Compare commits

...

26 Commits

Author SHA1 Message Date
deadvey
40b8e7e4c7 removed swp file 2025-01-12 01:24:18 +00:00
deadvey
af9cac3a1b added insults 2025-01-12 01:22:45 +00:00
deadvey
e41e86779f removed noun from adjectives 2025-01-12 01:14:10 +00:00
deadvey
eb627344ad more insults 2025-01-12 01:12:28 +00:00
deadvey
7305b69fcb insults 2025-01-12 01:04:27 +00:00
deadvey
87af9b73a0 Added timer so you can have a highscore rustsweeper 2025-01-06 02:52:34 +00:00
deadvey
8ed27b637a Made flags ⚑ character 2025-01-05 18:49:37 +00:00
deadvey
553b9c1971 readme, added <br/> 2025-01-05 17:36:23 +00:00
deadvey
a754491f68 rustsweeper proper win conditions 2025-01-05 17:35:49 +00:00
deadvey
10d452ec33 rustsweeper screenshot 2025-01-05 16:46:10 +00:00
deadvey
c0c9e1db28 proper game over screen for rustsweeper 2025-01-05 16:45:03 +00:00
deadvey
90ac4c5e2e readme 2025-01-05 16:44:35 +00:00
deadvey
40dbc40526 rustsweeper 2025-01-05 16:20:39 +00:00
deadvey
31b95ad12e bug fix for prophecies 2025-01-05 03:14:15 +00:00
deadvey
96b28a74c2 added rubiks cube to readme 2025-01-05 03:09:17 +00:00
deadvey
483b383806 rubiks cube thingy (WIP) 2025-01-05 03:04:23 +00:00
d8843f57cb Update README.md
Spelling
2025-01-02 05:42:42 +01:00
deadvey
10e1908c25 readme 2025-01-02 04:41:43 +00:00
deadvey
beeeb93556 roman numerals 2025-01-02 04:38:47 +00:00
d7e4816e05 Update falling/src/main.rs 2024-12-25 02:08:29 +01:00
deadvey
bd051d24a8 ascii characters for WIP tuc_vs game 2024-12-25 00:40:00 +00:00
deadvey
7a3e71255c clarification in license 2024-12-24 21:13:14 +00:00
deadvey
81408a8cde some commenting and a license 2024-12-24 21:11:43 +00:00
deadvey
7f6f4cfb41 solid obstacles and colours 2024-12-24 20:32:33 +00:00
deadvey
97ef9ef183 images/examples 2024-12-24 17:55:04 +00:00
23d53109ab Update README.md 2024-12-24 18:49:31 +01:00
22 changed files with 1786 additions and 49 deletions

