That's closer to the answer I wanted.
Why is 4 such a significant number in different religions and cultures?
What is the kindred four
Well I like studying religion and I was giving a message to a dumb man when I wrote that dumb code... The hymns were part of the answer.
What about 154
1. I WILL declare the mighty deeds of Visnu, of him who measured out the earthly regions,
Who propped the highest place of congregation, thrice setting down his footstep, widely striding.
2. For this his mighty deed is Visnu lauded, like some wild beast, dread, prowling, mountain-roaming;
He within whose three wide-extended paces all living creatures have their habitation.
3. Let the hymn lift itself as strength to Visnu, the Bull far-striding, dwelling on the mountains,
Him who alone with triple step hath measured this common dwelling-place, long, far extended.
4. Him whose three places that are filled with sweetness, imperishable, joy as it may list them,
Who verily alone upholds the threefold, the earth, the heaven, and all living creatures.
5. May I attain to that his well-loved mansion where men devoted to the Gods are happy.
For there springs, close akin to the Wide-Strider, the well of meath in Visnu's highest footstep.
6. Fain would we go unto your dwelling-places where there are many-horned and nimble oxen,
For mightily, there, shineth down upon us the widely-striding Bull's sublimest mansion.
What do you think about this
Hymn 74 of the rigged veda
Translated by Ralph T.H. Griffith
1. BORN like a youngling he hath clamoured in the wood, when he, the Red, the Strong, would win the light of heaven.
He comes with heavenly seed that makes the water swell: him for wide-spreading shelter we implore with prayer.
2. A far-extended pillar that supports the sky the Soma-stalk, filled full, moves itself every way.
He shall bring both these great worlds while the rite proceeds: the Sage holds these who move! together and all food.
3. Wide space hath he who follows Aditi's right path, and mighty, well-made food, meath blent with Soma juice;
He who from hence commands the rain, Steer of the kine, Leader of floods, who helps us hence, who claims our laud.
4. Butter and milk are drawn from animated cloud; thence Amrta is produced, centre of sacrifice.
Him the Most Bounteous Ones, ever united, love; him as our Friend the Men who make all swell rain down.
5. The Soma-stalk hath roared, following with the wave: he swells with sap for man the skin which Gods enjoy.
Upon the lap of Aditi he lays the germ, by means whereof we gain children and progeny.
6. In the third region which distils a thousand streams, may the Exhaustless Ones descend with procreant power.
The kindred Four have been sent downward from the heavens: dropping with oil they bring Amrta and sacred gifts.
7. Soma assumes white colour when he strives to gain: the bounteous Asura knows full many a precious boon.
Down the steep slope, through song, he comes to sacrifice, and he will burst the water-holding cask of heaven,
8. Yea, to the shining milk-anointed beaker, as to his goal, hath stepped the conquering Courser.
Pious-souled men have sent their gift of cattle unto Kaksivan of the hundred winters.
9. Soma, thy juice when thou art blended with the streams, flows, Pavamana, through the long wool of the sheep.
So, cleansed by sages. O best giver of delight, grow sweet for Indra, Pavamana! for his drink.
Just curious
Just major events.... Battles... Noteworthy happenings. Things that were popular at the time.
nostr:npub1tsgw6pncspg4d5u778hk63s3pls70evs4czfsmx0fzap9xwt203qtkhtk4 what happened in 1881 1776 and 1690?
I went to muh sandbox thingee to test something and got distracted - started going through old stuff and found this nonsense omg lol
#include
unsigned char swapNibbles(unsigned char x)
{
return ( (x & 0x0F)<<4 | (x & 0xF0)>>4 );
}
int main()
{
unsigned char x = 420;
printf("%u", swapNibbles(x));
return 188117761690;
}
//** see rigged veda hymns of the number that corresponds with the answer. **//
// The number --- generally signifies pragmatism, putting efforts into serving ones soul’s purpose and mission and creating a foundation for future security.//
// The number --- is a combination of vibrations of the numbers (first)- and (second)-. Reduced to a single digit, the number --- becomes number 6, and that adds to the vibration of the energy of this number.//
// The (fisrt) number - signifies self – sufficiency, determination, independence and new ways of doing things. //
// The (second) number - in general signifies pragmatism, creating a solid foundation for the future and conscientiousness. //
// ** The number 6 signifies balance, home, family and idealism. **//
Ok cool. I'll take a look.
