syntax highlighting
This commit is contained in:
parent
b9218c8ace
commit
d9b351ad64
5 changed files with 213 additions and 9 deletions
|
@ -288,7 +288,7 @@ styles = ["tairu.css"]
|
|||
as I've already said, we represent each direction using a single bit.
|
||||
|
||||
% id = "01HPSY4Y19AW70YX8PPA7AS4DH"
|
||||
- I'm using JavaScript by the way, because it's the native programming language of your web browser. read on to the end of this tangent to see why.
|
||||
- I'm using JavaScript by the way, because it's the native programming language of your web browser. read on to see why.
|
||||
|
||||
% id = "01HPSY4Y19HPNXC54VP6TFFHXN"
|
||||
- now I don't know about you, but I find the usual C-style way of checking whether a bit is set extremely hard to read, so let's take care of that:
|
||||
|
@ -406,9 +406,6 @@ styles = ["tairu.css"]
|
|||
4
|
||||
```
|
||||
|
||||
TODO: The value from the previous output should not leak into this one. how do we do this? do we emit extra `pushMessage` calls inbetween the editors so that they know when to end?
|
||||
maybe use a `classic` context instead of a module? or maybe have a way of sharing data between outputs? (return value?)
|
||||
|
||||
% id = "01HPD4XQPWT9N8X9BD9GKWD78F"
|
||||
- bitwise autotiling is a really cool technique that I've used in plenty of games in the past.
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue