Stay Ahead in the Game: Daily Updates on Tennis M15 Hurghada Egypt
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goodeggs/rails-engines-reading-list<|file_sep|>/README.md
# Rails Engines Reading List
## Engines Overview
* [Rails Engines](https://www.engineyard.com/blog/rails-engines)
* [Rails Engines: What are they? Why would I use them?](https://thoughtbot.com/blog/rails-engines-what-are-they-why-would-i-use-them)
* [Rails engines](https://www.engineyard.com/blog/rails-engines)
## Engine Best Practices
* [Rails Engines Best Practices](https://blog.freshbooks.com/engine-best-practices/)
* [Incorporating Rails Engines into Applications](https://medium.com/@nathanmac/rails-engines-a-practical-guide-to-modularizing-your-application-df5a9d1d7e6c)
* [Building Rails Engines](https://www.engineyard.com/blog/building-rails-engines)
## Engine Isolation
* [Isolating Rails Engine Dependencies](https://medium.com/@nathanmac/isolating-rails-engine-dependencies-4bb8e6c07e26)
* [How To Use Ruby's Bundler To Isolate Rails Engine Dependencies](http://blog.carbonfive.com/2014/04/29/how-to-use-bundlers-dependency-specification-syntax-to-isolate-rails-engine-dependencies/)
* [Rails Engine Dependencies](https://medium.com/@nathanmac/rails-engine-dependencies-e0f9dfc14efb)
## Engine Isolation
* [Separating Code into Rails Engines with Bundler](https://blog.codeship.com/separating-code-into-rails-engines-with-bundler/)
<|repo_name|>goodeggs/rails-engines-reading-list<|file_sep|>/engines.md
# Rails Engines
A Ruby gem is just a Ruby library.
A Rails engine is a specialized gem.
An engine is like a mini Rails application that provides functionality (models,
controllers, views) that can be used by other applications.
The purpose of an engine is to extract reusable code from an application so
that it can be used by other applications without having to duplicate code.
Engine code is packaged as a gem so it can be installed using Bundler like any
other gem.
ruby
gem 'my_engine'
Once installed into an application's `Gemfile`, an engine can be mounted like
any other Rack-based app:
ruby
# config/routes.rb
mount MyEngine::Engine => '/my_engine'
When mounted onto an application's routes tree via `mount`, Rails will load
the engine's routes file (located at `config/routes.rb`), mount its controllers
to its root path (as configured above), load its models (via autoload), load its
views (via autoload), etc.
All assets provided by an engine are automatically loaded when mounted.
By default, engines inherit from `Rails::Engine` which inherits from
`Rails::Application`. So if we want an engine to inherit from something else,
we need to override this behavior:
ruby
class MyEngine::Engine
isolate_namespace MyEngine
# ...
end
The `isolate_namespace` method generates a module called `MyEngine::EngineNamespace`
and has `MyEngine::Engine` inherit from it instead of `Rails::Application`.
The purpose of namespaced engines is two-fold:
1. To allow engines to have namespaced models/controllers/views/etc., which allows them to avoid naming conflicts with other engines or applications.
2. To allow engines to mount their own routes at `/my_engine` instead of having their routes mounted under `/` by default.
By default, all routes defined inside an engine will be mounted under `/`.
For example:
ruby
# my_engine/config/routes.rb
get '/foo' => 'foo#index'
Mounting this engine will result in the following route being added:
ruby
# my_app/config/routes.rb
get '/my_engine/foo' => 'my_engine/foo#index'
To change this behavior so that our routes are mounted under `/`, we can do so by overriding `engine.routes.default_helpers`:
ruby
class MyEngine::Engine
isolate_namespace MyEngine
# Mounts all routes under /
engine.routes.default_helpers = false
# ...
end
Now mounting this engine will result in the following route being added:
ruby
# my_app/config/routes.rb
get '/foo' => 'my_engine/foo#index'
Note that if we want our engine's routes mounted under `/my_engine`, we don't need to set `engine.routes.default_helpers = false` because this is already done for us when we call `isolate_namespace`.
## Engine Best Practices
### Don't use a global namespace for your engine models/controllers/etc.
Instead use namespaced models/controllers/etc.
This will prevent name conflicts with other gems or applications.
For example:
ruby
# my_engine/app/models/order.rb
class Order
# ...
end
Instead do this:
ruby
# my_engine/app/models/my_engine/order.rb
module MyEngine
class Order
# ...
end
end
### Use namespaced migrations
This is important if you're using ActiveRecord inside your engine.
When creating migrations inside your engine, use namespaced migrations so they don't conflict with migrations in other engines or applications:
bash
$ bin/rails generate migration CreateOrders title:string body:text status:string published:boolean published_at:datetime updated_at:datetime created_at:datetime --namespace=my_engine --path=app/migrations/my_engine/
This will generate a migration at `app/migrations/my_engine/20150820123456_create_orders.rb` instead of `db/migrate/20150820123456_create_orders.rb`.
