mirror of
https://github.com/QuiteAFancyEmerald/Holy-Unblocker.git
synced 2025-05-13 03:50:02 -04:00
read the description update
- Tidy up backend JS - Tidy up frontend JS - Add Emulators - Add frame page for all stealth pages - Add random invisible cooking inserts - Fix header misalignment - Random other tiny fixes and improvements
This commit is contained in:
parent
7f10a1ee76
commit
a84ed43f31
410 changed files with 106544 additions and 49555 deletions
4
.gitignore
vendored
4
.gitignore
vendored
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@ -1,4 +1,6 @@
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node_modules
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node_modules
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package-lock.json
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.gitpod.yml
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.vscode
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.vscode
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.gitattributes
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.gitattributes
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.well-known
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package-lock.json
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7
.gitmodules
vendored
7
.gitmodules
vendored
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@ -2,10 +2,6 @@
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path = views/archive/g/house
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path = views/archive/g/house
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url = https://github.com/razh/game-off-2013
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url = https://github.com/razh/game-off-2013
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[submodule "views/archive/gfiles"]
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path = views/archive/gfiles
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url = https://github.com/BinBashBanana/gfiles
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[submodule "views/archive/g/househorror"]
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[submodule "views/archive/g/househorror"]
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path = views/archive/g/househorror
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path = views/archive/g/househorror
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url = https://github.com/arturkot/the-house-game
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url = https://github.com/arturkot/the-house-game
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@ -26,3 +22,6 @@
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path = views/archive/g/nsshaft
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path = views/archive/g/nsshaft
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url = https://github.com/iPel/NS-SHAFT
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url = https://github.com/iPel/NS-SHAFT
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[submodule "views/archive/g/adarkroom"]
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path = views/archive/g/adarkroom
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url = https://github.com/doublespeakgames/adarkroom
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74
README.md
74
README.md
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@ -78,47 +78,49 @@ The default place for the proxy when it started is `http://localhost:8080`, but
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This website has been hosted locally on Alloy Proxy. For more information, head over to the Alloy Proxy repository below.
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This website has been hosted locally on Alloy Proxy. For more information, head over to the Alloy Proxy repository below.
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## Structure
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## Structure
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- `index.html`: The official homepage of the site.
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- `index.html` : The official homepage of the site.
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- `surf.html`: Web Proxies page, the page offers to be redirected to any proxies you would like to add. In this case, Alloy, Womginx, Powermouse, and Via Unblocker.
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- `404.html` : The 404 page.
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- `alloy.html`: Official Alloy Proxy page, which features Alloy hosted locally but can be configured to redirect to an external instance.
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- `error.html` : Other misc errors that are not 404.
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- `womginx.html`: Womginx Proxy page. Script links to a subdomain for Womginx, a highly fast proxy with captcha support.
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- `info.html` : Documentation (This page!)
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- `pmprox.html`: SysYA Proxy page. Script links to a subdomain for SysYA Proxy, a flexible secondary proxy compared to Alloy with Discord support.
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- `faq.html` : Frequently asked questions page.
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- `pydodge.html`: Via Unblocker page. Links to a subdomain with PyDodge or Via, a proxy which successes Node Unblocker
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- `status.html` : Has 3 backup Holy Unblocker links.
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- `youtube.html`: An proxied version of Youtube running off of the locally hosted Alloy Proxy.
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- `hidden.html` : Fake "Site not Found" page (unused)
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- `discordhub.html`: Hub for the Discord proxy and its links using a mixture of Alloy and Womginx.
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- `frame.html` : Handles any pages under stealth.
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- `gtools.html`: Games page, help from @BinBashBanana and @kinglalu.
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- `surf.html` : Web Proxies page, page offers to be redirected to any proxies you would like to add. In this case Alloy, Womginx, SysYa and Via Unblocker.
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- `flash.html`: Games page for flash games, credits are given to @BinBashBanana and Titanium Network for its assets.
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- `credits.html` : List of all contributors to the site.
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- `emulators.html`: Emulator navigation page, hosted locally on Holy Unblocker.
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- `bookmarklets.html` : Bookmarklets page to be worked on more in the future.
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- `bookmarklets.html`: Bookmarklets page to be worked on more in the future.
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- `icons.html` : Information regarding Settings Menu page. Added this in for standard users.
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- `icons.html`: Information regarding Options Menu.
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- `terms.html` : Terms of Services, AUP and Privacy Policy page.
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- `info.html`: Official Documentation page.
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- `gtools.html` : Games page, help from @BinBashBanana and @kinglalu.
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- `terms.html`: Terms of Services, AUP, and Privacy Policy page.
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- `games5.html` : HTML5 game navigation page.
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## Deprecated
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- `emulators.html` : Emulator navigation page, using [webretro](https://github.com/BinBashBanana/webretro)</a>.
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Left all of these just if you would like to set up the site differently as surf.js can be used instead.
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- `flash.html` : Games page for flash games, credits given to @BinBashBanana and Titanium Network for its assets.
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- `ythub.html`: Page linking proxied Youtube.
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- `alloy.html` : Official Alloy Proxy page which features Alloy hosted locally but can be configured to redirect to an external instance.
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- `ytmobile.html`: Page linking to a proxied YouTube for mobile users
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- `womginx.html` : Womginx Proxy page. Script links to a subdomain for Womginx, a highly fast proxy with reCaptcha and discord support.
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- `discordprox.html`: Links to a discord proxied through Alloy.
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- `pmprox.html` : SysYa Proxy page. Script links to a subdomain for SysYa, a flexible secondary proxy.
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- `gba.html`: Locally hosted Gameboy Emulator.
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- `pydodge.html` : Via Unblocker page. Links to a subdomain with PyDodge or Via.
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- `chatbox.html`: Links to an externally hosted Chatbox.
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- `youtube.html` : An proxied version of Youtube running off of the locally hosted Alloy Proxy.
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- `krunker.html`: An iframe version of Krunker with keyword changes. It can be removed if not needed.
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- `discordhub.html` : Hub for the Discord proxy (Currently Womginx only).
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### Structure Information
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### Structure Information
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- `/views/`: The physical site base of Holy Unblocker goes here where static assets are served.
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- `/views/` : The physical site base of Holy Unblocker goes here where static assets are served.
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- `/src/`: For future implementation of obfuscation and keyword removing features.
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- `/src/` : For future implementation of obfuscation and keyword removing features.
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#### Details of /views/
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#### Details of `/views/`
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- `/pages/` is used for important pages for the site.
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- `/pages/` is used for important pages for the site.
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- `/expr/` is used for important proxy scripts.
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- `/expr/` is used for important proxy scripts.
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- `/archive/` is used for game related assets and pages.
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- `/archive/` is used for game related assets and pages.
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- `/assets/` is used for various assets for CSS, JS and Bootstrap.
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- `/assets/` is used for various assets for CSS, JS and Bootstrap.
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- `/vibeOS/` is used for vibeOS, an in-browser OS enviroment.
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- `/vibeOS/` is used for vibeOS, an in-browser OS enviroment.
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#### Scripts located in /expr
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- `surf.js` is used for proxy navigation, both Stealth mode and Classic mode.
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#### Scripts located in `/expr`
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- `h5-nav.js` is used for navigation on the games page, Stealth mode only.
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- `common.js` is used on all of the pages for common useful functions.
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- `surf-dev.js` is used for proxy navigation on the official sites.
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- `surf.js` is used for proxy navigation; both stealth mode and classic mode.
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- `h5-nav.js`, `emu-nav.js`, `flash-nav.js` are used for navigation on the games pages.
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## Future Additions
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## Future Additions
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- Expand the game library
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- Expansive game library
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- Go through various parity changes.
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- Various parity changes.
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- Clean up the source a bit
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A- dd more locally hosted proxies possibly.
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## An explanation for Beginners With External Proxies and Hosting
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## An explanation for Beginners With External Proxies and Hosting
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You will first want to host your proxies locally or externally. Note that an older version of Alloy proxy is the only proxy hosted locally with this distribution of Holy Unblocker.
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You will first want to host your proxies locally or externally. Note that an older version of Alloy proxy is the only proxy hosted locally with this distribution of Holy Unblocker.
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@ -255,7 +257,7 @@ There are two methods for fixing this:
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- Reloading the page usually when the error above happens should load the video.
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- Reloading the page usually when the error above happens should load the video.
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- Alternatively, right-clicking the page and doing Reload Frame if you are using some form of Stealth Mode may work.
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- Alternatively, right-clicking the page and doing Reload Frame if you are using some form of Stealth Mode may work.
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**When using Discord under Alloy or Powermouse, why does the page stay gray/white, or the QR code not loading? **
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**When using Discord under Alloy or SysYa, why does the page stay gray/white, or the QR code not loading? **
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Womginx now supports logging in, usually for Discord. However, here are the steps related to Alloy troubleshooting.
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Womginx now supports logging in, usually for Discord. However, here are the steps related to Alloy troubleshooting.
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Note that this is for the older discord proxy steps with Alloy and SysYA Proxy.
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Note that this is for the older discord proxy steps with Alloy and SysYA Proxy.
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338
app.js
338
app.js
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@ -1,240 +1,116 @@
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/* -----------------------------------------------
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/* -----------------------------------------------
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/* Author : QuiteAFancyEmerald, YÖCTDÖNALD'S and SexyDuceDuce with help from Divide
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* Authors: QuiteAFancyEmerald, YÖCTDÖNALD'S, SexyDuceDuce, BinBashBanana (OlyB)
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/* MIT license: http://opensource.org/licenses/MIT
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* Additional help from Divide
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/* ----------------------------------------------- */
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* MIT license: http://opensource.org/licenses/MIT
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const [express, alloy, http, fs, path, char_insert] = [require('express'), require('./src/alloyproxy'), require('http'), require('fs'), require('path'), require('./src/charinsert.js')], [app, config] = [express(), JSON.parse(fs.readFileSync('./config.json', { encoding: 'utf8' }))], server = http.createServer(app), localprox = new alloy({
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* ----------------------------------------------- */
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prefix: '/fetch/',
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error: (proxy) => { proxy.res.send(fs.readFileSync('./views/error.html', { encoding: 'utf8' }).replace('%ERR%', proxy.error.info.message.replace(/</gi, '<‌').replace(/>/gi, '>‌'))); }, // Doing replace functions on "<" and ">" to prevent XSS.
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request: [],
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response: [],
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injection: true
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});
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app.use(localprox.app);
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//Cloudflare Attack Mode Fix
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app.post('/', async(req, res) => res.send(fs.readFileSync(path.join(__dirname, 'views', 'index.html'), 'utf8')));
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//Querystring Navigation
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app.get('/', async(req, res, t) => res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages,index.html,info.html,faq.html,status.html,archive,archive,hidden.html'.split(',')['/,/?in,/?faq,/?status,/?fg,/?rr,/?j'.split(',').indexOf(req.url) + 1], ',surf.html,f.html,run.html,frames,proxnav7,nav9'.replace(/,[^,]+/g, e => ([] + e.match(/\D+/)).repeat(+e.match(/\d+/) + 1)).split(',')[t = 'z,fg,rr,k,a,au,w,y,e,d,p,c,f,g,h,el,i,m,t,x'.split(',').indexOf(req.url.slice(2)) + 1], (t = ',,,,krunker,alloy,alloy,womginx,youtube,pydodge,discordhub,pmprox,credits,flash,gtools,games5,emulators,icons,gba,terms,bookm'.split(',')[t]) && t + '.html'), 'utf8')));
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app.use(char_insert.static(path.join(__dirname, 'views')));
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app.use(function(req, res) {
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res.status(404, res.send(fs.readFileSync(path.join(__dirname, 'views', 'error.html'), 'utf8')));
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});
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localprox.ws(server);
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server.listen(process.env.PORT || config.port);
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/*
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// Easier to read version of app.js. Remove this if you would like an optimized version
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const express = require('express'),
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alloy = require('alloyproxy'),
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app = express(),
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http = require('http'),
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fs = require('fs'),
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path = require('path'),
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char_insert = require('./src/charinsert.js');
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const config = JSON.parse(fs.readFileSync('./config.json', {
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encoding: 'utf8'
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}));
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const server = http.createServer(app);
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//Local Alloy Proxy
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const localprox = new alloy({
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prefix: '/fetch/',
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error: (proxy) => { return proxy.res.send(fs.readFileSync(path.join(__dirname, 'views', 'error.html'), 'utf8'));},
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request: [],
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response: [],
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injection: true
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});
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app.get('/', async (req, res) => {
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const path = require("path"); //Use this for path.
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fs.readFileSync( path, options );
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Use this for improved navigation. Massive help from MikeLime and Duce.