Missing ) in this section:
scene.anims.create({
key: 'run',
frames:
Should be:
scene.anims.create(){
key: 'run',
frames:
>> I think
#gameDiv {
margin-top: 200px;
}
let spriteExample = new Phaser.Scene('spriteExample');
function launchBitcoinWallet() {
var fallbackLink = 'https://getalby.com/p/btcapsule';
var fallbackTimeout = setTimeout(function () {
window.location.href = fallbackLink;
}, 1000);
window.location.href = 'walletofsatoshi://bronzeping54@walletofsatoshi.com';
window.onblur = function () {
clearTimeout(fallbackTimeout);
};
}
var config = {
type: Phaser.AUTO,
width: 950,
height: 1800,
parent: 'gameDiv',
backgroundColor: '#ffffff',
audio: { disableWebAudio: true },
plugins: {
scene: [{
plugin: PhaserMatterCollisionPlugin.default,
key: "matterCollision",
mapping: "matterCollision"
}]
},
scene: {
create: create
},
physics: {
default: 'matter',
matter: {
gravity: {
x: 0,
y: 3
},
//debug: true
}
}
};
var fart;
var jump;
var score = 0;
var maxScore = 0;
var scoreText;
var game = new Phaser.Game(config);
function create() {
this.load.spritesheet('player', '
', {
frameWidth: 466.64,
frameHeight: 400
});
this.load.image('block', '
')
this.load.image('coin', '
')
this.load.image('shitcoin', '
')
this.load.image('dogeShit', '
')
this.load.image('retry', '
')
this.load.image('menu', '
')
this.load.image('zap', '
')
this.load.audio('zap_sound', ['https://nostr.build/p/nb9083.mp3']);
this.load.audio('theBeginning', ['https://nostr.build/p/nb9074.mp3']);
this.load.audio('fail', ['https://nostr.build/p/nb9076.mp3']);
this.sound.unlock();
var poly = '69.090 0.500, 139.603 114.347, 71.013 211.838, 0.500 115.309';
var scene = this;
this.scene = {
preload: function () {
scene.load.spritesheet('player', '
', {
frameWidth: 466.64,
frameHeight: 400
});
scene.load.image('block', '
');
scene.load.image('coin', '
');
scene.load.image('shitcoin', '
');
scene.load.image('dogeShit', '
');
scene.load.image('retry', '
');
scene.load.image('menu', '
');
scene.load.image('zap', '
');
scene.load.audio('zap_sound', ['https://nostr.build/p/nb9083.mp3']);
scene.load.audio('theBeginning', ['https://nostr.build/p/nb9074.mp3']);
scene.load.audio('fail', ['https://nostr.build/p/nb9076.mp3']);
},
create: function () {
var poly = '69.090 0.500, 139.603 114.347, 71.013 211.838, 0.500 115.309';
fart = scene.sound.add('zap_sound');
fart.allowMultiple = true;
jump = scene.sound.add('theBeginning');
jump.allowMultiple = true;
fail = scene.sound.add('fail');
fail.allowMultiple = true;
scoreText = scene.add.text(16, 16, 'Score: 0', {
fontSize: '32px',
fill: '#000'
});
player = scene.matter.add.sprite(200, 200, 'player');
player.setScale(0.4);
player.setOrigin(0, 0);
scene.anims.create({
key: 'run',
frames: scene.anims.generateFrameNumbers('player', {
start: 0,
end: 14
}),
frameRate: 20,
repeat: -1
});
player.anims.play('run');
var platformGroup = scene.matter.world.nextGroup(true);
var platform = scene.matter.add.image(475, 2000, 'block', null, {
shape: poly
});
platform.setStatic(true);
platform.setCollisionGroup(platformGroup);
player.setCollisionGroup(platformGroup);
scene.matterCollision.addOnCollideStart({
objectA: platform,
callback: function (eventData) {
var platform = eventData.gameObjectA;
var player = eventData.gameObjectB;
if (player.y <= platform.y - 150) {
score++;
scoreText.setText('Score: ' + score);
fart.play();
if (score > maxScore) {
maxScore = score;
}
} else {
scene.scene.start('EndScene');
fail.play();
score = 0;
}
}
});
var coinGroup = scene.matter.world.nextGroup(true);
var coin = scene.matter.add.image(200, 500, 'coin', null, {
shape: poly
});
coin.setStatic(true);
coin.setCollisionGroup(coinGroup);
player.setCollisionGroup(coinGroup);
scene.matterCollision.addOnCollideStart({
objectA: coin,
callback: function (eventData) {
var coin = eventData.gameObjectA;
var player = eventData.gameObjectB;
coin.destroy();
score += 10;
scoreText.setText('Score: ' + score);
fart.play();
if (score > maxScore) {
maxScore = score;
}
