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The functions you need in JavaScript that aren't provided!

An ever-growing supply of the best functions and classes, found and made by people from different places in the world!

MasMas.js IS NO LONGER BEING ACTIVELY DEVELOPED. The library is still open for use though.


Setup

Download MasMas.js from our GitHub repository. Then, unzip the file, and add it to your project. In the HTML head, put:

<script src="masmas.js" type="text/javascript"></script>

<script>
  // Or you can use GitHub's servers to load the script in, no download required!
</script>

<script src="https://raw.githubusercontent.com/MasMas-js/MasMas.js/master/masmas.js" type="text/javascript"></script>

Documentation

Check if MasMas is loaded

To see if MasMas.js is loaded on your page, you can run:

// isLoaded will return true if it is loaded
if(isLoaded) console.log('MasMas.js says hello world!');
else console.log('MasMas.js isn\'t loaded, how sad.');

isFloat & isInteger

Checks to see if number passed is a float/int depending on which function you use. Takes the true value of the number as a parameter:

isInt(5);     // returns true
isInt(5.0);   // returns true
isFloat(5);   // returns false
isFloat(5.0); // returns false
isFloat(5.2); // returns true

Int and Float types!

You can now use 64-bit int and 64-bit float types in your code:

var anInt = Int(5);     // anInt is 5
var anInt = Float(5);   // Throws error
var anInt = Float(5.2); // anInt is 5.2

The A function

JavaScript float addition has always been a bit finicky. The A function solves all that:

var num = 0.1+0.2;       // Returns 0.30000000000000004 - ummm... what?!
var num = (0.1+0.2).A(); // Returns 0.3 - Much better!

"Repeat" Loops

A syntatic sugar trademark has been to make loops that look GOOD. MasMas comes with two such loops:

(3).times(() => {
  console.log("Hello World!");
});
execute(3, () => {
  console.log("Hello World!");
});
// These do the same thing! 

However, using execute is recommended because support for times is not the best.

Rounding

Why hasn't JavaScript have this from the start?!

This is pretty much self-explanatory.

  (3.2).round();   // returns 3
  (3.24).round(1); // returns  3.2 - you can specifiy digits to round to.

Commafy

Add commas to numbers! This isn't in ANY languages.

(1000).commafy(); // Returns 1,000

String splicing - inserting code in the middle of a string!

Insert characters in the middle of a string!

("Hello World").splice(0/*index*/, 0/*just put zero for this one*/, "Hi") // returns "HiHello World"

global Variables

Define global variables from inside functions! (Without any worries about overriding something)

function foo() {
  global("something", 5);
}
foo();
console.log(something); // Logs 5

Exists

Check if something exists:

var x;
exists(x); // returns false

LocalStorage made easy!

You can now create a variable stored in localStorage like this:

localStore("variable", 5); // Remebers variable in localStorage and can update

The wrap Function

Basically an IIFE made easy + readable:

wrap(() => {
  // Do stuff...
})

loadjQuery & loadScript

Include JavaScript files on the fly!

loadjQuery();    // Now you have access to jQuery
loadScript(url); // Load another script by the url
// These raw methods are NOT suggested. Read the section below this text for more info.

However, if you just load the script, you won't have access to it for a little while. This can lead to unexpected errors. You can solve this by inserting a callback function to execute once the script is loaded:

loadjQuery(function() { // Once jQuery is loaded, do something with it.
  $("body").html("jQuery was loaded!");
});

// Or with any other script:
loadScript(url, function() {
  console.log("Some cool script is now loaded!");
});

Random class!

Random numbers, made easy:

var r = new Random();

// pass false for int, true for float
r.getRandomNumber(1, 10, false); // returns a random int
r.getRandomNumber(1, 10, true); // returns a random float
r.getRandomBool();

Easy canvas interface

Get a head start with the HTML5 canvas with the setupCanvas function.

setupCanvas();
// canvas is document.getElementById("canvas");
// ctx is canvas.getContext('2d');

And then use the MasMasCanvas class to simplify canvas drawing:

var can = new MasMasCanvas(ctx);
// And you get four nice methods to use:
can.rect(x, y, width, height);
can.ellipse(x, y, width height);
can.text(text, x, y);
can.fill("Color");

Organization-wide documents

When contributing to any repository in this organization, please keep in mind the content of the following documents:

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