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if (req.url == '/?querystringhere') {
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return res.send(fs.readFileSync(path.resolve() + 'filepath', {
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encoding: 'utf8'
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}));
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}
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var hbsites = {};
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&& hostname == hbsites
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switch (req.url) {
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case '/':
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return res.send(fs.readFileSync(path.join(__dirname, 'views', 'index.html'), 'utf8'));
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}
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switch (req.url) {
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case '/?z':
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return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'surf.html'), 'utf8'));
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}
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switch (req.url) {
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case '/?a':
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return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'proxnav', 'alloy.html'), 'utf8'));
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}
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switch (req.url) {
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case '/?dd':
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return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'redirects', 'discordprox.html'), 'utf8'));
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}
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switch (req.url) {
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case '/?b':
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return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'proxnav', 'node.html'), 'utf8'));
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}
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switch (req.url) {
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case '/?y':
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return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'proxnav', 'youtube.html'), 'utf8'));
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}
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switch (req.url) {
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case '/?e':
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return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'proxnav', 'pydodge.html'), 'utf8'));
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}
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switch (req.url) {
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case '/?d':
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return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'proxnav', 'discordhub.html'), 'utf8'));
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}
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switch (req.url) {
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case '/?c':
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return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'nav', 'credits.html'), 'utf8'));
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}
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switch (req.url) {
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case '/?f':
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return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'nav', 'flash.html'), 'utf8'));
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}
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switch (req.url) {
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case '/?g':
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return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'nav', 'gtools.html'), 'utf8'));
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}
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switch (req.url) {
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case '/?h':
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return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'nav', 'games5.html'), 'utf8'));
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}
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switch (req.url) {
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case '/?i':
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return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'nav', 'icons.html'), 'utf8'));
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}
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switch (req.url) {
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case '/?in':
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return res.send(fs.readFileSync(path.join(__dirname, 'views', 'info.html'), 'utf8'));
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}
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switch (req.url) {
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case '/?v':
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return res.send(fs.readFileSync(path.join(__dirname, 'views', 'redirect.html'), 'utf8'));
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||||||
}
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|
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switch (req.url == '/?k') {
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case '/?k':
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return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'frames', 'krunker.html'), 'utf8'));
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}
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switch (req.url) {
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case '/?m':
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return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'nav', 'gba.html'), 'utf8'));
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}
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switch (req.url) {
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case '/?n':
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return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'redirects', 'chatbox.html'), 'utf8'));
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}
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switch (req.url) {
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case '/?update':
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return res.send(fs.readFileSync(path.join(__dirname, 'views', 'update.html'), 'utf8'));
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}
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switch (req.url) {
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case '/?p':
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return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'proxnav', 'pmprox.html'), 'utf8'));
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|
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}
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|
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|
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switch (req.url) {
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case '/?t':
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return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'nav', 'terms.html'), 'utf8'));
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|
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}
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|
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switch (req.url) {
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case '/?x':
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return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'nav', 'bookmarklets.html'), 'utf8'));
|
|
||||||
}
|
|
||||||
|
|
||||||
switch (req.url) {
|
|
||||||
case '/?yh':
|
|
||||||
return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'redirects', 'ythub.html'), 'utf8'));
|
|
||||||
}
|
|
||||||
|
|
||||||
switch (req.url) {
|
|
||||||
case '/?ym':
|
|
||||||
return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'redirects', 'ytmobile.html'), 'utf8'));
|
|
||||||
}
|
|
||||||
|
|
||||||
switch (req.url) {
|
|
||||||
case '/?fg':
|
|
||||||
return res.send(fs.readFileSync(path.join(__dirname, 'views', 'archive', 'f.html'), 'utf8'));
|
|
||||||
}
|
|
||||||
|
|
||||||
switch (req.url) {
|
|
||||||
case '/?rr':
|
|
||||||
return res.send(fs.readFileSync(path.join(__dirname, 'views', 'archive', 'run.html'), 'utf8'));
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
switch (req.url) {
|
|
||||||
case '/?j':
|
|
||||||
return res.send(fs.readFileSync(path.join(__dirname, 'views', 'hidden.html'), 'utf8'))
|
|
||||||
}
|
|
||||||
|
|
||||||
}); */
|
|
||||||
|
|
||||||
/* No proxy hosted locally
|
|
||||||
const
|
const
|
||||||
char_insert = require('./src/charinsert.js'),
|
char_insert = require('./src/charinsert.js'),
|
||||||
path = require('path'),
|
alloy = require('./src/alloyproxy'),
|
||||||
config = require('./config.json'),
|
path = require('path'),
|
||||||
fs = require('fs'),
|
config = require('./config.json'),
|
||||||
http = require('http'),
|
fs = require('fs'),
|
||||||
express = require('express'),
|
http = require('http'),
|
||||||
app = express();
|
express = require('express'),
|
||||||
|
app = express(),
|
||||||
|
port = process.env.PORT || config.port;
|
||||||
|
|
||||||
var server = 'http://';
|
let server = http.createServer(app);
|
||||||
|
|
||||||
server = http.createServer(app);
|
|
||||||
|
|
||||||
btoa = (str) => {
|
btoa = (str) => {
|
||||||
str = new Buffer.from(str).toString('base64');
|
return new Buffer.from(str).toString('base64');
|
||||||
return str;
|
}
|
||||||
};
|
|
||||||
|
|
||||||
atob = (str) => {
|
atob = (str) => {
|
||||||
str = new Buffer.from(str, 'base64').toString('utf-8');
|
return new Buffer.from(str, 'base64').toString('utf-8');
|
||||||
return str;
|
}
|
||||||
|
|
||||||
|
let text404 = fs.readFileSync(path.normalize(__dirname + '/views/404.html'), 'utf8');
|
||||||
|
|
||||||
|
// List of the querystring pages
|
||||||
|
let siteIndex = 'index.html';
|
||||||
|
|
||||||
|
let pages = {
|
||||||
|
// Main
|
||||||
|
'in': 'info.html',
|
||||||
|
'faq': 'faq.html',
|
||||||
|
'status': 'status.html',
|
||||||
|
'j': 'hidden.html',
|
||||||
|
|
||||||
|
's': 'pages/frame.html',
|
||||||
|
'z': 'pages/surf.html',
|
||||||
|
|
||||||
|
'c': 'pages/nav/credits.html',
|
||||||
|
'x': 'pages/nav/bookmarklets.html',
|
||||||
|
'i': 'pages/nav/icons.html',
|
||||||
|
't': 'pages/nav/terms.html',
|
||||||
|
|
||||||
|
// Games
|
||||||
|
'g': 'pages/nav/gtools.html',
|
||||||
|
'h': 'pages/nav/games5.html',
|
||||||
|
'el': 'pages/nav/emulators.html',
|
||||||
|
'f': 'pages/nav/flash.html',
|
||||||
|
|
||||||
|
// Proxies
|
||||||
|
'a': 'pages/proxnav/alloy.html',
|
||||||
|
'w': 'pages/proxnav/womginx.html',
|
||||||
|
'p': 'pages/proxnav/pmprox.html',
|
||||||
|
'e': 'pages/proxnav/pydodge.html',
|
||||||
|
'y': 'pages/proxnav/youtube.html',
|
||||||
|
'd': 'pages/proxnav/discordhub.html',
|
||||||
|
|
||||||
|
// Ruffle and Webretro
|
||||||
|
'fg': 'archive/gfiles/flash/index.html',
|
||||||
|
'eg': 'archive/gfiles/rarch/index.html'
|
||||||
};
|
};
|
||||||
|
|
||||||
*/
|
// List of random cooking-related strings to mess with web filters
|
||||||
|
var cookingInserts = [
|
||||||
|
"Boost your confidence in the kitchen with our trusted tips, tricks and expert advice to master the basics and build upon your existing cooking skills and knowledge.",
|
||||||
|
"Methods Heat can transform the flavor and texture of ingredients. Browning meat and other ingredients, for example, involves complex chemical reactions. Fruits and vegetables contain sugars that caramelize when browned. The reaction in browning proteins, such as those in meat and poultry, is called the Maillard reaction after Louis Camille Maillard, the French chemist who discovered it. The Maillard reaction produces many new chemical compounds. These compounds give the food new flavors and aromas. The browned bits of food that stick to a pan are called fond, a French word meaning bottom. Many sauces make use of the rich, complex flavors of fond. Browning can only occur at temperatures above the boiling point of water, which is 212 °F (100 °C) at sea level. For this reason, moisture around the exterior of food must evaporate before the food can brown. Air and fat, as well as the metal surfaces of pans, can reach extremely high temperatures in browning. But cooking ingredients at high temperature for too long removes moisture, turning food dry and chewy. Skilled cooks will therefore carefully control both heat and moisture when cooking. Cooking with dry heat involves exposing food to hot air. As the air moves around the food’s surface, its heat is transferred to the cooler food. Roasting traditionally involved cooking large pieces of meat—or even a whole animal, such as a pig or a lamb—over an open fire. But today, roasting generally refers to cooking food in a hot oven. Roasting meat or vegetables in a high temperature oven—above 400 °F (205 °C)—causes the food to brown quickly. But high temperatures can also dry out food.",
|
||||||
|
"Cuisines Often, a certain combination of ingredients forms the foundation of a particular cuisine. For example, Cantonese cuisine, based in southern China, makes much use of scallions, garlic, and ginger. Greek dishes often include garlic, olive oil, and oregano. Cuisines are often based on locally available ingredients. In the coastal city of Boston, for example, traditional favorites include such seafood dishes as clam chowder and lobster. Many cuisines reflect the variety of cultures in an area. In Louisiana, for example, such dishes as gumbo (a spicy stew) combine African American, Native American, and French cooking traditions. Preparation of ingredients Many ingredients must be prepared before cooking. Some fruits and vegetables must be peeled. Cooks may remove the skin, bones, and fat from meat or the shells from seafood. Cooks may also cut ingredients in a variety of ways, including dicing (cutting into small cubes) and mincing (chopping extremely fine). The size of the pieces helps determine how fast they cook, as well as the texture of the finished dish. Many cooks season food with salt, spices, and herbs before cooking. Ingredients must be prepared with safety in mind. Fruits and vegetables should generally be rinsed to remove any residues from agricultural chemicals. In addition, raw meats may contain disease-causing organisms. Proper cooking usually kills such organisms. But anything the meat touches can also become contaminated. Cooks must thus be careful when handling raw meat. They can help prevent food-borne illness by using soap and hot water to wash their hands, along with any surface that has touched raw meat.",
|
||||||
|
"The key to good salmon is not overthinking it. Today, all we’re doing is rubbing the fillets with a little oil and sprinkling them with salt and pepper before popping them in the oven. Even thick fillets of salmon will cook very quickly so don’t wander too far from the oven. Aim for four to six minutes per half-inch of thickness. Since most fillets are about one inch thick in the thickest part, start checking around eight minutes. When the fish starts to flake easily with a fork and the flesh looks opaque, it’s time for dinner!",
|
||||||
|
"Rice is a staple in any kitchen, and with so many different types, it lends itself to a limitless number of recipes. Before you add the same type of rice to every recipe you prepare, however, think twice. Substituting one type of rice for another can really alter the result of a recipe. Each type of rice has its own taste, texture, and unique properties that work well with different cooking applications. So how do you know which one is the best type of rice to use? This guide examines factors that differentiate types of rice, from nutty basmati to fragrant jasmine and more!",
|
||||||
|
"Healthy oatmeal recipes I really enjoy the taste of plain oatmeal with simple brown sugar and nothing else. It’s my comfort zone. But I also like to vary up my oatmeal and use it as my base to enjoy some fresh fruit for the day. I like to have fun with some healthy oatmeal recipes that take the simple humble bowl of oats and make them an extraordinary superfood breakfast bowl. Here are 3 of my favorite recipes: Maple Brown Sugar: This is a classic flavor most oatmeal packets come in. But the homemade maple brown sugar is so much better. I make it with brown sugar, maple syrup, pecans and cinnamon. How to make oatmeal - maple brown sugar variation Banana Nut: This is another one of the classic oatmeal flavors that comes in a packet, so I love recreating it with actual fresh bananas (not the taste of bananas). I usually slice half a banana and add walnuts, ground flaxseeds and cinnamon. How to make oatmeal - banana nut variation Strawberry & Cream: This is such a dreamy yummy combination. Just add fresh sliced strawberries, a splash of half and half or coconut cream or any non-dairy creamer, along with some honey and a touch of vanilla extract.",
|
||||||
|
"Working one ball of dough at a time, take one ball of dough and flatten it with your hands on a lightly floured work surface. Starting at the center and working outwards, use your fingertips to press the dough to 1/2-inch thick. Turn and stretch the dough until it will not stretch further. Let the dough relax 5 minutes and then continue to stretch it until it reaches the desired diameter - 10 to 12 inches. Treat the dough gently! You can also hold up the edges of the dough with your fingers, letting the dough hang and stretch, while working around the edges of the dough. If a hole appears in your dough, place the dough on a floured surface and push the dough back together to seal the hole. Use your palm to flatten the edge of the dough where it is thicker. Pinch the edges if you want to form a lip.",
|
||||||
|
"Add the beef to a large skillet over medium-high heat. Break the meat apart with a wooden spoon. Add the chili powder, cumin, salt, oregano, garlic powder, and pepper to the meat. Stir well. Cook until the meat is cooked through, about 6-8 minutes, stirring occasionally. Reduce the heat to medium. Add the tomato sauce and water. Stir to combine. Cook, stirring occasionally, for 7-8 minutes, until some of the liquid evaporates but the meat mixture is still a little saucy. Remove from the heat. Warm the taco shells according to their package directions. Fill the taco shells with 2 heaping tablespoons of taco meat. Top with desired taco toppings: shredded cheese, shredded lettuce, chopped tomatoes, diced red onion, taco sauce, sour cream, guacamole, etc.",
|
||||||
|
"Warm and inviting, home cooking has resurfaced with all the kudos it deserves. Diana's menu reflects some of the most sought after recipes there are. They call it comfort food for a reason! Mac and Cheese with Butternut Squash, Chicken Pot Pie, Pork Ragu over Easy Creamy Polenta, Beef and Bacon Meatloaf with Garlic Mashed Potatoes, Boston Cream...",
|
||||||
|
"Sous Vide is a cooking method that came from a French term that means under pressure. In the process, food is sealed in an airtight bag made from plastic material. The food is then cooked in the water longer than the usual cooking time. This can be done in meats and vegetables through precisely regulated temperature, which is much lower than usually used for cooking. The temperature normally ranges from 120 deg to 160 deg depending of desired doneness. This method is intentionally done so that meats and vegetables are cooked evenly without overcooking the outside portion while keeping the food's inside portion properly done as well as keeping its juiciness. There are several ways how the Sous Vide method can be used in our property whether or not using a Sous Vide machine. The Sous Vide method is a practice that has been used in many fine-dining restaurants with famous chefs. However, this kind of cooking method is now being used for home cooking because available solutions are now increasing its availability in the market."
|
||||||
|
];
|
||||||
|
|
||||||
|
var vegetables = ['Beet', 'Radish', 'Potato', 'Yam', 'Carrot', 'Garlic', 'Onion', 'Asparagus', 'Rhubarb', 'Celery', 'Lettuce', 'Spinach', 'Kale', 'Cabbage', 'Arugula', 'Broccoli', 'Artichoke', 'Cauliflower', 'Tomato', 'Avocado', 'Pepper', 'Squash', 'Pumpkin', 'Zucchini'];
|
||||||
|
|
||||||
|
function randomListItem(lis) {
|
||||||
|
return lis[Math.floor(Math.random() * lis.length)];
|
||||||
|
}
|
||||||
|
|
||||||
|
function insertCooking(str) {
|
||||||
|
return str.replace(/<!-- IMPORTANT-HUCOOKINGINSERT-DONOTDELETE -->/g, function() { return '<span style="display: none;" data-cooking="' + randomListItem(vegetables) + '" data-ingredients="' + randomListItem(vegetables) + '">' + randomListItem(cookingInserts) + '</span>'; });
|
||||||
|
}
|
||||||
|
|
||||||
|
function tryReadFile(file) {
|
||||||
|
return fs.existsSync(file) ? fs.readFileSync(file, 'utf8') : text404;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Local alloy proxy
|
||||||
|
const localAlloy = new alloy({
|
||||||
|
prefix: '/fetch/',
|
||||||
|
error: (proxy) => { proxy.res.send(tryReadFile(path.normalize(__dirname + '/views/error.html')).replace('%ERR%', proxy.error.info.message.replace(/<|>/g, ''))); }, // Doing replace functions on "<" and ">" to prevent XSS.