### Provide rake tasks for your migrations
You should provide rake tasks for running your migrations so users can run them easily without having to know where they are located or what their namespace is:
ruby
# lib/tasks/my_engine.rake
namespace :my_engine do
desc 'Runs all pending migrations for MyEngine'
task migrate: :environment do
Rake::Task['db:migrate'].invoke('db/migrate/my_engine')
end
desc 'Rolls back all pending migrations for MyEngine'
task rollback: :environment do
Rake::Task['db:rollback'].invoke('db/migrate/my_engine')
end
desc 'Runs all pending migrations up until VERSION for MyEngine'
task migrate_to: :environment do |t,args|
Rake::Task['db:migrate'].invoke('db/migrate/my_engine', args[:version])
end
desc 'Rolls back all pending migrations down until VERSION for MyEngine'
task rollback_to: :environment do |t,args|
Rake::Task['db:rollback'].invoke('db/migrate/my_engine', args[:version])
end
end
### Provide rake tasks for your seed data
You should also provide rake tasks for loading seed data into your database tables so users can easily populate them without having to know where their seed files are located or what their namespace is:
ruby
# lib/tasks/my_engine.rake
namespace :my_engine do
# ...
desc 'Loads seed data into MyEngine tables'
task seed: :environment do
require_relative '../../db/seeds/my_engine/orders_seed_data'
OrdersSeedData.new.load!
end
end
<|repo_name|>EricChang27/MoaiGame<|file_sep|>/Assets/Scripts/PlayerMovement.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour {
// Use this for initialization
private Rigidbody2D rb;
public float jumpForce = 10f;
public float moveSpeed = 10f;
private bool facingRight = true;
public Transform groundCheck;
public float groundCheckRadius = .2f;
public LayerMask whatIsGround;
private bool grounded = false;
public float checkGroundRadius = .5f;
void Start () {
rb = GetComponent();
}
// Update is called once per frame
void FixedUpdate(){
grounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, whatIsGround);
}
void Update () {
float moveH = Input.GetAxis("Horizontal");
Vector2 movement = new Vector2(moveH * moveSpeed * Time.deltaTime, rb.velocity.y);
rb.velocity = movement;
if(Input.GetButtonDown("Jump") && grounded){
rb.AddForce(new Vector2(0f,jumpForce), ForceMode2D.Impulse);
}
if(moveH > 0 && !facingRight){
Flip();
}
else if(moveH<0 && facingRight){
Flip();
}
}
void Flip(){
facingRight = !facingRight;
Vector3 scale = transform.localScale;
scale.x *= -1;
transform.localScale = scale;
}
}
<|file_sep|># MoaiGame
This game was made using Unity as part of an entry into Ludum Dare Game Jam number #40. The theme was "You Only Live Once" (YOLO). This was made in just under forty hours.
The goal was simple enough - get out alive while avoiding various obstacles including lava pits and falling rocks.
Controls:
Move left/right using A/D or arrow keys.
Jump using space bar.
.png?raw=true "Screenshot")
.png?raw=true "Screenshot")
<|file_sep|>using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LoadSceneOnClick : MonoBehaviour
{
public void LoadScene(int level)
{
SceneManager.LoadScene(level);
//Time.timeScale = normalTimeScale;
//Debug.Log("Loading Scene " + level);
//Debug.Log(Time.timeScale);
}
}<|repo_name|>EricChang27/MoaiGame<|file_sep|>/Assets/Scripts/EndSceneScript.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class EndSceneScript : MonoBehaviour
{
private int score;
public void SetScore(int score)
{
this.score = score;
Debug.Log(score);
Debug.Log(score);
Debug.Log(score);
//SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex +1);
//SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex -1);
//this.scoreText.text = "Score:" + score.ToString();
//Debug.Log(score);
}
public void ReturnToMenu()
{
Time.timeScale = normalTimeScale;
Debug.Log("Returning To Menu");
Debug.Log(Time.timeScale);
SceneManager.LoadScene(0);
}
public void ReturnToLevel()
{
Time.timeScale = normalTimeScale;
Debug.Log("Returning To Level");
Debug.Log(Time.timeScale);
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex -1);
}
}<|repo_name|>EricChang27/MoaiGame<|file_sep|>/Assets/Scripts/CoinScript.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CoinScript : MonoBehaviour
{
public int value;
public AudioClip coinSound;
private AudioSource audioSource;
void Start()
{
audioSource = GetComponent();
}
void OnTriggerEnter2D(Collider2D collider)
{
if(collider.tag == "Player"){
audioSource.PlayOneShot(coinSound);
Destroy(gameObject);
ScoreManager.instance.AddPoints(value);
}
}
}<|repo_name|>EricChang27/MoaiGame<|file_sep|>/Assets/Scripts/LavaScript.cs
using UnityEngine;
public class LavaScript : MonoBehaviour {
private void OnTriggerEnter2D(Collider2D collision){
PlayerController.instance.Die();
}
}<|repo_name|>EricChang27/MoaiGame<|file_sep|>/Assets/Scripts/GameOver.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class GameOver : MonoBehaviour {
public GameObject gameOverCanvas;
private void OnTriggerEnter2D(Collider2D collision){
GameOverManager.instance.GameOver();
}
}<|repo_name|>EricChang27/MoaiGame<|file_sep|>/Assets/Scripts/GameOverManager.cs
using UnityEngine;
public class GameOverManager : MonoBehaviour {
public static GameOverManager instance;
private GameObject gameOverCanvas;
private void Awake(){
gameOverCanvas.SetActive(false);
instance=this;
}
public void GameOver(){
gameOverCanvas.SetActive(true);
Time.timeScale=