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:
BinBashBanana 2021-04-07 16:49:32 -07:00
parent 7f10a1ee76
commit a84ed43f31
410 changed files with 106544 additions and 49555 deletions

4
.gitignore vendored
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@ -1,4 +1,6 @@
node_modules
package-lock.json
.gitpod.yml
.vscode
.gitattributes
.well-known
package-lock.json

7
.gitmodules vendored
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@ -2,10 +2,6 @@
path = views/archive/g/house
url = https://github.com/razh/game-off-2013
[submodule "views/archive/gfiles"]
path = views/archive/gfiles
url = https://github.com/BinBashBanana/gfiles
[submodule "views/archive/g/househorror"]
path = views/archive/g/househorror
url = https://github.com/arturkot/the-house-game
@ -26,3 +22,6 @@
path = views/archive/g/nsshaft
url = https://github.com/iPel/NS-SHAFT
[submodule "views/archive/g/adarkroom"]
path = views/archive/g/adarkroom
url = https://github.com/doublespeakgames/adarkroom

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@ -79,46 +79,48 @@ This website has been hosted locally on Alloy Proxy. For more information, head
## Structure
- `index.html` : The official homepage of the site.
- `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.
- `alloy.html`: Official Alloy Proxy page, which features Alloy hosted locally but can be configured to redirect to an external instance.
- `womginx.html`: Womginx Proxy page. Script links to a subdomain for Womginx, a highly fast proxy with captcha support.
- `pmprox.html`: SysYA Proxy page. Script links to a subdomain for SysYA Proxy, a flexible secondary proxy compared to Alloy with Discord support.
- `pydodge.html`: Via Unblocker page. Links to a subdomain with PyDodge or Via, a proxy which successes Node Unblocker
- `youtube.html`: An proxied version of Youtube running off of the locally hosted Alloy Proxy.
- `discordhub.html`: Hub for the Discord proxy and its links using a mixture of Alloy and Womginx.
- `gtools.html`: Games page, help from @BinBashBanana and @kinglalu.
- `flash.html`: Games page for flash games, credits are given to @BinBashBanana and Titanium Network for its assets.
- `emulators.html`: Emulator navigation page, hosted locally on Holy Unblocker.
- `404.html` : The 404 page.
- `error.html` : Other misc errors that are not 404.
- `info.html` : Documentation (This page!)
- `faq.html` : Frequently asked questions page.
- `status.html` : Has 3 backup Holy Unblocker links.
- `hidden.html` : Fake "Site not Found" page (unused)
- `frame.html` : Handles any pages under stealth.
- `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.
- `credits.html` : List of all contributors to the site.
- `bookmarklets.html` : Bookmarklets page to be worked on more in the future.
- `icons.html`: Information regarding Options Menu.
- `info.html`: Official Documentation page.
- `terms.html`: Terms of Services, AUP, and Privacy Policy page.
## Deprecated
Left all of these just if you would like to set up the site differently as surf.js can be used instead.
- `ythub.html`: Page linking proxied Youtube.
- `ytmobile.html`: Page linking to a proxied YouTube for mobile users
- `discordprox.html`: Links to a discord proxied through Alloy.
- `gba.html`: Locally hosted Gameboy Emulator.
- `chatbox.html`: Links to an externally hosted Chatbox.
- `krunker.html`: An iframe version of Krunker with keyword changes. It can be removed if not needed.
- `icons.html` : Information regarding Settings Menu page. Added this in for standard users.
- `terms.html` : Terms of Services, AUP and Privacy Policy page.
- `gtools.html` : Games page, help from @BinBashBanana and @kinglalu.
- `games5.html` : HTML5 game navigation page.
- `emulators.html` : Emulator navigation page, using [webretro](https://github.com/BinBashBanana/webretro)</a>.
- `flash.html` : Games page for flash games, credits given to @BinBashBanana and Titanium Network for its assets.
- `alloy.html` : Official Alloy Proxy page which features Alloy hosted locally but can be configured to redirect to an external instance.
- `womginx.html` : Womginx Proxy page. Script links to a subdomain for Womginx, a highly fast proxy with reCaptcha and discord support.
- `pmprox.html` : SysYa Proxy page. Script links to a subdomain for SysYa, a flexible secondary proxy.
- `pydodge.html` : Via Unblocker page. Links to a subdomain with PyDodge or Via.
- `youtube.html` : An proxied version of Youtube running off of the locally hosted Alloy Proxy.
- `discordhub.html` : Hub for the Discord proxy (Currently Womginx only).
### Structure Information
- `/views/` : The physical site base of Holy Unblocker goes here where static assets are served.
- `/src/` : For future implementation of obfuscation and keyword removing features.
#### Details of /views/
#### Details of `/views/`
- `/pages/` is used for important pages for the site.
- `/expr/` is used for important proxy scripts.
- `/archive/` is used for game related assets and pages.
- `/assets/` is used for various assets for CSS, JS and Bootstrap.
- `/vibeOS/` is used for vibeOS, an in-browser OS enviroment.
#### Scripts located in /expr
- `surf.js` is used for proxy navigation, both Stealth mode and Classic mode.
- `h5-nav.js` is used for navigation on the games page, Stealth mode only.
- `surf-dev.js` is used for proxy navigation on the official sites.
#### Scripts located in `/expr`
- `common.js` is used on all of the pages for common useful functions.
- `surf.js` is used for proxy navigation; both stealth mode and classic mode.
- `h5-nav.js`, `emu-nav.js`, `flash-nav.js` are used for navigation on the games pages.
## Future Additions
- Expand the game library
- Go through various parity changes.
- Clean up the source a bit
A- dd more locally hosted proxies possibly.
- Expansive game library
- Various parity changes.
## An explanation for Beginners With External Proxies and Hosting
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.
@ -255,7 +257,7 @@ There are two methods for fixing this:
- Reloading the page usually when the error above happens should load the video.
- Alternatively, right-clicking the page and doing Reload Frame if you are using some form of Stealth Mode may work.
**When using Discord under Alloy or Powermouse, why does the page stay gray/white, or the QR code not loading? **
**When using Discord under Alloy or SysYa, why does the page stay gray/white, or the QR code not loading? **
Womginx now supports logging in, usually for Discord. However, here are the steps related to Alloy troubleshooting.
Note that this is for the older discord proxy steps with Alloy and SysYA Proxy.