|
||||||
|
request: [],
|
||||||
|
response: [],
|
||||||
|
injection: true
|
||||||
|
});
|
||||||
|
app.use(localAlloy.app);
|
||||||
|
localAlloy.ws(server);
|
||||||
|
|
||||||
|
// Querystring navigation
|
||||||
|
app.get('/', async(req, res) => res.send(insertCooking(tryReadFile(path.normalize(__dirname + '/views/' + (['/', '/?'].includes(req.url) ? siteIndex : pages[Object.keys(req.query)[0]]))))));
|
||||||
|
|
||||||
|
// Static files served
|
||||||
|
app.use(char_insert.static(path.normalize(__dirname + '/views')));
|
||||||
|
|
||||||
|
// 404 Page
|
||||||
|
app.use((req, res) => res.status(404, res.send(insertCooking(text404))));
|
||||||
|
|
||||||
|
// Start
|
||||||
|
server.listen(port);
|
||||||
|
console.log('Listening on port ' + port + '!');
|
||||||
|
|
45
package.json
45
package.json
|
@ -1,26 +1,23 @@
|
||||||
{
|
{
|
||||||
"name": "holyub",
|
"name": "holyub",
|
||||||
"version": "4.5.0",
|
"version": "4.5.0",
|
||||||
"repository": "https://github.com/QuiteAFancyEmerald/HolyUnblockerPublic",
|
"repository": "https://github.com/QuiteAFancyEmerald/HolyUnblockerPublic",
|
||||||
"description": "A pretty fancy website.",
|
"description": "A pretty fancy website.",
|
||||||
"main": "app.js",
|
"main": "app.js",
|
||||||
"scripts": {
|
"scripts": {
|
||||||
"test": "node app.js",
|
"start": "node app.js"
|
||||||
"start": "node app.js"
|
},
|
||||||
},
|
"keywords": [
|
||||||
"keywords": [
|
"proxy",
|
||||||
"proxy",
|
"node.js",
|
||||||
"node.js",
|
"unblocker"
|
||||||
"unblocker"
|
],
|
||||||
],
|
"author": "Titanium Network",
|
||||||
"author": "Titanium Network",
|
"license": "MIT",
|
||||||
"license": "MIT",
|
"dependencies": {
|
||||||
"dependencies": {
|
"express": "^4.17.1",
|
||||||
"ws": "^7.4.3",
|
"express-session": "^1.17.1",
|
||||||
"cookie-parser": "^1.4.5",
|
"mime-types": "^2.1.27",
|
||||||
"express": "^4.17.1",
|
"pm2": "^4.5.5"
|
||||||
"express-session": "^1.17.1",
|
}
|
||||||
"mime-types": "^2.1.27",
|
|
||||||
"xss": "^1.0.8"
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
65
views/404.html
Normal file
65
views/404.html
Normal file
|
@ -0,0 +1,65 @@
|
||||||
|
<!DOCTYPE html>
|
||||||
|
<html lang=zxx>
|
||||||
|
|
||||||
|
<head>
|
||||||
|
<base href="/">
|
||||||
|
<meta charset=UTF-8>
|
||||||
|
<meta name=viewport content="width=device-width,initial-scale=1.0,shrink-to-fit=no">
|
||||||
|
<title>H​oly Unb​loc​ke​r | 404</title>
|
||||||
|
<meta name=description content="Get past internet cen​sorsh​ip today! Enjoy safer, private internet access bypa​ssi​ng filters such as Securly or iboss. Supports Di​sc​or​d and more! :D">
|
||||||
|
<link rel="icon" type="image/png" sizes="32x32" href="assets/img/icon.png">
|
||||||
|
<link rel="preconnect" href="https://fonts.googleapis.com">
|
||||||
|
<link rel="dns-prefetch" href="https://fonts.googleapis.com">
|
||||||
|
<link rel="preconnect" href="https://unpkg.com">
|
||||||
|
<link rel="dns-prefetch" href="https://unpkg.com">
|
||||||
|
<link rel="preconnect" href="https://arc.io">
|
||||||
|
<link rel="dns-prefetch" href="https://arc.io">
|
||||||
|
<link rel="stylesheet" href="https://fonts.googleapis.com/css?family=Lato:400,700,400italic">
|
||||||
|
<link rel="stylesheet" href="https://fonts.googleapis.com/css?family=Montserrat+Alternates">
|
||||||
|
<link rel="stylesheet" href="https://fonts.googleapis.com/css?family=Titillium+Web:400,600,700">
|
||||||
|
<link rel="stylesheet" href="assets/css/styles.min.css">
|
||||||
|
<script type="module" src="https://unpkg.com/ionicons@5.1.2/dist/ionicons/ionicons.esm.js"></script>
|
||||||
|
<script nomodule="" src="https://unpkg.com/ionicons@5.1.2/dist/ionicons/ionicons.js"></script>
|
||||||
|
<script src="assets/js/header.js"></script>
|
||||||
|
</head>
|
||||||
|
|
||||||
|
<body>
|
||||||
|
<!-- IMPORTANT-HUCOOKINGINSERT-DONOTDELETE -->
|
||||||
|
<div class="text-center" style="margin:15%">
|
||||||
|
<h1>404 Error</h1>
|
||||||
|
<p>The requested file was not found on this server!</p>
|
||||||
|
<p>View the <a href=/?faq>FAQ page</a> for help?</p>
|
||||||
|
</div>
|
||||||
|
<div class="footer-dark ft-bg" style="margin-top:5%">
|
||||||
|
<footer>
|
||||||
|
<div class="container">
|
||||||
|
<div class="row">
|
||||||
|
<div class="col-md-6 item text">
|
||||||
|
<h3><a href=/>Ho<wbr>ly Unb<wbr>loc<wbr>ker</a>
|
||||||
|
</h3>
|
||||||
|
<p>Made by Stud<wbr>ents, For Stu<wbr>dents. </p>
|
||||||
|
<p class="copyright">Holy U<wbr>nblo<wbr>cke<wbr>r © 2021</p>
|
||||||
|
</div>
|
||||||
|
<div class="col-sm-6 col-md-3 item">
|
||||||
|
<h3>Services</h3>
|
||||||
|
<ul>
|
||||||
|
<li><a href=/?a>All<wbr>oy</a></li>
|
||||||
|
<li><a href=/?p>PM P<wbr>ro<wbr>xy</a></li>
|
||||||
|
<li><a href=/?w>Wo<wbr>mg<wbr>inx</a></li>
|
||||||
|
</ul>
|
||||||
|
</div>
|
||||||
|
<div class="col-sm-6 col-md-3 item">
|
||||||
|
<h3>About</h3>
|
||||||
|
<ul>
|
||||||
|
<li><a href=/?z>Surf Freely</a></li>
|
||||||
|
<li><a href=/?c>G<wbr>itHub</a></li>
|
||||||
|
<li><a href=/?t>Privacy Policy</a></li>
|
||||||
|
</ul>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</footer>
|
||||||
|
</div>
|
||||||
|
</body>
|
||||||
|
|
||||||
|
</html>
|
|
@ -1,21 +0,0 @@
|
||||||
MIT License
|
|
||||||
|
|
||||||
Copyright (c) 2018 Chris Hayes
|
|
||||||
|
|
||||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
||||||
of this software and associated documentation files (the "Software"), to deal
|
|
||||||
in the Software without restriction, including without limitation the rights
|
|
||||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
||||||
copies of the Software, and to permit persons to whom the Software is
|
|
||||||
furnished to do so, subject to the following conditions:
|
|
||||||
|
|
||||||
The above copyright notice and this permission notice shall be included in all
|
|
||||||
copies or substantial portions of the Software.
|
|
||||||
|
|
||||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
||||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
||||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
||||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
||||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
||||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
||||||
SOFTWARE.
|
|
|
@ -1,4 +0,0 @@
|
||||||
# cubefield
|
|
||||||
Cubefield clone using Three.JS
|
|
||||||
|
|
||||||
Live at [christopher-hayes.github.io/cubefield](https://christopher-hayes.github.io/cubefield)
|
|
Binary file not shown.
Before Width: | Height: | Size: 1,011 B |
|
@ -1,164 +0,0 @@
|
||||||
* {
|
|
||||||
margin: 0;
|
|
||||||
padding: 0;
|
|
||||||
font-family: "Arial";
|
|
||||||
}
|
|
||||||
body {
|
|
||||||
height: 100vh;
|
|
||||||
background-color: #A3A3A3;
|
|
||||||
transition: background 2s;
|
|
||||||
overflow: hidden;
|
|
||||||
}
|
|
||||||
canvas {
|
|
||||||
position: absolute;
|
|
||||||
bottom: 0;
|
|
||||||
left: 0;
|
|
||||||
width: 100%;
|
|
||||||
height: 100%;
|
|
||||||
background-color: inherit;
|
|
||||||
transition: filter 1000ms;
|
|
||||||
}
|
|
||||||
/* overlay */
|
|
||||||
.newGame {
|
|
||||||
position: absolute;
|
|
||||||
z-index: 3;
|
|
||||||
width: 150px;
|
|
||||||
height: 50px;
|
|
||||||
outline: none;
|
|
||||||
border: none;
|
|
||||||
background: rgba(0, 0, 0, 0.6);
|
|
||||||
color: white;
|
|
||||||
font-size: 1em;
|
|
||||||
left: calc( 50% - 75px);
|
|
||||||
top: 45%;
|
|
||||||
cursor: pointer;
|
|
||||||
/*
|
|
||||||
-webkit-transition: color 300ms, background 300ms;
|
|
||||||
transition: color 300ms, background 300ms;
|
|
||||||
*/
|
|
||||||
}
|
|
||||||
.newGame:hover {
|
|
||||||
background-color: white;
|
|
||||||
color: black;
|
|
||||||
}
|
|
||||||
.score {
|
|
||||||
position: absolute;
|
|
||||||
color: white;
|
|
||||||
z-index: 3;
|
|
||||||
font-size: 4em;
|
|
||||||
font-weight: 700;
|
|
||||||
text-align: center;
|
|
||||||
width: 500px;
|
|
||||||
top: 50px;
|
|
||||||
left: calc( 50% - 250px );
|
|
||||||
}
|
|
||||||
.highscore {
|
|
||||||
position: absolute;
|
|
||||||
z-index: 3;
|
|
||||||
width: 300px;
|
|
||||||
left: 30px;
|
|
||||||
top: 50px;
|
|
||||||
text-align: center;
|
|
||||||
color: #6d6d6d;
|
|
||||||
}
|
|
||||||
.instr {
|
|
||||||
position: absolute;
|
|
||||||
width: 500px;
|
|
||||||
height: 200px;
|
|
||||||
z-index: 3;
|
|
||||||
right: 30px;
|
|
||||||
top: 50px;
|
|
||||||
text-align: right;
|
|
||||||
color: #6d6d6d;
|
|
||||||
}
|
|
||||||
.info {
|
|
||||||
position: absolute;
|
|
||||||
z-index: 3;
|
|
||||||
width: 660px;
|
|
||||||
left: calc( 50% - 330px);
|
|
||||||
top: calc( 50% - 270px );
|
|
||||||
text-align: center;
|
|
||||||
font-size: 1.4em;
|
|
||||||
}
|
|
||||||
.settings {
|
|
||||||
position: absolute;
|
|
||||||
z-index: 3;
|
|
||||||
width: 100%;
|
|
||||||
bottom: 0;
|
|
||||||
background-color: rgba( 0, 0, 0, 0.2 );
|
|
||||||
opacity: 0;
|
|
||||||
height: 0;
|
|
||||||
text-align: center;
|
|
||||||
-webkit-transition: opacity 1500ms, height 1500ms;
|
|
||||||
transition: opacity 1500ms, height 1500ms;
|
|
||||||
}
|
|
||||||
.settingsVis {
|
|
||||||
opacity: 1;
|
|
||||||
height: 40%;
|
|
||||||
}
|
|
||||||
.group {
|
|
||||||
position: relative;
|
|
||||||
display: block;
|
|
||||||
width: 306px;
|
|
||||||
height: 70px;
|
|
||||||
margin: 20px 30px;
|
|
||||||
color: white;
|
|
||||||
background-color: rgba( 0, 0, 0, 0.3);
|
|
||||||
padding: 20px 50px;
|
|
||||||
float: left;
|
|
||||||
}
|
|
||||||
.group h3 {
|
|
||||||
margin-bottom: 10px;
|
|
||||||
font-size: 1.4em;
|
|
||||||
font-weight: 100;
|
|
||||||
}
|
|
||||||
.select {
|
|
||||||
width: 100px;
|
|
||||||
height: 30px;
|
|
||||||
line-height: 30px;
|
|
||||||
float: left;
|
|
||||||
cursor: pointer;
|
|
||||||
opacity: 0.5;
|
|
||||||
border: 1px solid rgba(0,0,0,0);
|
|
||||||
}
|
|
||||||
.select:hover {
|
|
||||||
opacity: 1;
|
|
||||||
}
|
|
||||||
.focus {
|
|
||||||
opacity: 1;
|
|
||||||
border: 1px solid white;
|
|
||||||
}
|
|
||||||
#bounce {
|
|
||||||
opacity: 0;
|
|
||||||
transition: opacity 1s;
|
|
||||||
}
|
|
||||||
.pause {
|
|
||||||
position: absolute;
|
|
||||||
width: 400px;
|
|
||||||
height: 200px;
|
|
||||||
z-index: 4;
|
|
||||||
background-color: rgba(255, 255, 255, 0.4);
|
|
||||||
left: calc( 50% - 150px );
|
|
||||||
top: calc( 50% - 75px );
|
|
||||||
text-align: center;
|
|
||||||
opacity: 0;
|
|
||||||
visibility: hidden;
|
|
||||||
-webkit-transition: opacity 500ms;
|
|
||||||
transition: opacity 500ms;
|
|
||||||
}
|
|
||||||
.pause h3 {
|
|
||||||
height: 50px;
|
|
||||||
line-height: 60px;
|
|
||||||
background-color: rgba( 255, 255, 255, 0.3 )
|
|
||||||
}
|
|
||||||
.menu, .unpause {
|
|
||||||
width: 180px;
|
|
||||||
color: white;
|
|
||||||
background-color: rgba( 0, 0, 0, 0.4 );
|
|
||||||
padding: 10px;
|
|
||||||
margin: 20px auto;
|
|
||||||
cursor: pointer;
|
|
||||||
}
|
|
||||||
.menu:hover, .unpause:hover {
|
|
||||||
background-color: rgba( 0, 0, 0, 0.7 );
|
|
||||||
}
|
|
1031
views/archive/cubefield/assets/three.min.js
vendored
1031
views/archive/cubefield/assets/three.min.js
vendored
File diff suppressed because one or more lines are too long
|
@ -1,147 +0,0 @@
|
||||||
// GLOBALS
|
|
||||||
var cubeColors = [ 0xFFF535, 0xFFA428, 0xFF5015 ];
|
|
||||||
var meshMaterials = [
|
|
||||||
[ // Level 1
|
|
||||||
new THREE.MeshBasicMaterial({ color: cubeColors[ 0 ] }), // 0xFFF535
|
|
||||||
new THREE.MeshBasicMaterial({ color: cubeColors[ 1 ] }), // 0xFFA428
|
|
||||||
new THREE.MeshBasicMaterial({ color: cubeColors[ 2 ] }) // 0xFF5015
|
|
||||||
],
|
|
||||||
[ // Level 2
|
|
||||||
new THREE.MeshBasicMaterial({ color: 0x000000 }) // 0x000000
|
|
||||||
],
|
|
||||||
[ // Level 3
|
|
||||||
new THREE.MeshBasicMaterial({ color: 0x000000 }) // 0x000000
|
|
||||||
],
|
|
||||||
[ // Level 4
|
|
||||||
new THREE.MeshBasicMaterial({ color: 0x000000 }) // 0x000000
|
|
||||||
],
|
|
||||||
[ // Level 5
|
|
||||||
new THREE.MeshBasicMaterial({ color: 0xFF326C }) // 0xFF326C
|
|
||||||
]
|
|
||||||
];
|
|
||||||
// var edgeMaterials = [ 0x000000, 0x00ff00, 0x000000, 0x000000, 0xffffff ];
|
|
||||||
var edgeMaterials = [ new THREE.MeshBasicMaterial({ color: 0x000000 }),
|
|
||||||