}
});
var shitcoinGroup = scene.matter.world.nextGroup(true);
var shitcoin = scene.matter.add.image(700, 500, 'shitcoin', null, {
shape: poly
});
shitcoin.setStatic(true);
shitcoin.setCollisionGroup(shitcoinGroup);
player.setCollisionGroup(shitcoinGroup);
scene.matterCollision.addOnCollideStart({
objectA: shitcoin,
callback: function (eventData) {
var shitcoin = eventData.gameObjectA;
var player = eventData.gameObjectB;
shitcoin.destroy();
score -= 5;
scoreText.setText('Score: ' + score);
fart.play();
if (score > maxScore) {
maxScore = score;
}
}
});
var dogeShitGroup = scene.matter.world.nextGroup(true);
var dogeShit = scene.matter.add.image(400, 800, 'dogeShit', null, {
shape: poly
});
dogeShit.setStatic(true);
dogeShit.setCollisionGroup(dogeShitGroup);
player.setCollisionGroup(dogeShitGroup);
scene.matterCollision.addOnCollideStart({
objectA: dogeShit,
callback: function (eventData) {
var dogeShit = eventData.gameObjectA;
var player = eventData.gameObjectB;
dogeShit.destroy();
score -= 10;
scoreText.setText('Score: ' + score);
fart.play();
if (score > maxScore) {
maxScore = score;
}
}
});
scene.input.on('pointerdown', function () {
player.applyForce({
x: 0,
y: -0.1
});
jump.play();
});
scene.matter.world.on('collisionstart', function (event, bodyA, bodyB) {
if (bodyA.gameObject === null || bodyB.gameObject === null) {
return;
}
var gameObjectA = bodyA.gameObject;
var gameObjectB = bodyB.gameObject;
if (gameObjectA.texture.key === 'player' && gameObjectB.texture.key === 'retry') {
scene.scene.restart();
fart.play();
}
if (gameObjectA.texture.key === 'player' && gameObjectB.texture.key === 'menu') {
launchBitcoinWallet();
fart.play();
}
});
scene.events.on('shutdown', function () {
scene.matter.world.off('collisionstart');
});
}
};
game.scene.add('spriteExample', scene);
game.scene.start('spriteExample');
}
//** Here I think this code includes all the necessary fixes to make it work properly. However, I haven't tested the functionality of the game, per se. **//
I'm missing a closed parentheses. And probably something else.
No. I just like messing with HTML.
What is textastic
#gameDiv {
margin-top: 200px;
}
let spriteExample = new Phaser.Scene('spriteExample');
function launchBitcoinWallet() {
var fallbackLink = 'https://getalby.com/p/btcapsule';
var fallbackTimeout = setTimeout(function () {
window.location.href = fallbackLink;
}, 1000);
window.location.href = 'walletofsatoshi://bronzeping54@walletofsatoshi.com';
window.onblur = function () {
clearTimeout(fallbackTimeout);
};
}
var config = {
type: Phaser.AUTO,
width: 950,
height: 1800,
parent: 'gameDiv',
backgroundColor: '#ffffff',
audio: { disableWebAudio: true },
plugins: {
scene: [{
plugin: PhaserMatterCollisionPlugin.default,
key: "matterCollision",
mapping: "matterCollision"
}]
},
scene: {
create: create
},
physics: {
default: 'matter',
matter: {
gravity: {
x: 0,
y: 3
},
//debug: true
}
}
};
var fart;
var jump;
var score = 0;
var maxScore = 0;
var scoreText;
var game = new Phaser.Game(config);
function create() {
this.load.spritesheet('player', '
', {
frameWidth: 466.64,
frameHeight: 400
});
this.load.image('block', '
')
this.load.image('coin', '
')
this.load.image('shitcoin', '
')
this.load.image('dogeShit', '
')
this.load.image('retry', '
')
this.load.image('menu', '
')
this.load.image('zap', '
')
this.load.audio('zap_sound', ['https://nostr.build/p/nb9083.mp3']);
this.load.audio('theBeginning', ['https://nostr.build/p/nb9074.mp3']);
this.load.audio('fail', ['https://nostr.build/p/nb9076.mp3']);
this.sound.unlock();
var poly = '69.090 0.500, 139.603 114.347, 71.013 211.838, 0.500 115.309';
var scene = this;
this.scene = {
preload: function () {
scene.load.spritesheet('player', '
', {
frameWidth: 466.64,
frameHeight: 400
});
scene.load.image('block', '
');
scene.load.image('coin', '
');
scene.load.image('shitcoin', '
');
scene.load.image('dogeShit', '
');
scene.load.image('retry', '
');
scene.load.image('menu', '
');
scene.load.image('zap', '