326
app.js
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@ -1,240 +1,116 @@
/* -----------------------------------------------
/* Author : QuiteAFancyEmerald, YÖCTDÖNALD'S and SexyDuceDuce with help from Divide
/* MIT license: http://opensource.org/licenses/MIT
/* ----------------------------------------------- */
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({
prefix: '/fetch/',
error: (proxy) => { proxy.res.send(fs.readFileSync('./views/error.html', { encoding: 'utf8' }).replace('%ERR%', proxy.error.info.message.replace(/</gi, '<&zwnj;').replace(/>/gi, '>&zwnj;'))); }, // Doing replace functions on "<" and ">" to prevent XSS.
request: [],
response: [],
injection: true
});
app.use(localprox.app);
//Cloudflare Attack Mode Fix
app.post('/', async(req, res) => res.send(fs.readFileSync(path.join(__dirname, 'views', 'index.html'), 'utf8')));
//Querystring Navigation
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')));
app.use(char_insert.static(path.join(__dirname, 'views')));
app.use(function(req, res) {
res.status(404, res.send(fs.readFileSync(path.join(__dirname, 'views', 'error.html'), 'utf8')));
});
localprox.ws(server);
server.listen(process.env.PORT || config.port);
/*
// Easier to read version of app.js. Remove this if you would like an optimized version
const express = require('express'),
alloy = require('alloyproxy'),
app = express(),
http = require('http'),
fs = require('fs'),
path = require('path'),
char_insert = require('./src/charinsert.js');
const config = JSON.parse(fs.readFileSync('./config.json', {
encoding: 'utf8'
}));
const server = http.createServer(app);
//Local Alloy Proxy
const localprox = new alloy({
prefix: '/fetch/',
error: (proxy) => { return proxy.res.send(fs.readFileSync(path.join(__dirname, 'views', 'error.html'), 'utf8'));},
request: [],
response: [],
injection: true
});
app.get('/', async (req, res) => {
const path = require("path"); //Use this for path.
fs.readFileSync( path, options );
Use this for improved navigation. Massive help from MikeLime and Duce.
if (req.url == '/?querystringhere') {
return res.send(fs.readFileSync(path.resolve() + 'filepath', {
encoding: 'utf8'
}));
}
var hbsites = {};
&& hostname == hbsites
switch (req.url) {
case '/':
return res.send(fs.readFileSync(path.join(__dirname, 'views', 'index.html'), 'utf8'));
}
switch (req.url) {
case '/?z':
return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'surf.html'), 'utf8'));
}
switch (req.url) {
case '/?a':
return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'proxnav', 'alloy.html'), 'utf8'));
}
switch (req.url) {
case '/?dd':
return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'redirects', 'discordprox.html'), 'utf8'));
}
switch (req.url) {
case '/?b':
return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'proxnav', 'node.html'), 'utf8'));
}
switch (req.url) {
case '/?y':
return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'proxnav', 'youtube.html'), 'utf8'));
}
switch (req.url) {
case '/?e':
return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'proxnav', 'pydodge.html'), 'utf8'));
}
switch (req.url) {
case '/?d':
return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'proxnav', 'discordhub.html'), 'utf8'));
}
switch (req.url) {
case '/?c':
return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'nav', 'credits.html'), 'utf8'));
}
switch (req.url) {
case '/?f':
return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'nav', 'flash.html'), 'utf8'));
}
switch (req.url) {
case '/?g':
return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'nav', 'gtools.html'), 'utf8'));
}
switch (req.url) {
case '/?h':
return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'nav', 'games5.html'), 'utf8'));
}
switch (req.url) {
case '/?i':
return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'nav', 'icons.html'), 'utf8'));
}
switch (req.url) {
case '/?in':
return res.send(fs.readFileSync(path.join(__dirname, 'views', 'info.html'), 'utf8'));
}
switch (req.url) {
case '/?v':
return res.send(fs.readFileSync(path.join(__dirname, 'views', 'redirect.html'), 'utf8'));
}
switch (req.url == '/?k') {
case '/?k':
return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'frames', 'krunker.html'), 'utf8'));
}
switch (req.url) {
case '/?m':
return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'nav', 'gba.html'), 'utf8'));
}
switch (req.url) {
case '/?n':
return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'redirects', 'chatbox.html'), 'utf8'));
}
switch (req.url) {
case '/?update':
return res.send(fs.readFileSync(path.join(__dirname, 'views', 'update.html'), 'utf8'));
}
switch (req.url) {
case '/?p':
return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'proxnav', 'pmprox.html'), 'utf8'));
}
switch (req.url) {
case '/?t':
return res.send(fs.readFileSync(path.join(__dirname, 'views', 'pages', 'nav', 'terms.html'), 'utf8'));
}
switch (req.url) {
case '/?x':
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
* Authors: QuiteAFancyEmerald, YÖCTDÖNALD'S, SexyDuceDuce, BinBashBanana (OlyB)
* Additional help from Divide
* MIT license: http://opensource.org/licenses/MIT
* ----------------------------------------------- */
const
char_insert = require('./src/charinsert.js'),
alloy = require('./src/alloyproxy'),
path = require('path'),
config = require('./config.json'),
fs = require('fs'),
http = require('http'),
express = require('express'),
app = express();
app = express(),
port = process.env.PORT || config.port;
var server = 'http://';
server = http.createServer(app);
let server = http.createServer(app);
btoa = (str) => {
str = new Buffer.from(str).toString('base64');
return str;
};
return new Buffer.from(str).toString('base64');
}
atob = (str) => {
str = new Buffer.from(str, 'base64').toString('utf-8');
return str;
return new Buffer.from(str, 'base64').toString('utf-8');
}
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 foods 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 were 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 dont 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, its 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. Its 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 + '!');