new THREE.MeshBasicMaterial({ color: 0x00ff00 }),
|
|
||||||
new THREE.MeshBasicMaterial({ color: 0x000000 }),
|
|
||||||
new THREE.MeshBasicMaterial({ color: 0x000000 }),
|
|
||||||
new THREE.MeshBasicMaterial({ color: 0xffffff })
|
|
||||||
];
|
|
||||||
var cubeGeo = new THREE.BoxBufferGeometry( 0.1, 0.12, 0.05 );
|
|
||||||
|
|
||||||
// CUBE CLASS
|
|
||||||
class Cube {
|
|
||||||
|
|
||||||
constructor (scene) {
|
|
||||||
// Material
|
|
||||||
var material = meshMaterials[0][Math.floor(Math.random() * 3)];
|
|
||||||
|
|
||||||
// Mesh
|
|
||||||
this.mesh = new THREE.Mesh(cubeGeo, material);
|
|
||||||
this.mesh.castShadow = true;
|
|
||||||
this.mesh.position.x = Math.random() * 12 - 6.0;
|
|
||||||
this.mesh.position.y = 0.06;
|
|
||||||
this.mesh.position.z = Math.random() * -30.0;
|
|
||||||
var edgeGeo = new THREE.EdgesGeometry(cubeGeo);
|
|
||||||
this.edges = new THREE.LineSegments(edgeGeo, edgeMaterials[0]);
|
|
||||||
this.edges.position.set(this.mesh.position.x, this.mesh.position.y, this.mesh.position.z);
|
|
||||||
|
|
||||||
// Add to scene
|
|
||||||
scene.add(this.mesh);
|
|
||||||
scene.add(this.edges);
|
|
||||||
|
|
||||||
// Object properties
|
|
||||||
this.fromBelow = false;
|
|
||||||
this.ySpeed = 0.0;
|
|
||||||
this.opacity = 0.0;
|
|
||||||
}
|
|
||||||
|
|
||||||
update (rate, levelSpeed, triangle, levelBreak, level, bounce, block, diff) {
|
|
||||||
// Update position
|
|
||||||
if (this.mesh.position.z > triangle.position.z - Math.pow(levelSpeed, 1.2) * 150) {
|
|
||||||
this.ySpeed += 0.005 * rate * ( phase == -1 ? 3.0 : 1.0 );
|
|
||||||
this.mesh.position.y -= this.ySpeed;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (this.mesh.position.y < 0.06 && !this.fromBelow) {
|
|
||||||
this.ySpeed *= -0.4 * bounce;
|
|
||||||
this.mesh.position.y = ( this.mesh.position.y - 0.06 ) * -1 + 0.06;
|
|
||||||
} else if (this.fromBelow && this.mesh.position.y > 0.06) {
|
|
||||||
this.fromBelow = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update edge position too
|
|
||||||
this.edges.position.set(this.mesh.position.x, this.mesh.position.y, this.mesh.position.z);
|
|
||||||
|
|
||||||
// check collision
|
|
||||||
if (Math.abs(this.mesh.position.z - triangle.position.z - 0.4) < 0.5 &&
|
|
||||||
Math.abs(this.mesh.position.x - triangle.position.x) < 0.055 &&
|
|
||||||
Math.abs(this.mesh.position.y - triangle.position.y - 0.06) < 0.03)
|
|
||||||
{
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Reset position once past screen
|
|
||||||
if (this.mesh.position.z > triangle.position.z + 3.0) {
|
|
||||||
const threshold = triangle.position.z - 20.0 - level * 5 * diff - (this.mesh.position.z - triangle.position.z);
|
|
||||||
this.resetPos(triangle, threshold, levelBreak, block);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Return if cube collided with player
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
// reset position after passes user
|
|
||||||
resetPos (triangle, threshold, levelBreak, block) {
|
|
||||||
this.fromBelow = block == 2;
|
|
||||||
// this.opacity = 0.0;
|
|
||||||
// this.mesh.material.opacity = 0.0;
|
|
||||||
// this.edges.material.opacity = 0.0;
|
|
||||||
this.ySpeed = block == 2 ? -0.045 : 0;
|
|
||||||
// Star further back if in break between levels
|
|
||||||
this.mesh.position.z = threshold - (levelBreak > 0 ? 40 + Math.random() * 60 : 0);
|
|
||||||
this.mesh.position.x = triangle.position.x + Math.random() * 12.0 - 6.0;
|
|
||||||
this.mesh.position.y = block == 0 ? 0.06 : block == 1 ? Math.random() * 4 + 0.5 : -1.0;
|
|
||||||
|
|
||||||
// Update edge position too
|
|
||||||
this.edges.position.set(this.mesh.position.x, this.mesh.position.y, this.mesh.position.z);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Reset position
|
|
||||||
reset (block, buffer, diff) {
|
|
||||||
var threshold = -20.0 * ( 1 + diff * 0.5 );
|
|
||||||
this.fromBelow = block == 2;
|
|
||||||
// this.opacity = 0.0;
|
|
||||||
// this.mesh.material.opacity = 0.0;
|
|
||||||
// this.edges.material.opacity = 0.0;
|
|
||||||
this.ySpeed = block == 2 ? -0.045 : 0;
|
|
||||||
this.mesh.position.x = Math.random() * 64.0 - 32.0;
|
|
||||||
this.mesh.position.y = block == 0 ? 0.06 : block == 1 ? Math.random() * 4 + 0.5 : -1.0;
|
|
||||||
this.mesh.position.z = Math.random() * threshold + ( buffer ? threshold * 2 : 0.0 );
|
|
||||||
|
|
||||||
// Update edge position too
|
|
||||||
this.edges.position.set(this.mesh.position.x, this.mesh.position.y, this.mesh.position.z);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update visuals
|
|
||||||
updateDesign(level) {
|
|
||||||
switch (level % 5) {
|
|
||||||
case 0:
|
|
||||||
this.mesh.material = meshMaterials[0][ Math.floor(Math.random() * 3) ];
|
|
||||||
this.edges.material = edgeMaterials[0];
|
|
||||||
break;
|
|
||||||
case 1:
|
|
||||||
this.mesh.material = meshMaterials[1][0];
|
|
||||||
this.edges.material = edgeMaterials[1];
|
|
||||||
break;
|
|
||||||
case 2:
|
|
||||||
this.mesh.material = meshMaterials[2][0];
|
|
||||||
this.edges.material = edgeMaterials[2];
|
|
||||||
break;
|
|
||||||
case 3:
|
|
||||||
break;
|
|
||||||
case 4:
|
|
||||||
this.mesh.material = meshMaterials[4][0];
|
|
||||||
this.edges.material = edgeMaterials[4];
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
1
views/archive/cubefield/cube.min.js
vendored
1
views/archive/cubefield/cube.min.js
vendored
|
@ -1 +0,0 @@
|
||||||
var cubeColors=[16774453,16753704,16732181],meshMaterials=[[new THREE.MeshBasicMaterial({color:cubeColors[0]}),new THREE.MeshBasicMaterial({color:cubeColors[1]}),new THREE.MeshBasicMaterial({color:cubeColors[2]})],[new THREE.MeshBasicMaterial({color:0})],[new THREE.MeshBasicMaterial({color:0})],[new THREE.MeshBasicMaterial({color:0})],[new THREE.MeshBasicMaterial({color:16724588})]],edgeMaterials=[new THREE.MeshBasicMaterial({color:0}),new THREE.MeshBasicMaterial({color:65280}),new THREE.MeshBasicMaterial({color:0}),new THREE.MeshBasicMaterial({color:0}),new THREE.MeshBasicMaterial({color:16777215})],cubeGeo=new THREE.BoxBufferGeometry(.1,.12,.05);class Cube{constructor(scene){var material=meshMaterials[0][Math.floor(3*Math.random())];this.mesh=new THREE.Mesh(cubeGeo,material),this.mesh.castShadow=!0,this.mesh.position.x=12*Math.random()-6,this.mesh.position.y=.06,this.mesh.position.z=-30*Math.random();var edgeGeo=new THREE.EdgesGeometry(cubeGeo);this.edges=new THREE.LineSegments(edgeGeo,edgeMaterials[0]),this.edges.position.set(this.mesh.position.x,this.mesh.position.y,this.mesh.position.z),scene.add(this.mesh),scene.add(this.edges),this.fromBelow=!1,this.ySpeed=0,this.opacity=0}update(rate,levelSpeed,triangle,levelBreak,level,bounce,block,diff){if(this.mesh.position.z>triangle.position.z-150*Math.pow(levelSpeed,1.2)&&(this.ySpeed+=.005*rate*(-1==phase?3:1),this.mesh.position.y-=this.ySpeed),this.mesh.position.y<.06&&!this.fromBelow?(this.ySpeed*=-.4*bounce,this.mesh.position.y=-1*(this.mesh.position.y-.06)+.06):this.fromBelow&&this.mesh.position.y>.06&&(this.fromBelow=!1),this.edges.position.set(this.mesh.position.x,this.mesh.position.y,this.mesh.position.z),Math.abs(this.mesh.position.z-triangle.position.z-.4)<.5&&Math.abs(this.mesh.position.x-triangle.position.x)<.055&&Math.abs(this.mesh.position.y-triangle.position.y-.06)<.03)return!0;if(this.mesh.position.z>triangle.position.z+3){const threshold=triangle.position.z-20-5*level*diff-(this.mesh.position.z-triangle.position.z);this.resetPos(triangle,threshold,levelBreak,block)}return!1}resetPos(triangle,threshold,levelBreak,block){this.fromBelow=2==block,this.ySpeed=2==block?-.045:0,this.mesh.position.z=threshold-(levelBreak>0?40+60*Math.random():0),this.mesh.position.x=triangle.position.x+12*Math.random()-6,this.mesh.position.y=0==block?.06:1==block?4*Math.random()+.5:-1,this.edges.position.set(this.mesh.position.x,this.mesh.position.y,this.mesh.position.z)}reset(block,buffer,diff){var threshold=-20*(1+.5*diff);this.fromBelow=2==block,this.ySpeed=2==block?-.045:0,this.mesh.position.x=64*Math.random()-32,this.mesh.position.y=0==block?.06:1==block?4*Math.random()+.5:-1,this.mesh.position.z=Math.random()*threshold+(buffer?2*threshold:0),this.edges.position.set(this.mesh.position.x,this.mesh.position.y,this.mesh.position.z)}updateDesign(level){switch(level%5){case 0:this.mesh.material=meshMaterials[0][Math.floor(3*Math.random())],this.edges.material=edgeMaterials[0];break;case 1:this.mesh.material=meshMaterials[1][0],this.edges.material=edgeMaterials[1];break;case 2:this.mesh.material=meshMaterials[2][0],this.edges.material=edgeMaterials[2];break;case 3:break;case 4:this.mesh.material=meshMaterials[4][0],this.edges.material=edgeMaterials[4]}}}
|
|
|
@ -1,57 +0,0 @@
|
||||||
<!doctype html>
|
|
||||||
<html>
|
|
||||||
<head>
|
|
||||||
<meta charset="utf-8">
|
|
||||||
<title>Cubefield in JS</title>
|
|
||||||
<link rel="stylesheet" href="assets/styles/main.css">
|
|
||||||
<!-- THREE.JS -->
|
|
||||||
<script src="assets/three.min.js"></script>
|
|
||||||
<!-- CLASSES -->
|
|
||||||
<script src="cube.min.js"></script>
|
|
||||||
</head>
|
|
||||||
<body>
|
|
||||||
<button class="newGame" id="newGame" type="button" onclick="gameReset()">New Game</button>
|
|
||||||
<div class="score" id="score">0.0</div>
|
|
||||||
<div class="highscore">Highscore:<br><span id="highScore">15.0</span></div>
|
|
||||||
<div class="instr">Use the left and right arrow keys to dodge the cubes.<br>See how far you can get without hitting any cubes.<br>Press P to pause.</div>
|
|
||||||
<div class="info" id="info">
|
|
||||||
<h2>Cubefield in JS</h2>
|
|
||||||
<br>a hobby project to learn WebGL<br><br>Powered by Three.JS (Credit to Mr. Doob)<br>Credit to Cubefield creator, Max Abernethy of flecko.net
|
|
||||||
</div>
|
|
||||||
<div class="settings settingsVis" id="settings">
|
|
||||||
<div style="margin:0 auto;height:150px;width:100%;max-width:1398px">
|
|
||||||
<div class="group" id="difficulty">
|
|
||||||
<h3>Difficulty</h3>
|
|
||||||
<div class="select focus" onmousedown="updateDiff(0)" style="background-color:rgb(64, 167, 175)">Rookie</div>
|
|
||||||
<div class="select" onmousedown="updateDiff(1)" style="background-color:rgb(118, 57, 170)">Skilled</div>
|
|
||||||
<div class="select" onmousedown="updateDiff(2)" style="background-color:rgb(159, 40, 90)">Master</div>
|
|
||||||
</div>
|
|
||||||
<div class="group" id="camera">
|
|
||||||
<h3>Camera</h3>
|
|
||||||
<div class="select focus" onmousedown="updateCam(0)" style="background-color:rgb(64, 167, 175)">Hawk</div>
|
|
||||||
<div class="select" onmousedown="updateCam(1)" style="background-color:rgb(118, 57, 170)">Chase</div>
|
|
||||||
<div class="select" onmousedown="updateCam(2)" style="background-color:rgb(159, 40, 90)">1st person</div>
|
|
||||||
</div>
|
|
||||||
<div class="group" id="block">
|
|
||||||
<h3>Blocks</h3>
|
|
||||||
<div class="select focus" onmousedown="updateBlock(0)" style="background-color:rgb(64, 167, 175)">Normal</div>
|
|
||||||
<div class="select" onmousedown="updateBlock(1)" style="background-color:rgb(118, 57, 170)">Falling</div>
|
|
||||||
<div class="select" onmousedown="updateBlock(2)" style="background-color:rgb(159, 40, 90)">Pop up</div>
|
|
||||||
</div>
|
|
||||||
<div class="group" id="bounce">
|
|
||||||
<h3>Bounce</h3>
|
|
||||||
<div class="select focus" onmousedown="updateBounce(0)" style="background-color:rgb(64, 167, 175)">None</div>
|
|
||||||
<div class="select" onmousedown="updateBounce(1)" style="background-color:rgb(118, 57, 170)">Some</div>
|
|
||||||
<div class="select" onmousedown="updateBounce(2)" style="background-color:rgb(159, 40, 90)">Too Much</div>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<div class="pause" id="pause">
|
|
||||||
<h3>PAUSE</h3>
|
|
||||||
<div class="menu" onmousedown="returnToMenu()">Return to Menu</div>
|
|
||||||
<div class="unpause" onmousedown="pauseGameScreen()">Resume</div>
|
|
||||||
</div>
|
|
||||||
<!-- js code -->
|
|
||||||
<script src="main.min.js"></script>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
|
@ -1,634 +0,0 @@
|
||||||
var camera, scene, renderer, spotlight;
|
|
||||||
var triangle, triEdges; // the object the user controls("spaceship"), there is only one 'triangle' in CUBEfield!