674
LICENSE Normal file
View File

@@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
can do so. This is fundamentally incompatible with the aim of
protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
use, which is precisely where it is most unacceptable. Therefore, we
have designed this version of the GPL to prohibit the practice for those
products. If such problems arise substantially in other domains, we
stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
software on general-purpose computers, but in those that do, we wish to
avoid the special danger that patents applied to a free program could
make it effectively proprietary. To prevent this, the GPL assures that
patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
License. Each licensee is addressed as "you". "Licensees" and
"recipients" may be individuals or organizations.
To "modify" a work means to copy from or adapt all or part of the work
in a fashion requiring copyright permission, other than the making of an
exact copy. The resulting work is called a "modified version" of the
earlier work or a work "based on" the earlier work.
A "covered work" means either the unmodified Program or a work based
on the Program.
To "propagate" a work means to do anything with it that, without
permission, would make you directly or secondarily liable for
infringement under applicable copyright law, except executing it on a
computer or modifying a private copy. Propagation includes copying,
distribution (with or without modification), making available to the
public, and in some countries other activities as well.
To "convey" a work means any kind of propagation that enables other
parties to make or receive copies. Mere interaction with a user through
a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays "Appropriate Legal Notices"
to the extent that it includes a convenient and prominently visible
feature that (1) displays an appropriate copyright notice, and (2)
tells the user that there is no warranty for the work (except to the
extent that warranties are provided), that licensees may convey the
work under this License, and how to view a copy of this License. If
the interface presents a list of user commands or options, such as a
menu, a prominent item in the list meets this criterion.
1. Source Code.
The "source code" for a work means the preferred form of the work
for making modifications to it. "Object code" means any non-source
form of a work.
A "Standard Interface" means an interface that either is an official
standard defined by a recognized standards body, or, in the case of
interfaces specified for a particular programming language, one that
is widely used among developers working in that language.
The "System Libraries" of an executable work include anything, other
than the work as a whole, that (a) is included in the normal form of
packaging a Major Component, but which is not part of that Major
Component, and (b) serves only to enable use of the work with that
Major Component, or to implement a Standard Interface for which an
implementation is available to the public in source code form. A
"Major Component", in this context, means a major essential component
(kernel, window system, and so on) of the specific operating system
(if any) on which the executable work runs, or a compiler used to
produce the work, or an object code interpreter used to run it.
The "Corresponding Source" for a work in object code form means all
the source code needed to generate, install, and (for an executable
work) run the object code and to modify the work, including scripts to
control those activities. However, it does not include the work's
System Libraries, or general-purpose tools or generally available free
programs which are used unmodified in performing those activities but
which are not part of the work. For example, Corresponding Source
includes interface definition files associated with source files for
the work, and the source code for shared libraries and dynamically
linked subprograms that the work is specifically designed to require,
such as by intimate data communication or control flow between those
subprograms and other parts of the work.
The Corresponding Source need not include anything that users
can regenerate automatically from other parts of the Corresponding
Source.
The Corresponding Source for a work in source code form is that
same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of
copyright on the Program, and are irrevocable provided the stated
conditions are met. This License explicitly affirms your unlimited
permission to run the unmodified Program. The output from running a
covered work is covered by this License only if the output, given its
content, constitutes a covered work. This License acknowledges your
rights of fair use or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not
convey, without conditions so long as your license otherwise remains
in force. You may convey covered works to others for the sole purpose
of having them make modifications exclusively for you, or provide you
with facilities for running those works, provided that you comply with
the terms of this License in conveying all material for which you do
not control copyright. Those thus making or running the covered works
for you must do so exclusively on your behalf, under your direction
and control, on terms that prohibit them from making any copies of
your copyrighted material outside their relationship with you.
Conveying under any other circumstances is permitted solely under
the conditions stated below. Sublicensing is not allowed; section 10
makes it unnecessary.
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological
measure under any applicable law fulfilling obligations under article
11 of the WIPO copyright treaty adopted on 20 December 1996, or
similar laws prohibiting or restricting circumvention of such