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@ -5,7 +5,6 @@
"description": "A pretty fancy website.",
"main": "app.js",
"scripts": {
"test": "node app.js",
"start": "node app.js"
},
"keywords": [
@ -16,11 +15,9 @@
"author": "Titanium Network",
"license": "MIT",
"dependencies": {
"ws": "^7.4.3",
"cookie-parser": "^1.4.5",
"express": "^4.17.1",
"express-session": "^1.17.1",
"mime-types": "^2.1.27",
"xss": "^1.0.8"
"pm2": "^4.5.5"
}
}

65
views/404.html Normal file
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<!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&#8203;oly Unb&#8203;loc&#8203;ke&#8203;r | 404</title>
<meta name=description content="Get past internet cen&#8203;sorsh&#8203;ip today! Enjoy safer, private internet access bypa&#8203;ssi&#8203;ng filters such as Securly or iboss. Supports Di&#8203;sc&#8203;or&#8203;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.&nbsp;</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>

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@ -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.

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@ -1,4 +0,0 @@
# cubefield
Cubefield clone using Three.JS
Live at [christopher-hayes.github.io/cubefield](https://christopher-hayes.github.io/cubefield)

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* {
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 );
}

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// 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];
}
}
}

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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]}}}

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<!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>

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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 "";
}

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@ -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
View file

@ -0,0 +1,8 @@
/.settings
*.TODO
*.mo
*.swp
.idea
lang/.DS_Store
.DS_Store
node_modules

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{
"eqnull": true,
"sub": true,
"multistr": true
}

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@ -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.

View 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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