|
|
||||||
var plane; // ground landscape floor w/e
|
|
||||||
var xSpeed; // x (side to side) speed of the triangle
|
|
||||||
var zSpeed; // z speed of the triangle
|
|
||||||
var zOffset; // position of triangle
|
|
||||||
var camOffset; // camera offset is a little softer than xOffset
|
|
||||||
var stars;
|
|
||||||
var starSpeed;
|
|
||||||
var numCubes = 120;
|
|
||||||
var leftArrow, rightArrow, upArrow;
|
|
||||||
var timeElapse;
|
|
||||||
var cubeAdd; // need a way to add cubes at a steady rate
|
|
||||||
var score;
|
|
||||||
var phase; // -1 = pre-game screen, 0 = pause, 1 = in-game, (post-game = pre-game)
|
|
||||||
var composer;
|
|
||||||
var level; // level of difficulty (increases as game goes on)
|
|
||||||
var levelBreak; // timer for time break between levels
|
|
||||||
var width, height;
|
|
||||||
var rotStart = 0;
|
|
||||||
var mCubes; // array of Cube objects
|
|
||||||
// settings
|
|
||||||
var stnDiff = 0; // difficulty { rookie, skilled, master }
|
|
||||||
var stnBounce = 0; // bounce { none, some, too much }
|
|
||||||
var stnCam = 0; // camera { hawk, chase, 1st person }
|
|
||||||
var stnBlock = 0; // blocks { normal, falling, pop up }
|
|
||||||
// UI
|
|
||||||
var uiNewGame = document.getElementById( "newGame" );
|
|
||||||
var uiScore = document.getElementById( "score" );
|
|
||||||
var uiHScore = document.getElementById( "highScore" );
|
|
||||||
var uiInfo = document.getElementById( "info" );
|
|
||||||
var uiSettings = document.getElementById( "settings" );
|
|
||||||
var uiPause = document.getElementById( "pause" );
|
|
||||||
|
|
||||||
init();
|
|
||||||
animate();
|
|
||||||
|
|
||||||
// --- INITIALIZATION ---------------------------------------------------------
|
|
||||||
|
|
||||||
function init() {
|
|
||||||
// viewport
|
|
||||||
width = window.innerWidth;
|
|
||||||
height = window.innerHeight;
|
|
||||||
// init members
|
|
||||||
levelBreak = 0;
|
|
||||||
level = 0;
|
|
||||||
phase = -1;
|
|
||||||
score = 0;
|
|
||||||
camOffset = 0;
|
|
||||||
timeElapse = new Date().getTime();
|
|
||||||
totalElapse = 0;
|
|
||||||
zOffset = 0;
|
|
||||||
xSpeed = 0;
|
|
||||||
zSpeed = 0;
|
|
||||||
leftArrow = rightArrow = upArrow = false;
|
|
||||||
mCubes = [];
|
|
||||||
starSpeed = [];
|
|
||||||
stars = [];
|
|
||||||
|
|
||||||
// scene
|
|
||||||
scene = new THREE.Scene();
|
|
||||||
scene.fog = new THREE.Fog(0xa3a3a3, 5, 25);
|
|
||||||
|
|
||||||
// Renderer
|
|
||||||
renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
|
|
||||||
renderer.setClearColor(0xffffff, 0);
|
|
||||||
renderer.setSize( width, height );
|
|
||||||
renderer.shadowMap.enabled = true;
|
|
||||||
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
|
|
||||||
document.body.appendChild(renderer.domElement);
|
|
||||||
|
|
||||||
var ambient = new THREE.AmbientLight(0xffffff);
|
|
||||||
scene.add(ambient);
|
|
||||||
|
|
||||||
// Camera
|
|
||||||
camera = new THREE.PerspectiveCamera( 15, width / height, 0.1, 1000 );
|
|
||||||
camera.position.set(0, 0.25, 2.0);
|
|
||||||
|
|
||||||
// Ground plane
|
|
||||||
var planeGeo = new THREE.PlaneBufferGeometry(300, 75, 20);
|
|
||||||
plane = new THREE.Mesh(planeGeo, new THREE.MeshStandardMaterial({ color: 0xffffff }));
|
|
||||||
plane.receiveShadow = true;
|
|
||||||
plane.rotation.x += -0.5 * Math.PI;
|
|
||||||
plane.position.y = -0.001;
|
|
||||||
scene.add(plane);
|
|
||||||
|
|
||||||
// Cubes
|
|
||||||
for (var c = 0; c < numCubes; c++) {
|
|
||||||
mCubes[ c ] = new Cube(scene);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Player triangle
|
|
||||||
var triGeo = new THREE.Geometry();
|
|
||||||
|
|
||||||
// player triangle - vectors
|
|
||||||
triGeo.vertices.push(
|
|
||||||
new THREE.Vector3( 0.000, 0.000, -0.150 ),
|
|
||||||
new THREE.Vector3( -0.017, 0.000, 0.040 ),
|
|
||||||
new THREE.Vector3( 0.017, 0.000, 0.040 ),
|
|
||||||
new THREE.Vector3( 0.000, 0.013, 0.020 )
|
|
||||||
);
|
|
||||||
// player triangle - push faces
|
|
||||||
triGeo.faces.push( new THREE.Face3( 3, 0, 1 ) );
|
|
||||||
triGeo.faces.push( new THREE.Face3( 1, 2, 3 ) );
|
|
||||||
triGeo.faces.push( new THREE.Face3( 2, 0, 3 ) );
|
|
||||||
triangle = new THREE.Mesh(triGeo, new THREE.MeshBasicMaterial({ color: 0x646464 }));
|
|
||||||
triangle.castShadow = true;
|
|
||||||
triangle.position.y = -2.0;
|
|
||||||
scene.add(triangle);
|
|
||||||
|
|
||||||
// player triangle - edges
|
|
||||||
var edgeGeo = new THREE.EdgesGeometry(triGeo);
|
|
||||||
triEdges = new THREE.LineSegments(edgeGeo, new THREE.MeshBasicMaterial({ color: 0x000000 }));
|
|
||||||
scene.add(triEdges);
|
|
||||||
|
|
||||||
spotlight = new THREE.SpotLight( 0xffffff);
|
|
||||||
spotlight.position.set(0, 100, 0);
|
|
||||||
spotlight.target = triangle;
|
|
||||||
spotlight.castShadow = true;
|
|
||||||
spotlight.shadow.camera.near = 0.1;
|
|
||||||
spotlight.shadow.camera.far = 20;
|
|
||||||
spotlight.shadow.mapSize.width = window.innerWidth;
|
|
||||||
spotlight.shadow.mapSize.height = window.innerHeight;
|
|
||||||
scene.add(spotlight);
|
|
||||||
|
|
||||||
// stars (level 2 background)
|
|
||||||
initStars();
|
|
||||||
|
|
||||||
// init ui
|
|
||||||
uiScore.style.visibility = "hidden";
|
|
||||||
document.getElementById("highScore").innerHTML = (Math.floor(getCookie() / 100) / 10).toString();
|
|
||||||
|
|
||||||
setPreGame();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Init stars
|
|
||||||
function initStars() {
|
|
||||||
stars = [];
|
|
||||||
|
|
||||||
// Texture/material
|
|
||||||
var texture = new THREE.TextureLoader().load('assets/images/star.png');
|
|
||||||
var material = new THREE.MeshBasicMaterial({ map: texture });
|
|
||||||
var geo = new THREE.BoxBufferGeometry(.5, .5, .1);
|
|
||||||
|
|
||||||
// Build stars
|
|
||||||
for (var i = 0; i < 10; i++) {
|
|
||||||
starSpeed[i] = [];
|
|
||||||
|
|
||||||
// Build mesh
|
|
||||||
stars[i] = new THREE.Mesh(geo, material);
|
|
||||||
|
|
||||||
// Set position/rotation
|
|
||||||
stars[i].position.z = 5;
|
|
||||||
stars[i].position.x = Math.random() * 20 - 10;
|
|
||||||
stars[i].position.y = Math.random() * 10;
|
|
||||||
stars[i].rotation.z = Math.random() * 2 * Math.PI;
|
|
||||||
|
|
||||||
// Set velocity
|
|
||||||
starSpeed[i][0] = Math.random() * 0.003 - 0.0015;
|
|
||||||
starSpeed[i][1] = Math.random() * 0.003 - 0.0015;
|
|
||||||
|
|
||||||
// Add to scene
|
|
||||||
scene.add(stars[i]);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Set params/globals for new game
|
|
||||||
function gameReset() {
|
|
||||||
// UI
|
|
||||||
uiNewGame.style.visibility = "hidden";
|
|
||||||
uiInfo.style.visibility = "hidden";
|
|
||||||
uiScore.style.color = "#808080";
|
|
||||||
uiScore.style.visibility = "visible";
|
|
||||||
document.body.style.backgroundColor = "#A3A3A3";
|
|
||||||
uiSettings.classList.remove( "settingsVis" );
|
|
||||||
// Blur render
|
|
||||||
document.querySelector('canvas').style.filter = 'blur(0px)';
|
|
||||||
document.querySelector('canvas').style.cursor = 'none';
|
|
||||||
|
|
||||||
score = 0;
|
|
||||||
// camOffset = 0;
|
|
||||||
timeElapse = new Date().getTime();
|
|
||||||
zOffset = 0;
|
|
||||||
xSpeed = 0;
|
|
||||||
zSpeed = 0;
|
|
||||||
camera.position.z = 0;
|
|
||||||
|
|
||||||
// cubes
|
|
||||||
for( var c of mCubes ) {
|
|
||||||
c.reset(stnBlock, true, stnDiff);
|
|
||||||
}
|
|
||||||
|
|
||||||
// hide stars
|
|
||||||
for ( var s of stars ) {
|
|
||||||
s.position.z = 5;
|
|
||||||
}
|
|
||||||
|
|
||||||
var k = Math.PI - ( this.camera.rotation.z % ( 2*Math.PI ));
|
|
||||||
rotStart = ( Math.PI - Math.abs( k )) * Math.sign( k );
|
|
||||||
totalElapse = 0;
|
|
||||||
phase = 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Reset game upon finish
|
|
||||||
function setPreGame() {
|
|
||||||
// UI
|
|
||||||
uiScore.style.color = "black";
|
|
||||||
document.body.style.backgroundColor = "#A3A3A3";
|
|
||||||
// Show UI
|
|
||||||
uiNewGame.style.visibility = "visible";
|
|
||||||
uiInfo.style.visibility = "visible";
|
|
||||||
uiSettings.classList.add( "settingsVis" );
|
|
||||||
// Blur render
|
|
||||||
document.querySelector('canvas').style.filter = 'blur(5px)';
|
|
||||||
document.querySelector('canvas').style.cursor = 'pointer';
|
|
||||||
// Triangle
|
|
||||||
triangle.material.color.setHex(0x646464);
|
|
||||||
triEdges.material.color.setHex(0x000000);
|
|
||||||
|
|
||||||
// cubes
|
|
||||||
for (var c of mCubes) {
|
|
||||||
c.updateDesign(0);
|
|
||||||
}
|
|
||||||
|
|
||||||
level = 0;
|
|
||||||
plane.material.color.setHex( 0xC8C8C8 );
|
|
||||||
scene.fog.color.setHex(0xA3A3A3);
|
|
||||||
|
|
||||||
// hide stars
|
|
||||||
for (var s of stars) {
|
|
||||||
s.position.z = 5;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// level effects/shaders
|
|
||||||
function newLevel() {
|
|
||||||
// Update level vars
|
|
||||||
levelBreak = new Date().getTime();
|
|
||||||
level++;
|
|
||||||
|
|
||||||
// Update design of cubes
|
|
||||||
for (var c of mCubes) {
|
|
||||||
c.updateDesign(level % 5);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update design of plane (ground)
|
|
||||||
switch (level % 5) {
|
|
||||||
|
|
||||||
case 0:
|
|
||||||
plane.material.color.setHex(0xC8C8C8);
|
|
||||||
scene.fog.color.setHex(0xA3A3A3);
|
|
||||||
triangle.material.color.setHex(0x646464);
|
|
||||||
triEdges.material.color.setHex(0x000000);
|
|
||||||
document.body.style.backgroundColor = "#A3A3A3";
|
|
||||||
break;
|
|
||||||
|
|
||||||
case 1:
|
|
||||||
plane.material.color.setHex(0x000000);
|
|
||||||
scene.fog.color.setHex(0x000000);
|
|
||||||
triangle.material.color.setHex(0x000000);
|
|
||||||
triEdges.material.color.setHex(0x00FF00);
|
|
||||||
document.body.style.backgroundColor = "#000000";
|
|
||||||
|
|
||||||
// show stars
|
|
||||||
for (var s of stars) {
|
|
||||||
s.position.z = -50;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case 2:
|
|
||||||
plane.material.color.setHex(0x969696);
|
|
||||||
scene.fog.color.setHex(0x969696);
|
|
||||||
triangle.material.color.setHex(0x000000);
|
|
||||||
triEdges.material.color.setHex(0x000000);
|
|
||||||
document.body.style.backgroundColor = "#969696";
|
|
||||||
|
|
||||||
// hide stars
|
|
||||||
for( var s of stars ) {
|
|
||||||
s.position.z = 5;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case 3:
|
|
||||||
plane.material.color.setHex(0xffffff);
|
|
||||||
scene.fog.color.setHex(0xffffff);
|
|
||||||
triangle.material.color.setHex(0x646464);
|
|
||||||
triEdges.material.color.setHex(0x000000);
|
|
||||||
document.body.style.backgroundColor = "#FFFFFF";
|
|
||||||
break;
|
|
||||||
|
|
||||||
case 4:
|
|
||||||
plane.material.color.setHex(0x969696);
|
|
||||||
scene.fog.color.setHex(0x969696);
|
|
||||||
triangle.material.color.setHex(0xFF326C);
|
|
||||||
triEdges.material.color.setHex(0xFFFFFF);
|
|
||||||
document.body.style.backgroundColor = "#969696";
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// --- GAME LOOP --------------------------------------------------------------
|
|
||||||
function animate() {
|
|
||||||
requestAnimationFrame(animate);
|
|
||||||
|
|
||||||
// Time elapsed
|
|
||||||
var now = (new Date()).getTime();
|
|
||||||
var elapse = now - timeElapse;
|
|
||||||
timeElapse = now;
|
|
||||||
var rate = elapse / 100;
|
|
||||||
|
|
||||||
// Game state
|
|
||||||
switch (phase) {
|
|
||||||
|
|
||||||
// Pre-game
|
|
||||||
case -1:
|
|
||||||
// Demo mode in background
|
|
||||||
xSpeed *= 0.95;
|
|
||||||
zSpeed *= 0.95;
|
|
||||||
camOffset *= 0.95;
|
|
||||||
|
|
||||||
// Level speed
|
|
||||||
var levelSpeed = (level + 1) * rate * 0.5 + zSpeed;
|
|
||||||
|
|
||||||
// --- Camera -----------------------------------------------------------
|
|
||||||
// Camera rotation
|
|
||||||
camera.rotation.z = (camera.rotation.z + xSpeed * 1.5) * 0.7;
|
|
||||||
camera.rotation.z = Math.min(0.1, Math.max(-0.1, camera.rotation.z));
|
|
||||||
|
|
||||||
// Camera position
|
|
||||||
camera.position.x += xSpeed * rate * -10;
|
|
||||||
camera.position.z -= levelSpeed;
|
|
||||||
|
|
||||||
// Update player triangle and plane to match camera position
|
|
||||||
triangle.position.z = triEdges.position.z = plane.position.z = camera.position.z - 2.2;
|
|
||||||
triangle.position.x = triEdges.position.x = plane.position.x = camera.position.x;
|
|
||||||
|
|
||||||
// Update player triangle rotation to match camera rotation
|
|
||||||
triangle.rotation.y = camera.rotation.z;
|
|
||||||
triEdges.rotation.y = camera.rotation.z;
|
|
||||||
|
|
||||||
// Update spotlight
|
|
||||||
spotlight.position.set(triangle.position.x, triangle.position.y + 10, triangle.position.z);
|
|
||||||
|
|
||||||
|
|
||||||
updateCubes(rate * 0.2, levelSpeed);
