(objectList, distanceFunction, dimensionAttributes) {"use strict"; this.distanceFunction = distanceFunction; this.dimensionAttributes = dimensionAttributes; this.root = this.buildTree(objectList, 0, null); } KDTree.pr...
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function KDTree_Node(obj, dimensionNo, parent) {"use strict"; this.obj = obj; this.dimensionNo = dimensionNo; this.parent = parent; this.left = null; this.right = null; } KDTree_Node.prototype.toString = function() {"use strict"; return "(N o:" + // this.obj + // (this.left ? ", <br>l:" + this.left : "") + // ...
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// Binary heap implementation from: // http://eloquentjavascript.net/appendix2.html function BinaryHeap(scoreFunction) {"use strict"; this.content = []; this.scoreFunction = scoreFunction; } //Adds new element BinaryHeap.prototype.push = function(bhElement) {"use strict"; // Add the new element to the end of the ar...
JavaScript
function PFUtil() {"use strict"; } PFUtil.findPath = function(fromX, fromY, toX, toY) {"use strict"; var mapSizeX = Game.model.map.cells.length; var mapSizeY = Game.model.map.cells[0].length; // fromY = Math.floor(fromY); fromX = Math.floor(fromX); toY=Math.floor(toY); toX=Math.floor(toX); // if (toX<0 || toX...
JavaScript
// Encapsulating inheritance /** For ES5 compliant browsers we must define new properties to Object class this way, or any object in the code will have it as a new visible property, making all the for..in loops end with a undefined behaviour The other solution is to check, in every loop, Object.prototyp...
JavaScript
function Model(){ "use strict"; // // Current model update and rendering timestamp this.currentTimestamp=Date.now(); this.deltaTimestamp=0; // // Ball status (TODO: Remove) this.x=0; this.y=0; // //this.map //Map //this.objectBag //Objects } Model.prototype.initialize = function(mapName) { "use strict"; ...
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/* * FCKeditor - The text editor for Internet - http://www.fckeditor.net * Copyright (C) 2003-2009 Frederico Caldeira Knabben * * == BEGIN LICENSE == * * Licensed under the terms of any of the following licenses at your * choice: * * - GNU General Public License Version 2 or later (the "GPL") * ...
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/* * FCKeditor - The text editor for Internet - http://www.fckeditor.net * Copyright (C) 2003-2009 Frederico Caldeira Knabben * * == BEGIN LICENSE == * * Licensed under the terms of any of the following licenses at your * choice: * * - GNU General Public License Version 2 or later (the "GPL") * ...
JavaScript
$(document).ready(function(){ // 回到顶部 $('#gotop').click(function(){ $('body,html').animate({scrollTop:0},1000); }); // 检查评论 $('#comment_nick').focus(function(){ if ($('#comment_nick').val() == '邮箱或称呼…'){ $('#comment_nick').removeClass('init-comment-box'); $('#comment_nick').val(''); } })...
JavaScript
$(document).ready(function(){ //Sidebar Accordion Menu: $("#main-nav li ul").hide(); // Hide all sub menus $("#main-nav li a.current").parent().find("ul").slideToggle("slow"); // Slide down the current menu item's sub menu $("#main-nav li a.nav-top-item").click( // When a top menu item is clicked....
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/* * Facebox (for jQuery) * version: 1.2 (05/05/2008) * @requires jQuery v1.2 or later * * Examples at http://famspam.com/facebox/ * * Licensed under the MIT: * http://www.opensource.org/licenses/mit-license.php * * Copyright 2007, 2008 Chris Wanstrath [ [email protected] ] * * Usage: * * jQuery(documen...
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//by zhanyi function uParse(selector,opt){ var ie = !!window.ActiveXObject, cssRule = ie ? function(key,style,doc){ var indexList,index; doc = doc || document; if(doc.indexList){ indexList = doc.indexList; }else{ indexList = do...