measures.
When you convey a covered work, you waive any legal power to forbid
circumvention of technological measures to the extent such circumvention
is effected by exercising rights under this License with respect to
the covered work, and you disclaim any intention to limit operation or
modification of the work as a means of enforcing, against the work's
users, your or third parties' legal rights to forbid circumvention of
technological measures.
4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you
receive it, in any medium, provided that you conspicuously and
appropriately publish on each copy an appropriate copyright notice;
keep intact all notices stating that this License and any
non-permissive terms added in accord with section 7 apply to the code;
keep intact all notices of the absence of any warranty; and give all
recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey,
and you may offer support or warranty protection for a fee.
5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to
produce it from the Program, in the form of source code under the
terms of section 4, provided that you also meet all of these conditions:
a) The work must carry prominent notices stating that you modified
it, and giving a relevant date.
b) The work must carry prominent notices stating that it is
released under this License and any conditions added under section
7. This requirement modifies the requirement in section 4 to
"keep intact all notices".
c) You must license the entire work, as a whole, under this
License to anyone who comes into possession of a copy. This
License will therefore apply, along with any applicable section 7
additional terms, to the whole of the work, and all its parts,
regardless of how they are packaged. This License gives no
permission to license the work in any other way, but it does not
invalidate such permission if you have separately received it.
d) If the work has interactive user interfaces, each must display
Appropriate Legal Notices; however, if the Program has interactive
interfaces that do not display Appropriate Legal Notices, your
work need not make them do so.
A compilation of a covered work with other separate and independent
works, which are not by their nature extensions of the covered work,
and which are not combined with it such as to form a larger program,
in or on a volume of a storage or distribution medium, is called an
"aggregate" if the compilation and its resulting copyright are not
used to limit the access or legal rights of the compilation's users
beyond what the individual works permit. Inclusion of a covered work
in an aggregate does not cause this License to apply to the other
parts of the aggregate.
6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms
of sections 4 and 5, provided that you also convey the
machine-readable Corresponding Source under the terms of this License,
in one of these ways:
a) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by the
Corresponding Source fixed on a durable physical medium
customarily used for software interchange.
b) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by a
written offer, valid for at least three years and valid for as
long as you offer spare parts or customer support for that product
model, to give anyone who possesses the object code either (1) a
copy of the Corresponding Source for all the software in the
product that is covered by this License, on a durable physical
medium customarily used for software interchange, for a price no
more than your reasonable cost of physically performing this
conveying of source, or (2) access to copy the
Corresponding Source from a network server at no charge.
c) Convey individual copies of the object code with a copy of the
written offer to provide the Corresponding Source. This
alternative is allowed only occasionally and noncommercially, and
only if you received the object code with such an offer, in accord
with subsection 6b.
d) Convey the object code by offering access from a designated
place (gratis or for a charge), and offer equivalent access to the
Corresponding Source in the same way through the same place at no
further charge. You need not require recipients to copy the
Corresponding Source along with the object code. If the place to
copy the object code is a network server, the Corresponding Source
may be on a different server (operated by you or a third party)
that supports equivalent copying facilities, provided you maintain
clear directions next to the object code saying where to find the
Corresponding Source. Regardless of what server hosts the
Corresponding Source, you remain obligated to ensure that it is
available for as long as needed to satisfy these requirements.
e) Convey the object code using peer-to-peer transmission, provided
you inform other peers where the object code and Corresponding
Source of the work are being offered to the general public at no
charge under subsection 6d.
A separable portion of the object code, whose source code is excluded
from the Corresponding Source as a System Library, need not be
included in conveying the object code work.
A "User Product" is either (1) a "consumer product", which means any
tangible personal property which is normally used for personal, family,
or household purposes, or (2) anything designed or sold for incorporation
into a dwelling. In determining whether a product is a consumer product,
doubtful cases shall be resolved in favor of coverage. For a particular
product received by a particular user, "normally used" refers to a
typical or common use of that class of product, regardless of the status
of the particular user or of the way in which the particular user
actually uses, or expects or is expected to use, the product. A product
is a consumer product regardless of whether the product has substantial
commercial, industrial or non-consumer uses, unless such uses represent