|
|
||||||
break;
|
|
||||||
|
|
||||||
// Pause
|
|
||||||
case 0:
|
|
||||||
break;
|
|
||||||
|
|
||||||
// In-game
|
|
||||||
case 1:
|
|
||||||
// --- User Input -------------------------------------------------------
|
|
||||||
if (!rightArrow && !leftArrow) {
|
|
||||||
// No arrow key input
|
|
||||||
xSpeed *= 0.8;
|
|
||||||
} else {
|
|
||||||
// Arrow key input
|
|
||||||
if (leftArrow) {
|
|
||||||
xSpeed += 0.02 * rate;
|
|
||||||
}
|
|
||||||
if (rightArrow) {
|
|
||||||
xSpeed -= 0.02 * rate;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
// Horizontal speed limits
|
|
||||||
xSpeed = Math.max(-0.5, Math.min(0.5, xSpeed));
|
|
||||||
// Forward speed
|
|
||||||
zSpeed = upArrow ? zSpeed + 0.025 * rate : zSpeed * 0.95;
|
|
||||||
zSpeed = Math.min(0.4, zSpeed);
|
|
||||||
|
|
||||||
// Level speed
|
|
||||||
var levelSpeed = (1 + level * 0.5) * rate * 0.5 * (1 + stnDiff * 1.5) + zSpeed + 0.05;
|
|
||||||
|
|
||||||
// --- Camera -----------------------------------------------------------
|
|
||||||
// Camera rotation
|
|
||||||
camera.rotation.z = (camera.rotation.z + xSpeed * 1.5) * 0.7;
|
|
||||||
camera.rotation.z = Math.min(0.1, Math.max(-0.1, camera.rotation.z));
|
|
||||||
|
|
||||||
// Camera position
|
|
||||||
camera.position.x += xSpeed * rate * -10;
|
|
||||||
camera.position.z -= levelSpeed;
|
|
||||||
|
|
||||||
// Update player triangle and plane to match camera position
|
|
||||||
triangle.position.z = triEdges.position.z = plane.position.z = camera.position.z + (stnCam == 0 ? -2.2 : (stnCam == 1 ? -1.2 : 0.2));
|
|
||||||
triangle.position.x = triEdges.position.x = plane.position.x = camera.position.x;
|
|
||||||
|
|
||||||
// Update player triangle rotation to match camera rotation
|
|
||||||
triangle.rotation.y = camera.rotation.z;
|
|
||||||
triEdges.rotation.y = camera.rotation.z;
|
|
||||||
triangle.rotation.z = camera.rotation.z * 2;
|
|
||||||
triEdges.rotation.z = camera.rotation.z * 2;
|
|
||||||
triangle.position.y = 0.01 - Math.abs(camera.rotation.z * 0.05);
|
|
||||||
triEdges.position.y = 0.01 - Math.abs(camera.rotation.z * 0.05);
|
|
||||||
|
|
||||||
// Update spotlight
|
|
||||||
spotlight.position.set(triangle.position.x, triangle.position.y + 10, triangle.position.z);
|
|
||||||
|
|
||||||
// --- Scoring ----------------------------------------------------------
|
|
||||||
// score = zOffset * ( 10 + level * 5 );
|
|
||||||
totalElapse += elapse;
|
|
||||||
uiScore.innerHTML = (Math.round(totalElapse / 100) / 10).toString();
|
|
||||||
|
|
||||||
|
|
||||||
// New level
|
|
||||||
if ((level + 1) * 30000 < totalElapse) {
|
|
||||||
newLevel();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Break between levels (no cubes)
|
|
||||||
if (levelBreak != -1 && now - levelBreak > 5000) {
|
|
||||||
levelBreak = -1;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update position of cubes + add cubes or remove cubes
|
|
||||||
updateCubes(rate, levelSpeed);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update stars (if on right level)
|
|
||||||
if (level % 5 == 1) {
|
|
||||||
updateStars();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Render
|
|
||||||
if (phase == 1) {
|
|
||||||
renderer.setClearColor(0xffffff, 0);
|
|
||||||
} else {
|
|
||||||
renderer.setClearColor(0xa3a3a3, 1);
|
|
||||||
}
|
|
||||||
renderer.render(scene, camera);
|
|
||||||
}
|
|
||||||
|
|
||||||
// --- UPDATE -----------------------------------------------------------------
|
|
||||||
|
|
||||||
// UPDATE stars
|
|
||||||
function updateStars() {
|
|
||||||
for (var s = 0; s < stars.length; s++) {
|
|
||||||
// Reset position of stars that go out of bounds
|
|
||||||
if (stars[ s ].position.x < -10 ||
|
|
||||||
stars[ s ].position.x > 10 ||
|
|
||||||
stars[ s ].position.y < 0 ||
|
|
||||||
stars[ s ].position.y > 10 )
|
|
||||||
{
|
|
||||||
stars[ s ].position.x = Math.random() * 20 - 10;
|
|
||||||
stars[ s ].position.y = Math.random() * 10;
|
|
||||||
}
|
|
||||||
// Update star position
|
|
||||||
stars[ s ].position.x += starSpeed[ s ][ 0 ];
|
|
||||||
stars[ s ].position.y += starSpeed[ s ][ 1 ];
|
|
||||||
stars[ s ].rotation.z += 0.003;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// UPDATE cubes
|
|
||||||
function updateCubes(rate, levelSpeed) {
|
|
||||||
for (var c of mCubes) {
|
|
||||||
var collision = c.update(rate, levelSpeed, triangle, levelBreak, level, stnBounce, stnBlock, stnDiff );
|
|
||||||
if (phase == 1 && collision) {
|
|
||||||
logHighscore();
|
|
||||||
phase = -1;
|
|
||||||
setPreGame();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// UPDATE camera position
|
|
||||||
function setCam() {
|
|
||||||
switch( stnCam ) {
|
|
||||||
case 0:
|
|
||||||
camera.position.x = 0;
|
|
||||||
camera.position.y = 0.25;
|
|
||||||
camera.position.z = 2.0;
|
|
||||||
break;
|
|
||||||
case 1:
|
|
||||||
camera.position.x = 0;
|
|
||||||
camera.position.y = 0.05;
|
|
||||||
camera.position.z = 0.40;
|
|
||||||
break;
|
|
||||||
case 2:
|
|
||||||
camera.position.x = 0;
|
|
||||||
camera.position.y = 0.025;
|
|
||||||
camera.position.z = 0.0;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
// --- EVENT HANDLING ---------------------------------------------------------
|
|
||||||
|
|
||||||
// Window Resize
|
|
||||||
document.addEventListener('resize', (e) => {
|
|
||||||
width = window.innerWidth;
|
|
||||||
height = window.innerHeight;
|
|
||||||
// renderer
|
|
||||||
renderer.setSize( width, height );
|
|
||||||
// camera
|
|
||||||
camera = new THREE.PerspectiveCamera( 15, width / height, 0.1, 1000 );
|
|
||||||
setCam();
|
|
||||||
});
|
|
||||||
|
|
||||||
// Key Down
|
|
||||||
document.addEventListener('keydown', (e) => {
|
|
||||||
if (e.keyCode == null) {
|
|
||||||
// touch input event
|
|
||||||
if( e.pageX > width * 0.5 ) {
|
|
||||||
rightArrow = true;
|
|
||||||
}else {
|
|
||||||
leftArrow = true;
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
// key input event
|
|
||||||
var key = e.keyCode ? e.keyCode : e.which;
|
|
||||||
if (key == 37 ) {
|
|
||||||
leftArrow = true;
|
|
||||||
} else if ( key == 39 ) {
|
|
||||||
rightArrow = true;
|
|
||||||
} else if ( key == 80 ) { // (p)ause
|
|
||||||
pauseGameScreen();
|
|
||||||
} else if (key == 38) {
|
|
||||||
upArrow = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
});
|
|
||||||
|
|
||||||
// Key Up
|
|
||||||
document.addEventListener('keyup', (e) => {
|
|
||||||
if (e.keyCode == null) {
|
|
||||||
// touch input event
|
|
||||||
rightArrow = false;
|
|
||||||
leftArrow = false;
|
|
||||||
upArrow = false;
|
|
||||||
} else {
|
|
||||||
var key = e.keyCode ? e.keyCode : e.which;
|
|
||||||
if (key == 37) {
|
|
||||||
leftArrow = false;
|
|
||||||
} else if (key == 39) {
|
|
||||||
rightArrow = false;
|
|
||||||
} else if (key == 38) {
|
|
||||||
upArrow = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
});
|
|
||||||
// pause screen
|
|
||||||
function pauseGameScreen() {
|
|
||||||
if( phase == 0 ) {
|
|
||||||
phase = 1;
|
|
||||||
uiPause.style.visibility = "hidden";
|
|
||||||
uiPause.style.opacity = 0.0;
|
|
||||||
}else if( phase == 1 ) {
|
|
||||||
phase = 0;
|
|
||||||
uiPause.style.visibility = "visible";
|
|
||||||
uiPause.style.opacity = 1.0;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
// return to menu mouse click at pause screen
|
|
||||||
function returnToMenu() {
|
|
||||||
uiPause.style.opacity = 0.0;
|
|
||||||
uiPause.style.visibility = "hidden";
|
|
||||||
logHighscore();
|
|
||||||
rotOffset = (new Date()).getTime() % 50000;
|
|
||||||
phase = -1;
|
|
||||||
setPreGame();
|
|
||||||
}
|
|
||||||
|
|
||||||
// --- SETTINGS ---------------------------------------------------------------
|
|
||||||
|
|
||||||
// Difficulty settings click event
|
|
||||||
function updateDiff (target) {
|
|
||||||
stnDiff = target;
|
|
||||||
var opt = document.getElementById( "difficulty" ).getElementsByClassName( "select" );
|
|
||||||
for( var k = 0; k < 3; k++ )
|
|
||||||
opt[ k ].classList.remove( "focus" );
|
|
||||||
opt[ target ].classList.add( "focus" );
|
|
||||||
}
|
|
||||||
|
|
||||||
// Bounce settings click event
|
|
||||||
function updateBounce( target ) {
|
|
||||||
stnBounce = target;
|
|
||||||
var opt = document.getElementById( "bounce" ).getElementsByClassName( "select" );
|
|
||||||
for( var k = 0; k < 3; k++ )
|
|
||||||
opt[ k ].classList.remove( "focus" );
|
|
||||||
opt[ target ].classList.add( "focus" );
|
|
||||||
|
|
||||||
}
|
|
||||||
// camera settings click event
|
|
||||||
function updateCam( target ) {
|
|
||||||
stnCam = target;
|
|
||||||
var opt = document.getElementById( "camera" ).getElementsByClassName( "select" );
|
|
||||||
for( var k = 0; k < 3; k++ )
|
|
||||||
opt[ k ].classList.remove( "focus" );
|
|
||||||
opt[ target ].classList.add( "focus" );
|
|
||||||
setCam();
|
|
||||||
}
|
|
||||||
// blocks settings click event
|
|
||||||
function updateBlock( target ) {
|
|
||||||
stnBlock = target;
|
|
||||||
var opt = document.getElementById( "block" ).getElementsByClassName( "select" );
|
|
||||||
for( var k = 0; k < 3; k++ )
|
|
||||||
opt[ k ].classList.remove( "focus" );
|
|
||||||
opt[ target ].classList.add( "focus" );
|
|
||||||
for( var c of mCubes ) c.reset( stnBlock, false, stnDiff );
|
|
||||||
document.getElementById( "bounce" ).style.opacity = target > 0 ? "1.0" : "0.0";
|
|
||||||
}
|
|
||||||
|
|
||||||
// --- COOKIE highscore logging -----------------------------------------------
|
|
||||||
|
|
||||||
// Log highscore
|
|
||||||
function logHighscore() {
|
|
||||||
if( totalElapse > parseInt(getCookie()) || getCookie() == "" ) {
|
|
||||||
setCookie( totalElapse );
|
|
||||||
uiHScore.innerHTML = (Math.floor(totalElapse / 100) / 10).toString();
|
|
||||||
}else {
|
|
||||||
uiHScore.innerHTML = (Math.floor(getCookie() / 100) / 10).toString();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Set highscore cookie
|
|
||||||
function setCookie(score) {
|
|
||||||
document.cookie = "highscore=" + score.toString() + "; ";
|
|
||||||
}
|
|
||||||
|
|
||||||
// Get highscore cookie
|
|
||||||
function getCookie() {
|
|
||||||
var name = "highscore=";
|
|
||||||
var ca = document.cookie.split(';');
|
|
||||||
for (var i=0; i<ca.length; i++) {
|
|
||||||
var c = ca[i];
|
|
||||||
while (c.charAt(0)==' ') {
|
|
||||||
c = c.substring( 1 );
|
|
||||||
}
|
|
||||||
if (c.indexOf(name) == 0) {
|
|
||||||
return c.substring(name.length, c.length);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return "";
|
|
||||||
}
|
|
1
views/archive/cubefield/main.min.js
vendored
1
views/archive/cubefield/main.min.js
vendored
File diff suppressed because one or more lines are too long
|
@ -1,37 +0,0 @@
|
||||||
<!DOCTYPE html>
|
|
||||||
<html>
|
|
||||||
|
|
||||||
<head>
|
|
||||||
<title>Flash Games</title>
|
|
||||||
<script>
|
|
||||||
function loadswf() {
|
|
||||||
var a, b, c;
|
|
||||||
a = "https://cdn.jsdelivr.net/gh/BinBashBanana/gstore/";
|
|
||||||
b = window.location.hash.substring(1) + ".swf";
|
|
||||||
c = document.body;
|
|
||||||
c.innerHTML = '<object class="gembed" data="' + a + b + '" type="application/x-shockwave-flash"><param name="wmode" value="direct"/></object>';
|
|
||||||
};
|
|
||||||
</script>
|
|
||||||
<style>
|
|
||||||
.gembed {
|
|
||||||
min-height: 100%;
|
|
||||||
min-width: 100%;
|
|
||||||
top: 0;
|
|
||||||
right: 0;
|
|
||||||
bottom: 0;
|
|
||||||
left: 0;
|
|
||||||
z-index: -1;
|
|
||||||
position: fixed;
|
|
||||||
}
|
|
||||||
|
|
||||||
.fbody {
|
|
||||||
background-color: black;
|
|
||||||
color: white;
|
|
||||||
font-family: sans-serif;
|
|
||||||
}
|
|
||||||
</style>
|
|
||||||
</head>
|
|
||||||
|
|
||||||
<body onload="loadswf();" class="gbody"></body>
|
|
||||||
|
|
||||||
</html>
|
|
8
views/archive/g/adarkroom/.gitignore
vendored
Normal file
8
views/archive/g/adarkroom/.gitignore
vendored
Normal file
|
@ -0,0 +1,8 @@
|
||||||
|
/.settings
|
||||||
|
*.TODO
|
||||||
|
*.mo
|
||||||
|
*.swp
|
||||||
|
.idea
|
||||||
|
lang/.DS_Store
|
||||||
|
.DS_Store
|
||||||
|
node_modules
|
5
views/archive/g/adarkroom/.jshintrc
Normal file
5
views/archive/g/adarkroom/.jshintrc
Normal file
|
@ -0,0 +1,5 @@
|
||||||
|
{
|
||||||
|
"eqnull": true,
|
||||||
|
"sub": true,
|
||||||
|
"multistr": true
|
||||||
|
}
|
376
views/archive/g/adarkroom/LICENSE.md
Normal file
376
views/archive/g/adarkroom/LICENSE.md
Normal file
|
@ -0,0 +1,376 @@
|
||||||
|
Mozilla Public License Version 2.0
|
||||||
|
==================================
|
||||||
|
|
||||||
|
1. Definitions
|
||||||
|
--------------
|
||||||
|
|
||||||
|
1.1. "Contributor"
|
||||||
|
means each individual or legal entity that creates, contributes to
|
||||||
|
the creation of, or owns Covered Software.
