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  • Aug 13 2016 03:24
    @PeterWAWood banned @Vexercizer
Jose Luis
@planetsizecpu
It is but I had no time to investigate, just stopped the shields for a while.
GiuseppeChillemi
@GiuseppeChillemi
@hiiamboris Kaspersky does it, I confirm
hiiamboris
@hiiamboris
Thanks!
GiuseppeChillemi
@GiuseppeChillemi
In VID i can use a word at the end of an actor's body and use its contained block as body. In @henrikmk VID-Extension-Kit I can use a path in place of a a word, VEK will take the block at the end of the path as BODY. This is very useful when you want to avoid creating different words for each code block, why not having it in RED VID.
GiuseppeChillemi
@GiuseppeChillemi

I mean this: (now allowed)

code: [print "Hello"]
view [
   button "Print" code
]

Could also be written as (Not allowed in Red but in VEK)

segments: [
   print-hello [print "hello"]
   print-world [print "world"]
]
view [
   button "Print hello" segments/print-hello
   button "Print world" segments/print-world
]
hiiamboris
@hiiamboris
Tried get-path?
GiuseppeChillemi
@GiuseppeChillemi
No, didn't think it could work. I'll try.
GiuseppeChillemi
@GiuseppeChillemi
@hiiamboris
No, it doesn't work:
>> view [button "Print world" :segments/print-world]
*** Script Error: VID - invalid syntax at: [:segments/print-world]
*** Where: do
*** Stack: view layout cause-error
Toomas Vooglaid
@toomasv
view reduce ['button "Print world" segments/print-world]
hiiamboris
@hiiamboris
Well, I see you have a wish open for that already. So just wait a few years before someone implements it.
Jose Luis
@planetsizecpu
Today released the new level L17, I called "Devil's Hole", you can imagine why, does anyone dare? 😅
Cavetest171.gif
Now I'm testing for flawns
Galen Ivanov
@GalenIvanov
@planetsizecpu :+1:
GiuseppeChillemi
@GiuseppeChillemi
@toomasv Yes Toomas, but reduce needs to alter each element of the block, while using a get-path it is not needed.
PeterWAWood
@PeterWAWood
Then use compose
Gregg Irwin
@greggirwin
Camera is black for me, but no Kasperskey here.
Looks like there may be registry hacks to do it, but we should find out if Red apps can ask for camera permission.
Toomas Vooglaid
@toomasv
@GiuseppeChillemi Then while waiting for get-path syntax may be use something like preparator
prepare: func [blk] [parse blk [any [s: change word! (to-lit-word s/1) | skip]] reduce blk]
view prepare [button "Print world" :segments/print-world]
GiuseppeChillemi
@GiuseppeChillemi
I like the word "preparator" you have used. I would prefer converting :segments/print-world to its code block before passing it to view.
Toomas Vooglaid
@toomasv
In prepare it is converted before passing to view
>> prepare [button "Print world" :segments/print-world]
== [button "Print world" [print "world"]]
GiuseppeChillemi
@GiuseppeChillemi
I haven't seen the last reduce, and I have tought it was doing the opposite: changing lit-word to word.
Jose Luis
@planetsizecpu
Sometimes with little effort a laborious job can be carried out. This is the new L18 level "Devil's Cave", with just a couple of hours it has been enough.
Cavetest181.gif
It has been a near copy & paste job 😏
Galen Ivanov
@GalenIvanov
@planetsizecpu symmetry :smile:
Petr Krenzelok
@pekr
My FireFox was updated cca 1 week ago to the latest version 89. Amongst many new things, I have noticed (if I got it right), that FF dropped native UI elements, as buttons, etc. and replaced them with their own elements. @hiiamboris - maybe we are on the right track with your Spaces project :-)
hiiamboris
@hiiamboris
Jose Luis
@planetsizecpu
This week I'm going to make a major change to the design of the game. With only a handful of LOC now the caves can be double height and we can also scroll the screen vertically. To achieve this, it was necessary to remove the scoring / difficulty control area to a new window. In a few days I will be able to upload the final code. This is a mockup.
Now, the design of the caves will be more laborious, but it will provide much more entertainment time 😄
cavetest191.gif
Galen Ivanov
@GalenIvanov
@planetsizecpu That's great! I'm curious - do you sketch the levels on sheets of paper, or everything is transferred directly from your head into Red code? I'm a big fan of concept design, sketching and sketchbooks :smiley:
Jose Luis
@planetsizecpu
@GalenIvanov It's my boiling head! it is direct interface from my brain to paintbrush 🤣
Galen Ivanov
@GalenIvanov
@planetsizecpu Elon Musk would be happy to have you as a tester for his Neuralink :smirk:
Jose Luis
@planetsizecpu
Musk wouldn't be disappointed, sure.
Roll.jpg
These last five LOCs are the heart of the matter.
Galen Ivanov
@GalenIvanov
You can shorten it a bit by rearranging:
GameData/CaveFace/offset/x: either GameData/PlayerFace/offset/x > GameData/CaveFaceHalfSizeX [
    GameData/CaveFaceRollOffsetX
][
    0
]
Jose Luis
@planetsizecpu
Of course there are a lot of things that can be improved, as the guards homing func, it only needs time! thx Galen
Galen Ivanov
@GalenIvanov
:+1:
Gregg Irwin
@greggirwin
That's a big feature @planetsizecpu. Nice.
Jose Luis
@planetsizecpu
It is @greggirwin and done with just a bit of coding.
Cavetest192.gif
I uploaded the code this morning, that's how looks.
There are four guards on this level, as we have more game area my testing shows it is the correct balance.
Galen Ivanov
@GalenIvanov
@planetsizecpu Nice!
Gregg Irwin
@greggirwin
:+1:
Toomas Vooglaid
@toomasv
@GalenIvanov Probably you have seen it, but anyway, some interesting slime-work here.
Galen Ivanov
@GalenIvanov
@toomasv Thanks for sharing - this was exactly what inspired me to try to code it myself. Sebastian Lague has some very nice videos with great explanations and good self-mocking humor.
Toomas Vooglaid
@toomasv
Indeed!