the only significant mode of use of the product.
"Installation Information" for a User Product means any methods,
procedures, authorization keys, or other information required to install
and execute modified versions of a covered work in that User Product from
a modified version of its Corresponding Source. The information must
suffice to ensure that the continued functioning of the modified object
code is in no case prevented or interfered with solely because
modification has been made.
If you convey an object code work under this section in, or with, or
specifically for use in, a User Product, and the conveying occurs as
part of a transaction in which the right of possession and use of the
User Product is transferred to the recipient in perpetuity or for a
fixed term (regardless of how the transaction is characterized), the
Corresponding Source conveyed under this section must be accompanied
by the Installation Information. But this requirement does not apply
if neither you nor any third party retains the ability to install
modified object code on the User Product (for example, the work has
been installed in ROM).
The requirement to provide Installation Information does not include a
requirement to continue to provide support service, warranty, or updates
for a work that has been modified or installed by the recipient, or for
the User Product in which it has been modified or installed. Access to a
network may be denied when the modification itself materially and
adversely affects the operation of the network or violates the rules and
protocols for communication across the network.
Corresponding Source conveyed, and Installation Information provided,
in accord with this section must be in a format that is publicly
documented (and with an implementation available to the public in
source code form), and must require no special password or key for
unpacking, reading or copying.
7. Additional Terms.
"Additional permissions" are terms that supplement the terms of this
License by making exceptions from one or more of its conditions.
Additional permissions that are applicable to the entire Program shall
be treated as though they were included in this License, to the extent
that they are valid under applicable law. If additional permissions
apply only to part of the Program, that part may be used separately
under those permissions, but the entire Program remains governed by
this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option
remove any additional permissions from that copy, or from any part of
it. (Additional permissions may be written to require their own
removal in certain cases when you modify the work.) You may place
additional permissions on material, added by you to a covered work,
for which you have or can give appropriate copyright permission.
Notwithstanding any other provision of this License, for material you
add to a covered work, you may (if authorized by the copyright holders of
that material) supplement the terms of this License with terms:
a) Disclaiming warranty or limiting liability differently from the
terms of sections 15 and 16 of this License; or
b) Requiring preservation of specified reasonable legal notices or
author attributions in that material or in the Appropriate Legal
Notices displayed by works containing it; or
c) Prohibiting misrepresentation of the origin of that material, or
requiring that modified versions of such material be marked in
reasonable ways as different from the original version; or
d) Limiting the use for publicity purposes of names of licensors or
authors of the material; or
e) Declining to grant rights under trademark law for use of some
trade names, trademarks, or service marks; or
f) Requiring indemnification of licensors and authors of that
material by anyone who conveys the material (or modified versions of
it) with contractual assumptions of liability to the recipient, for
any liability that these contractual assumptions directly impose on
those licensors and authors.
All other non-permissive additional terms are considered "further
restrictions" within the meaning of section 10. If the Program as you
received it, or any part of it, contains a notice stating that it is
governed by this License along with a term that is a further
restriction, you may remove that term. If a license document contains
a further restriction but permits relicensing or conveying under this
License, you may add to a covered work material governed by the terms
of that license document, provided that the further restriction does
not survive such relicensing or conveying.
If you add terms to a covered work in accord with this section, you
must place, in the relevant source files, a statement of the
additional terms that apply to those files, or a notice indicating
where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the
form of a separately written license, or stated as exceptions;
the above requirements apply either way.
8. Termination.
You may not propagate or modify a covered work except as expressly
provided under this License. Any attempt otherwise to propagate or
modify it is void, and will automatically terminate your rights under
this License (including any patent licenses granted under the third
paragraph of section 11).
However, if you cease all violation of this License, then your
license from a particular copyright holder is reinstated (a)
provisionally, unless and until the copyright holder explicitly and
finally terminates your license, and (b) permanently, if the copyright
holder fails to notify you of the violation by some reasonable means
prior to 60 days after the cessation.
Moreover, your license from a particular copyright holder is
reinstated permanently if the copyright holder notifies you of the
violation by some reasonable means, this is the first time you have
received notice of violation of this License (for any work) from that