|
||||||
|
|
||||||
|
1.2. "Contributor Version"
|
||||||
|
means the combination of the Contributions of others (if any) used
|
||||||
|
by a Contributor and that particular Contributor's Contribution.
|
||||||
|
|
||||||
|
1.3. "Contribution"
|
||||||
|
means Covered Software of a particular Contributor.
|
||||||
|
|
||||||
|
1.4. "Covered Software"
|
||||||
|
means Source Code Form to which the initial Contributor has attached
|
||||||
|
the notice in Exhibit A, the Executable Form of such Source Code
|
||||||
|
Form, and Modifications of such Source Code Form, in each case
|
||||||
|
including portions thereof.
|
||||||
|
|
||||||
|
1.5. "Incompatible With Secondary Licenses"
|
||||||
|
means
|
||||||
|
|
||||||
|
(a) that the initial Contributor has attached the notice described
|
||||||
|
in Exhibit B to the Covered Software; or
|
||||||
|
|
||||||
|
(b) that the Covered Software was made available under the terms of
|
||||||
|
version 1.1 or earlier of the License, but not also under the
|
||||||
|
terms of a Secondary License.
|
||||||
|
|
||||||
|
1.6. "Executable Form"
|
||||||
|
means any form of the work other than Source Code Form.
|
||||||
|
|
||||||
|
1.7. "Larger Work"
|
||||||
|
means a work that combines Covered Software with other material, in
|
||||||
|
a separate file or files, that is not Covered Software.
|
||||||
|
|
||||||
|
1.8. "License"
|
||||||
|
means this document.
|
||||||
|
|
||||||
|
1.9. "Licensable"
|
||||||
|
means having the right to grant, to the maximum extent possible,
|
||||||
|
whether at the time of the initial grant or subsequently, any and
|
||||||
|
all of the rights conveyed by this License.
|
||||||
|
|
||||||
|
1.10. "Modifications"
|
||||||
|
means any of the following:
|
||||||
|
|
||||||
|
(a) any file in Source Code Form that results from an addition to,
|
||||||
|
deletion from, or modification of the contents of Covered
|
||||||
|
Software; or
|
||||||
|
|
||||||
|
(b) any new file in Source Code Form that contains any Covered
|
||||||
|
Software.
|
||||||
|
|
||||||
|
1.11. "Patent Claims" of a Contributor
|
||||||
|
means any patent claim(s), including without limitation, method,
|
||||||
|
process, and apparatus claims, in any patent Licensable by such
|
||||||
|
Contributor that would be infringed, but for the grant of the
|
||||||
|
License, by the making, using, selling, offering for sale, having
|
||||||
|
made, import, or transfer of either its Contributions or its
|
||||||
|
Contributor Version.
|
||||||
|
|
||||||
|
1.12. "Secondary License"
|
||||||
|
means either the GNU General Public License, Version 2.0, the GNU
|
||||||
|
Lesser General Public License, Version 2.1, the GNU Affero General
|
||||||
|
Public License, Version 3.0, or any later versions of those
|
||||||
|
licenses.
|
||||||
|
|
||||||
|
1.13. "Source Code Form"
|
||||||
|
means the form of the work preferred for making modifications.
|
||||||
|
|
||||||
|
1.14. "You" (or "Your")
|
||||||
|
means an individual or a legal entity exercising rights under this
|
||||||
|
License. For legal entities, "You" includes any entity that
|
||||||
|
controls, is controlled by, or is under common control with You. For
|
||||||
|
purposes of this definition, "control" means (a) the power, direct
|
||||||
|
or indirect, to cause the direction or management of such entity,
|
||||||
|
whether by contract or otherwise, or (b) ownership of more than
|
||||||
|
fifty percent (50%) of the outstanding shares or beneficial
|
||||||
|
ownership of such entity.
|
||||||
|
|
||||||
|
2. License Grants and Conditions
|
||||||
|
--------------------------------
|
||||||
|
|
||||||
|
2.1. Grants
|
||||||
|
|
||||||
|
Each Contributor hereby grants You a world-wide, royalty-free,
|
||||||
|
non-exclusive license:
|
||||||
|
|
||||||
|
(a) under intellectual property rights (other than patent or trademark)
|
||||||
|
Licensable by such Contributor to use, reproduce, make available,
|
||||||
|
modify, display, perform, distribute, and otherwise exploit its
|
||||||
|
Contributions, either on an unmodified basis, with Modifications, or
|
||||||
|
as part of a Larger Work; and
|
||||||
|
|
||||||
|
(b) under Patent Claims of such Contributor to make, use, sell, offer
|
||||||
|
for sale, have made, import, and otherwise transfer either its
|
||||||
|
Contributions or its Contributor Version.
|
||||||
|
|
||||||
|
2.2. Effective Date
|
||||||
|
|
||||||
|
The licenses granted in Section 2.1 with respect to any Contribution
|
||||||
|
become effective for each Contribution on the date the Contributor first
|
||||||
|
distributes such Contribution.
|
||||||
|
|
||||||
|
2.3. Limitations on Grant Scope
|
||||||
|
|
||||||
|
The licenses granted in this Section 2 are the only rights granted under
|
||||||
|
this License. No additional rights or licenses will be implied from the
|
||||||
|
distribution or licensing of Covered Software under this License.
|
||||||
|
Notwithstanding Section 2.1(b) above, no patent license is granted by a
|
||||||
|
Contributor:
|
||||||
|
|
||||||
|
(a) for any code that a Contributor has removed from Covered Software;
|
||||||
|
or
|
||||||
|
|
||||||
|
(b) for infringements caused by: (i) Your and any other third party's
|
||||||
|
modifications of Covered Software, or (ii) the combination of its
|
||||||
|
Contributions with other software (except as part of its Contributor
|
||||||
|
Version); or
|
||||||
|
|
||||||
|
(c) under Patent Claims infringed by Covered Software in the absence of
|
||||||
|
its Contributions.
|
||||||
|
|
||||||
|
This License does not grant any rights in the trademarks, service marks,
|
||||||
|
or logos of any Contributor (except as may be necessary to comply with
|
||||||
|
the notice requirements in Section 3.4).
|
||||||
|
|
||||||
|
2.4. Subsequent Licenses
|
||||||
|
|
||||||
|
No Contributor makes additional grants as a result of Your choice to
|
||||||
|
distribute the Covered Software under a subsequent version of this
|
||||||
|
License (see Section 10.2) or under the terms of a Secondary License (if
|
||||||
|
permitted under the terms of Section 3.3).
|
||||||
|
|
||||||
|
2.5. Representation
|
||||||
|
|
||||||
|
Each Contributor represents that the Contributor believes its
|
||||||
|
Contributions are its original creation(s) or it has sufficient rights
|
||||||
|
to grant the rights to its Contributions conveyed by this License.
|
||||||
|
|
||||||
|
2.6. Fair Use
|
||||||
|
|
||||||
|
This License is not intended to limit any rights You have under
|
||||||
|
applicable copyright doctrines of fair use, fair dealing, or other
|
||||||
|
equivalents.
|
||||||
|
|
||||||
|
2.7. Conditions
|
||||||
|
|
||||||
|
Sections 3.1, 3.2, 3.3, and 3.4 are conditions of the licenses granted
|
||||||
|
in Section 2.1.
|
||||||
|
|
||||||
|
3. Responsibilities
|
||||||
|
-------------------
|
||||||
|
|
||||||
|
3.1. Distribution of Source Form
|
||||||
|
|
||||||
|
All distribution of Covered Software in Source Code Form, including any
|
||||||
|
Modifications that You create or to which You contribute, must be under
|
||||||
|
the terms of this License. You must inform recipients that the Source
|
||||||
|
Code Form of the Covered Software is governed by the terms of this
|
||||||
|
License, and how they can obtain a copy of this License. You may not
|
||||||
|
attempt to alter or restrict the recipients' rights in the Source Code
|
||||||
|
Form.
|
||||||
|
|
||||||
|
3.2. Distribution of Executable Form
|
||||||
|
|
||||||
|
If You distribute Covered Software in Executable Form then:
|
||||||
|
|
||||||
|
(a) such Covered Software must also be made available in Source Code
|
||||||
|
Form, as described in Section 3.1, and You must inform recipients of
|
||||||
|
the Executable Form how they can obtain a copy of such Source Code
|
||||||
|
Form by reasonable means in a timely manner, at a charge no more
|
||||||
|
than the cost of distribution to the recipient; and
|
||||||
|
|
||||||
|
(b) You may distribute such Executable Form under the terms of this
|
||||||
|
License, or sublicense it under different terms, provided that the
|
||||||
|
license for the Executable Form does not attempt to limit or alter
|
||||||
|
the recipients' rights in the Source Code Form under this License.
|
||||||
|
|
||||||
|
3.3. Distribution of a Larger Work
|
||||||
|
|
||||||
|
You may create and distribute a Larger Work under terms of Your choice,
|
||||||
|
provided that You also comply with the requirements of this License for
|
||||||
|
the Covered Software. If the Larger Work is a combination of Covered
|
||||||
|
Software with a work governed by one or more Secondary Licenses, and the
|
||||||
|
Covered Software is not Incompatible With Secondary Licenses, this
|
||||||
|
License permits You to additionally distribute such Covered Software
|
||||||
|
under the terms of such Secondary License(s), so that the recipient of
|
||||||
|
the Larger Work may, at their option, further distribute the Covered
|
||||||
|
Software under the terms of either this License or such Secondary
|
||||||
|
License(s).
|
||||||
|
|
||||||
|
3.4. Notices
|
||||||
|
|
||||||
|
You may not remove or alter the substance of any license notices
|
||||||
|
(including copyright notices, patent notices, disclaimers of warranty,
|
||||||
|
or limitations of liability) contained within the Source Code Form of
|
||||||
|
the Covered Software, except that You may alter any license notices to
|
||||||
|
the extent required to remedy known factual inaccuracies.
|
||||||
|
|
||||||
|
3.5. Application of Additional Terms
|
||||||
|
|
||||||
|
You may choose to offer, and to charge a fee for, warranty, support,
|
||||||
|
indemnity or liability obligations to one or more recipients of Covered
|
||||||
|
Software. However, You may do so only on Your own behalf, and not on
|
||||||
|
behalf of any Contributor. You must make it absolutely clear that any
|
||||||
|
such warranty, support, indemnity, or liability obligation is offered by
|
||||||
|
You alone, and You hereby agree to indemnify every Contributor for any
|
||||||
|
liability incurred by such Contributor as a result of warranty, support,
|
||||||
|
indemnity or liability terms You offer. You may include additional
|
||||||
|
disclaimers of warranty and limitations of liability specific to any
|
||||||
|
jurisdiction.