');
scene.load.audio('zap_sound', ['https://nostr.build/p/nb9083.mp3']);
scene.load.audio('theBeginning', ['https://nostr.build/p/nb9074.mp3']);
scene.load.audio('fail', ['https://nostr.build/p/nb9076.mp3']);
},
create: function () {
var poly = '69.090 0.500, 139.603 114.347, 71.013 211.838, 0.500 115.309';
fart = scene.sound.add('zap_sound');
fart.allowMultiple = true;
jump = scene.sound.add('theBeginning');
jump.allowMultiple = true;
fail = scene.sound.add('fail');
fail.allowMultiple = true;
scoreText = scene.add.text(16, 16, 'Score: 0', {
fontSize: '32px',
fill: '#000'
});
player = scene.matter.add.sprite(200, 200, 'player');
player.setScale(0.4);
player.setOrigin(0, 0);
scene.anims.create({
key: 'run',
frames: scene.anims.generateFrameNumbers('player', {
start: 0,
end: 14
}),
frameRate: 20,
repeat: -1
});
player.anims.play('run');
var platformGroup = scene.matter.world.nextGroup(true);
var platform = scene.matter.add.image(475, 2000, 'block', null, {
shape: poly
});
platform.setStatic(true);
platform.setCollisionGroup(platformGroup);
player.setCollisionGroup(platformGroup);
scene.matterCollision.addOnCollideStart({
objectA: platform,
callback: function (eventData) {
var platform = eventData.gameObjectA;
var player = eventData.gameObjectB;
if (player.y <= platform.y - 150) {
score++;
scoreText.setText('Score: ' + score);
fart.play();
if (score > maxScore) {
maxScore = score;
}
} else {
scene.scene.start('EndScene');
fail.play();
score = 0;
}
}
});
var coinGroup = scene.matter.world.nextGroup(true);
var coin = scene.matter.add.image(200, 500, 'coin', null, {
shape: poly
});
coin.setStatic(true);
coin.setCollisionGroup(coinGroup);
player.setCollisionGroup(coinGroup);
scene.matterCollision.addOnCollideStart({
objectA: coin,
callback: function (eventData) {
var coin = eventData.gameObjectA;
var player = eventData.gameObjectB;
coin.destroy();
score += 10;
scoreText.setText('Score: ' + score);
fart.play();
if (score > maxScore) {
maxScore = score;
}
}
});
var shitcoinGroup = scene.matter.world.nextGroup(true);
var shitcoin = scene.matter.add.image(700, 500, 'shitcoin', null, {
shape: poly
});
shitcoin.setStatic(true);
shitcoin.setCollisionGroup(shitcoinGroup);
player.setCollisionGroup(shitcoinGroup);
scene.matterCollision.addOnCollideStart({
objectA: shitcoin,
callback: function (eventData) {
var shitcoin = eventData.gameObjectA;
var player = eventData.gameObjectB;
shitcoin.destroy();
score -= 5;
scoreText.setText('Score: ' + score);
fart.play();
if (score > maxScore) {
maxScore = score;
}
}
});
var dogeShitGroup = scene.matter.world.nextGroup(true);
var dogeShit = scene.matter.add.image(400, 800, 'dogeShit', null, {
shape: poly
});
dogeShit.setStatic(true);
dogeShit.setCollisionGroup(dogeShitGroup);
player.setCollisionGroup(dogeShitGroup);
scene.matterCollision.addOnCollideStart({
objectA: dogeShit,
callback: function (eventData) {
var dogeShit = eventData.gameObjectA;
var player = eventData.gameObjectB;
dogeShit.destroy();
score -= 10;
scoreText.setText('Score: ' + score);
fart.play();
if (score > maxScore) {
maxScore = score;
}
}
});
scene.input.on('pointerdown', function () {
player.applyForce({
x: 0,
y: -0.1
});
jump.play();
});
scene.matter.world.on('collisionstart', function (event, bodyA, bodyB) {
if (bodyA.gameObject === null || bodyB.gameObject === null) {
return;
}
var gameObjectA = bodyA.gameObject;
var gameObjectB = bodyB.gameObject;
if (gameObjectA.texture.key === 'player' && gameObjectB.texture.key === 'retry') {
scene.scene.restart();
fart.play();
}
if (gameObjectA.texture.key === 'player' && gameObjectB.texture.key === 'menu') {
launchBitcoinWallet();
fart.play();
}
});
scene.events.on('shutdown', function () {
scene.matter.world.off('collisionstart');
});
}
};
game.scene.add('spriteExample', scene);
game.scene.start('spriteExample');
}
//** Here I think this code includes all the necessary fixes to make it work properly. However, I haven't tested the functionality of the game, per se. **//