copyright holder, and you cure the violation prior to 30 days after
your receipt of the notice.
Termination of your rights under this section does not terminate the
licenses of parties who have received copies or rights from you under
this License. If your rights have been terminated and not permanently
reinstated, you do not qualify to receive new licenses for the same
material under section 10.
9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or
run a copy of the Program. Ancillary propagation of a covered work
occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
nothing other than this License grants you permission to propagate or
modify any covered work. These actions infringe copyright if you do
not accept this License. Therefore, by modifying or propagating a
covered work, you indicate your acceptance of this License to do so.
10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically
receives a license from the original licensors, to run, modify and
propagate that work, subject to this License. You are not responsible
for enforcing compliance by third parties with this License.
An "entity transaction" is a transaction transferring control of an
organization, or substantially all assets of one, or subdividing an
organization, or merging organizations. If propagation of a covered
work results from an entity transaction, each party to that
transaction who receives a copy of the work also receives whatever
licenses to the work the party's predecessor in interest had or could
give under the previous paragraph, plus a right to possession of the
Corresponding Source of the work from the predecessor in interest, if
the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the
rights granted or affirmed under this License. For example, you may
not impose a license fee, royalty, or other charge for exercise of
rights granted under this License, and you may not initiate litigation
(including a cross-claim or counterclaim in a lawsuit) alleging that
any patent claim is infringed by making, using, selling, offering for
sale, or importing the Program or any portion of it.
11. Patents.
A "contributor" is a copyright holder who authorizes use under this
License of the Program or a work on which the Program is based. The
work thus licensed is called the contributor's "contributor version".
A contributor's "essential patent claims" are all patent claims
owned or controlled by the contributor, whether already acquired or
hereafter acquired, that would be infringed by some manner, permitted
by this License, of making, using, or selling its contributor version,
but do not include claims that would be infringed only as a
consequence of further modification of the contributor version. For
purposes of this definition, "control" includes the right to grant
patent sublicenses in a manner consistent with the requirements of
this License.
Each contributor grants you a non-exclusive, worldwide, royalty-free
patent license under the contributor's essential patent claims, to
make, use, sell, offer for sale, import and otherwise run, modify and
propagate the contents of its contributor version.
In the following three paragraphs, a "patent license" is any express
agreement or commitment, however denominated, not to enforce a patent
(such as an express permission to practice a patent or covenant not to
sue for patent infringement). To "grant" such a patent license to a
party means to make such an agreement or commitment not to enforce a
patent against the party.
If you convey a covered work, knowingly relying on a patent license,
and the Corresponding Source of the work is not available for anyone
to copy, free of charge and under the terms of this License, through a
publicly available network server or other readily accessible means,
then you must either (1) cause the Corresponding Source to be so
available, or (2) arrange to deprive yourself of the benefit of the
patent license for this particular work, or (3) arrange, in a manner
consistent with the requirements of this License, to extend the patent
license to downstream recipients. "Knowingly relying" means you have
actual knowledge that, but for the patent license, your conveying the
covered work in a country, or your recipient's use of the covered work
in a country, would infringe one or more identifiable patents in that
country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or
arrangement, you convey, or propagate by procuring conveyance of, a
covered work, and grant a patent license to some of the parties
receiving the covered work authorizing them to use, propagate, modify
or convey a specific copy of the covered work, then the patent license
you grant is automatically extended to all recipients of the covered
work and works based on it.
A patent license is "discriminatory" if it does not include within
the scope of its coverage, prohibits the exercise of, or is
conditioned on the non-exercise of one or more of the rights that are
specifically granted under this License. You may not convey a covered
work if you are a party to an arrangement with a third party that is
in the business of distributing software, under which you make payment
to the third party based on the extent of your activity of conveying
the work, and under which the third party grants, to any of the
parties who would receive the covered work from you, a discriminatory
patent license (a) in connection with copies of the covered work
conveyed by you (or copies made from those copies), or (b) primarily
for and in connection with specific products or compilations that
contain the covered work, unless you entered into that arrangement,
or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you may
not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU General Public License, you may choose any version ever published
by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