|
||||||
|
|
||||||
|
4. Inability to Comply Due to Statute or Regulation
|
||||||
|
---------------------------------------------------
|
||||||
|
|
||||||
|
If it is impossible for You to comply with any of the terms of this
|
||||||
|
License with respect to some or all of the Covered Software due to
|
||||||
|
statute, judicial order, or regulation then You must: (a) comply with
|
||||||
|
the terms of this License to the maximum extent possible; and (b)
|
||||||
|
describe the limitations and the code they affect. Such description must
|
||||||
|
be placed in a text file included with all distributions of the Covered
|
||||||
|
Software under this License. Except to the extent prohibited by statute
|
||||||
|
or regulation, such description must be sufficiently detailed for a
|
||||||
|
recipient of ordinary skill to be able to understand it.
|
||||||
|
|
||||||
|
5. Termination
|
||||||
|
--------------
|
||||||
|
|
||||||
|
5.1. The rights granted under this License will terminate automatically
|
||||||
|
if You fail to comply with any of its terms. However, if You become
|
||||||
|
compliant, then the rights granted under this License from a particular
|
||||||
|
Contributor are reinstated (a) provisionally, unless and until such
|
||||||
|
Contributor explicitly and finally terminates Your grants, and (b) on an
|
||||||
|
ongoing basis, if such Contributor fails to notify You of the
|
||||||
|
non-compliance by some reasonable means prior to 60 days after You have
|
||||||
|
come back into compliance. Moreover, Your grants from a particular
|
||||||
|
Contributor are reinstated on an ongoing basis if such Contributor
|
||||||
|
notifies You of the non-compliance by some reasonable means, this is the
|
||||||
|
first time You have received notice of non-compliance with this License
|
||||||
|
from such Contributor, and You become compliant prior to 30 days after
|
||||||
|
Your receipt of the notice.
|
||||||
|
|
||||||
|
5.2. If You initiate litigation against any entity by asserting a patent
|
||||||
|
infringement claim (excluding declaratory judgment actions,
|
||||||
|
counter-claims, and cross-claims) alleging that a Contributor Version
|
||||||
|
directly or indirectly infringes any patent, then the rights granted to
|
||||||
|
You by any and all Contributors for the Covered Software under Section
|
||||||
|
2.1 of this License shall terminate.
|
||||||
|
|
||||||
|
5.3. In the event of termination under Sections 5.1 or 5.2 above, all
|
||||||
|
end user license agreements (excluding distributors and resellers) which
|
||||||
|
have been validly granted by You or Your distributors under this License
|
||||||
|
prior to termination shall survive termination.
|
||||||
|
|
||||||
|
|
||||||
|
```
|
||||||
|
************************************************************************
|
||||||
|
* *
|
||||||
|
* 6. Disclaimer of Warranty *
|
||||||
|
* ------------------------- *
|
||||||
|
* *
|
||||||
|
* Covered Software is provided under this License on an "as is" *
|
||||||
|
* basis, without warranty of any kind, either expressed, implied, or *
|
||||||
|
* statutory, including, without limitation, warranties that the *
|
||||||
|
* Covered Software is free of defects, merchantable, fit for a *
|
||||||
|
* particular purpose or non-infringing. The entire risk as to the *
|
||||||
|
* quality and performance of the Covered Software is with You. *
|
||||||
|
* Should any Covered Software prove defective in any respect, You *
|
||||||
|
* (not any Contributor) assume the cost of any necessary servicing, *
|
||||||
|
* repair, or correction. This disclaimer of warranty constitutes an *
|
||||||
|
* essential part of this License. No use of any Covered Software is *
|
||||||
|
* authorized under this License except under this disclaimer. *
|
||||||
|
* *
|
||||||
|
************************************************************************
|
||||||
|
|
||||||
|
************************************************************************
|
||||||
|
* *
|
||||||
|
* 7. Limitation of Liability *
|
||||||
|
* -------------------------- *
|
||||||
|
* *
|
||||||
|
* Under no circumstances and under no legal theory, whether tort *
|
||||||
|
* (including negligence), contract, or otherwise, shall any *
|
||||||
|
* Contributor, or anyone who distributes Covered Software as *
|
||||||
|
* permitted above, be liable to You for any direct, indirect, *
|
||||||
|
* special, incidental, or consequential damages of any character *
|
||||||
|
* including, without limitation, damages for lost profits, loss of *
|
||||||
|
* goodwill, work stoppage, computer failure or malfunction, or any *
|
||||||
|
* and all other commercial damages or losses, even if such party *
|
||||||
|
* shall have been informed of the possibility of such damages. This *
|
||||||
|
* limitation of liability shall not apply to liability for death or *
|
||||||
|
* personal injury resulting from such party's negligence to the *
|
||||||
|
* extent applicable law prohibits such limitation. Some *
|
||||||
|
* jurisdictions do not allow the exclusion or limitation of *
|
||||||
|
* incidental or consequential damages, so this exclusion and *
|
||||||
|
* limitation may not apply to You. *
|
||||||
|
* *
|
||||||
|
************************************************************************
|
||||||
|
```
|
||||||
|
|
||||||
|
8. Litigation
|
||||||
|
-------------
|
||||||
|
|
||||||
|
Any litigation relating to this License may be brought only in the
|
||||||
|
courts of a jurisdiction where the defendant maintains its principal
|
||||||
|
place of business and such litigation shall be governed by laws of that
|
||||||
|
jurisdiction, without reference to its conflict-of-law provisions.
|
||||||
|
Nothing in this Section shall prevent a party's ability to bring
|
||||||
|
cross-claims or counter-claims.
|
||||||
|
|
||||||
|
9. Miscellaneous
|
||||||
|
----------------
|
||||||
|
|
||||||
|
This License represents the complete agreement concerning the subject
|
||||||
|
matter hereof. If any provision of this License is held to be
|
||||||
|
unenforceable, such provision shall be reformed only to the extent
|
||||||
|
necessary to make it enforceable. Any law or regulation which provides
|
||||||
|
that the language of a contract shall be construed against the drafter
|
||||||
|
shall not be used to construe this License against a Contributor.
|
||||||
|
|
||||||
|
10. Versions of the License
|
||||||
|
---------------------------
|
||||||
|
|
||||||
|
10.1. New Versions
|
||||||
|
|
||||||
|
Mozilla Foundation is the license steward. Except as provided in Section
|
||||||
|
10.3, no one other than the license steward has the right to modify or
|
||||||
|
publish new versions of this License. Each version will be given a
|
||||||
|
distinguishing version number.
|
||||||
|
|
||||||
|
10.2. Effect of New Versions
|
||||||
|
|
||||||
|
You may distribute the Covered Software under the terms of the version
|
||||||
|
of the License under which You originally received the Covered Software,
|
||||||
|
or under the terms of any subsequent version published by the license
|
||||||
|
steward.
|
||||||
|
|
||||||
|
10.3. Modified Versions
|
||||||
|
|
||||||
|
If you create software not governed by this License, and you want to
|
||||||
|
create a new license for such software, you may create and use a
|
||||||
|
modified version of this License if you rename the license and remove
|
||||||
|
any references to the name of the license steward (except to note that
|
||||||
|
such modified license differs from this License).
|
||||||
|
|
||||||
|
10.4. Distributing Source Code Form that is Incompatible With Secondary
|
||||||
|
Licenses
|
||||||
|
|
||||||
|
If You choose to distribute Source Code Form that is Incompatible With
|
||||||
|
Secondary Licenses under the terms of this version of the License, the
|
||||||
|
notice described in Exhibit B of this License must be attached.
|
||||||
|
|
||||||
|
Exhibit A - Source Code Form License Notice
|
||||||
|
-------------------------------------------
|
||||||
|
|
||||||
|
This Source Code Form is subject to the terms of the Mozilla Public
|
||||||
|
License, v. 2.0. If a copy of the MPL was not distributed with this
|
||||||
|
file, You can obtain one at http://mozilla.org/MPL/2.0/.
|
||||||
|
|
||||||
|
If it is not possible or desirable to put the notice in a particular
|
||||||
|
file, then You may include the notice in a location (such as a LICENSE
|
||||||
|
file in a relevant directory) where a recipient would be likely to look
|
||||||
|
for such a notice.
|
||||||
|
|
||||||
|
You may add additional accurate notices of copyright ownership.
|
||||||
|
|
||||||
|
Exhibit B - "Incompatible With Secondary Licenses" Notice
|
||||||
|
---------------------------------------------------------
|
||||||
|
|
||||||
|
This Source Code Form is "Incompatible With Secondary Licenses", as
|
||||||
|
defined by the Mozilla Public License, v. 2.0.
|
46
views/archive/g/adarkroom/README.md
Normal file
46
views/archive/g/adarkroom/README.md
Normal file
|
@ -0,0 +1,46 @@
|
||||||
|
A Dark Room
|
||||||
|
===========
|
||||||
|
> "awake. head throbbing. vision blurry. come light the fire."
|
||||||
|
|
||||||
|
a minimalist text adventure game for your browser
|
||||||
|
|
||||||
|
[Click to play](http://adarkroom.doublespeakgames.com)
|
||||||
|
|
||||||
|
<table>
|
||||||
|
<tr><th colspan=4>Available Languages</tr>
|
||||||
|
<tr>
|
||||||
|
<td><a href="http://adarkroom.doublespeakgames.com/?lang=zh_cn">Chinese (Simplified)</a></td>
|
||||||
|
<td><a href="http://adarkroom.doublespeakgames.com/?lang=zh_tw">Chinese (Traditional)</a></td>
|
||||||
|
<td><a href="http://adarkroom.doublespeakgames.com/?lang=en">English</a></td>
|
||||||
|
<td><a href="http://adarkroom.doublespeakgames.com/?lang=fr">French</a></td>
|
||||||
|
</tr><tr>
|
||||||
|
<td><a href="http://adarkroom.doublespeakgames.com/?lang=de">German</a></td>
|
||||||
|
<td><a href="http://adarkroom.doublespeakgames.com/?lang=el">Greek</a></td>
|
||||||
|
<td><a href="http://adarkroom.doublespeakgames.com/?lang=id">Indonesian</a></td>
|
||||||
|
<td><a href="http://adarkroom.doublespeakgames.com/?lang=it">Italian</a></td>
|
||||||
|
</tr><tr>
|
||||||
|
<td><a href="http://adarkroom.doublespeakgames.com/?lang=ja">Japanese</a></td>
|
||||||
|
<td><a href="http://adarkroom.doublespeakgames.com/?lang=ko">Korean</a></td>
|
||||||
|
<td><a href="http://adarkroom.doublespeakgames.com/?lang=nb">Norwegian</a></td>
|
||||||
|
<td><a href="http://adarkroom.doublespeakgames.com/?lang=pl">Polish</a></td>
|
||||||
|
</tr><tr>
|
||||||
|
<td><a href="http://adarkroom.doublespeakgames.com/?lang=pt">Portuguese</a></td>
|
||||||
|
<td><a href="http://adarkroom.doublespeakgames.com/?lang=pt_br">Portuguese (Brazil)</a></td>
|
||||||
|
<td><a href="http://adarkroom.doublespeakgames.com/?lang=ru">Russian</a></td>
|
||||||
|
<td><a href="http://adarkroom.doublespeakgames.com/?lang=es">Spanish</a></td>
|
||||||
|
</tr><tr>
|
||||||
|
<td><a href="http://adarkroom.doublespeakgames.com/?lang=sv">Swedish</a></td>
|
||||||
|
<td><a href="http://adarkroom.doublespeakgames.com/?lang=th">Thai</a></td>
|
||||||
|
<td><a href="http://adarkroom.doublespeakgames.com/?lang=tr">Turkish</a></td>
|
||||||
|
<td><a href="http://adarkroom.doublespeakgames.com/?lang=uk">Ukrainian</a></td>
|
||||||
|
</tr><tr>
|
||||||
|
<td><a href="http://adarkroom.doublespeakgames.com/?lang=vi">Vietnamese</a></td>
|
||||||
|
<td><a href="http://adarkroom.doublespeakgames.com/?lang=lt_LT">Lithuanian</a></td>
|
||||||
|
<td><a href="http://adarkroom.doublespeakgames.com/?lang=gl">Galician</a></td>
|
||||||
|
</tr>
|
||||||
|
</table>
|
||||||
|
|
||||||
|
or play the latest on [GitHub](http://doublespeakgames.github.io/adarkroom)
|
||||||
|
|
||||||
|
<a href="https://itunes.apple.com/us/app/a-dark-room/id736683061"><img src="http://i.imgur.com/DMdnDYq.png" height="50"></a>
|
||||||
|
<a href="https://play.google.com/store/apps/details?id=com.yourcompany.adarkroom"><img src="http://i.imgur.com/bLWWj4r.png" height="50"></a>
|
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views/archive/g/adarkroom/audio/asteroid-hit-8.flac
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views/archive/g/adarkroom/audio/build.flac
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views/archive/g/adarkroom/audio/buy.flac
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views/archive/g/adarkroom/audio/check-traps.flac
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views/archive/g/adarkroom/audio/craft.flac
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views/archive/g/adarkroom/audio/encounter-tier-1.flac
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views/archive/g/adarkroom/audio/ending.flac
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views/archive/g/adarkroom/audio/event-mysterious-wanderer.flac
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views/archive/g/adarkroom/audio/event-noises-inside.flac
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views/archive/g/adarkroom/audio/event-noises-outside.flac
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views/archive/g/adarkroom/audio/event-nomad.flac
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views/archive/g/adarkroom/audio/event-ruined-trap.flac
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views/archive/g/adarkroom/audio/event-scout.flac
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views/archive/g/adarkroom/audio/event-shady-builder.flac
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views/archive/g/adarkroom/audio/event-sick-man.flac
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views/archive/g/adarkroom/audio/event-sickness.flac
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views/archive/g/adarkroom/audio/event-soldier-attack.flac
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views/archive/g/adarkroom/audio/event-thief.flac
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views/archive/g/adarkroom/audio/event-wandering-master.flac
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views/archive/g/adarkroom/audio/fire-burning.flac
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views/archive/g/adarkroom/audio/footsteps-1.flac
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views/archive/g/adarkroom/audio/landmark-town.flac
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views/archive/g/adarkroom/audio/large-village.flac
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views/archive/g/adarkroom/audio/lift-off.flac
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views/archive/g/adarkroom/audio/raucous-village.flac
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views/archive/g/adarkroom/audio/ship.flac
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views/archive/g/adarkroom/audio/silent-forest.flac
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views/archive/g/adarkroom/audio/space.flac
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views/archive/g/adarkroom/audio/stoke-fire.flac
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views/archive/g/adarkroom/audio/tiny-village.flac
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views/archive/g/adarkroom/audio/upgrade-engine.flac
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views/archive/g/adarkroom/audio/use-meds.flac
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views/archive/g/adarkroom/audio/weapon-melee-3.flac
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