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(function(){ UEDITOR_CONFIG = window.UEDITOR_CONFIG || {}; var baidu = window.baidu || {}; window.baidu = baidu; window.UE = baidu.editor = {}; UE.plugins = {}; UE.commands = {}; UE.instants = {}; UE.I18N = {}; UE.version = "1.2.6.1"; var dom = UE.dom = {};/** * @file * @name UE.browser...
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/** * Created with JetBrains PhpStorm. * User: taoqili * Date: 12-6-12 * Time: 下午5:02 * To change this template use File | Settings | File Templates. */ UE.I18N['zh-cn'] = { 'labelMap':{ 'anchor':'锚点', 'undo':'撤销', 'redo':'重做', 'bold':'加粗', 'indent':'首行缩进', 'snapscreen':'截图', 'italic...
JavaScript
/** * ueditor完整配置项 * 可以在这里配置整个编辑器的特性 */ /**************************提示******************************** * 所有被注释的配置项均为UEditor默认值。 * 修改默认配置请首先确保已经完全明确该参数的真实用途。 * 主要有两种修改方案,一种是取消此处注释,然后修改成对应参数;另一种是在实例化编辑器时传入对应参数。 * 当升级编辑器时,可直接使用旧版配置文件替换新版配置文件,不用担心旧版配置文件中因缺少新功能所需的参数而导致脚本报错。 **************************提示*************...
JavaScript
/** * Created by JetBrains PhpStorm. * User: taoqili * Date: 12-2-20 * Time: 上午11:19 * To change this template use File | Settings | File Templates. */ var video = {}; (function(){ video.init = function(){ // switchTab("videoTab"); createAlignButton( ["videoFloat"] ); addU...
JavaScript
// Copyright (c) 2009, Baidu Inc. All rights reserved. // // Licensed under the BSD License // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http:// tangram.baidu.com/license.html // // Unless required by applicable law or agreed to in ...
JavaScript
/** * Created by JetBrains PhpStorm. * User: taoqili * Date: 12-2-10 * Time: 下午3:50 * To change this template use File | Settings | File Templates. */ //文件类型图标索引 var fileTypeMaps = { ".rar":"icon_rar.gif", ".zip":"icon_rar.gif", ".doc":"icon_doc.gif", ".docx":"icon_doc.gif", ".pdf...
JavaScript
/* Demo Note: This demo uses a FileProgress class that handles the UI for displaying the file name and percent complete. The FileProgress class is not part of SWFUpload. */ /* ********************** Event Handlers These are my custom event handlers to make my web application behave the way I went wh...
JavaScript
(function () { var parent = window.parent; //dialog对象 dialog = parent.$EDITORUI[window.frameElement.id.replace( /_iframe$/, '' )]; //当前打开dialog的编辑器实例 editor = dialog.editor; UE = parent.UE; domUtils = UE.dom.domUtils; utils = UE.utils; browser = UE.browser; aj...
JavaScript
window.onload = function () { editor.setOpt({ emotionLocalization:false }); emotion.SmileyPath = editor.options.emotionLocalization === true ? 'images/' : "http://img.baidu.com/hi/"; emotion.SmileyBox = createTabList( emotion.tabNum ); emotion.tabExist = createArr( emotion.tabNum ); ...
JavaScript
/** * Created with JetBrains PhpStorm. * User: xuheng * Date: 12-12-19 * Time: 下午4:55 * To change this template use File | Settings | File Templates. */ (function () { var title = $G("J_title"), caption = $G("J_caption"), sorttable = $G("J_sorttable"), autoSizeContent = $G("J_autoSizeC...
JavaScript
function Music() { this.init(); } (function () { var pages = [], panels = [], selectedItem = null; Music.prototype = { total:70, pageSize:10, dataUrl:"http://tingapi.ting.baidu.com/v1/restserver/ting?method=baidu.ting.search.common", playerUrl:"http...
JavaScript