View File

@@ -1,21 +1,66 @@
# Falling # Falling
A game where you fall down a big hole and have to dodge A game where you fall down a big hole and have to dodge<br/>
oncoming obstacles.<br/> oncoming obstacles.<br/>
Difficulty: >= 2, 2 being the most difficult and it get's easier the higher the difficulty<br/> Difficulty: >= 2, 2 being the most difficult and it get's easier the higher the difficulty<br/>
Debug Mode: true/false<br/> Debug Mode: true/false<br/>
Can die: true/false<br/> Can die: true/false<br/>
<br/> <br/>
TO DO: documentation, commenting ¬_¬ TO DO: documentation, commenting ¬_¬<br/>
BUGS: Can pass between diagonally conencted blocks, is this a 'bug'? BUGS: Can pass between diagonally conencted blocks, is this a 'bug'?<br/>
<br/> ![example image for falling](screenshots/falling.png)
<br/>
# Rustsweeper
A Minesweeper clone written in rust, instead of mines,<br/>
it's rusty nails that give you tetanus<br/>
![example game over screen for rustsweeper, at the top is a game of rustsweeper that has ended then the text 'GAME OVER' followed by ascii art of a man stepping on a nail and a collection of nails](screenshots/rustsweeper.png)
# Prophecies # Prophecies
Generates a random prophecy based on prophecies from Generates a random prophecy based on prophecies from <br/>
The Underland Chronicles by Suzanne Collins The Underland Chronicles by Suzanne Collins<br/>
All text in the prophecies belong to Suzanne Collins<br/> All text in the prophecies belong to Suzanne Collins<br/>
FINISHED<br/> FINISHED<br/>
<br/>
### Example:
```
THE PROPHECY OF OF:
If life was death, if death life reaped,
Or the scratching, scratching, scratching.
Killed by claw, since resurrected,
Standing still.
Turn and turn and turn again.
Dancing in the firelight,
Gold flows from her, hot and bright.
Remedy and wrong entwine,
And so they form a single vine.
Greet them as we have before.
Watch the nibblers spin and snap.
```
# Insults
Generates an insulting phrase for someone :D
# Rubiks Cube thing (WIP)
It's just a rubiks cube in the terminal, written in rust.<br/>
![example image for rubiks](screenshots/rubiks.png)
# Roman Numerals (WIP)
Converts numbers between Roman Numerals and Arabic Numerals<br/>
### Example:
```
# Currently no Arabic -> Roman support
$ cargo run
input: MMXXV
output: 2025
```
TO DO: Functionality to convert Arabic to Roman, currently only does Roman to Arabic :)
# Snake (WIP) # Snake (WIP)
Classic Snake game Classic Snake game<br/>
TO DO: all of it... TO DO: all of it...
# License
GPL 3.0 applies to all these projects, which are all<br/>
written by me.

View File

@@ -7,3 +7,4 @@ edition = "2024"
rand = "0.8.5" rand = "0.8.5"
console = "0.15.10" console = "0.15.10"
termion = "4.0.3" termion = "4.0.3"
colored = "2.2.0"

View File

@@ -1,19 +1,24 @@
use rand::Rng; // Allows you to generate random numbers use rand::Rng; // Allows you to generate random numbers
use console::Term; // Allows reading key bind input use console::Term; // Allows reading key bind input
use std::io::{stdin,stdout,Write}; use std::io::{stdin,stdout,Write};
use colored::Colorize;
// This function is used to Generate the output out a range of levels to the console, it accepts starting and // This function is used to Generate and output which will later be outputted, it does this as if
// ending levls to print and then it uses a loop to print out each level in between these, each // the function printed it as it parsed the map then there would be a flicker on large terminals,
// level is comprised of numbers, each having a specific meaning for instance 0 is an obstacle and // so instead it adds the entire output to a variable once parsed it is all printed at once.
// -2 is a slanted wall "/" // The levels vector is made up of numbers, negative numbers are 'reserved' for the wall and
fn generate_output(starting_level: u64, ending_level: u64, character_x_coord: u16, character_icon: char, levels: &Vec<Vec<i8>>, debug_mode: bool) -> String { // slanted walls, 0 is an obstacle and anything above 0 is safe space
fn generate_output(starting_level: u64, ending_level: u64, character_x_coord: u16, character_icon: char, levels: &Vec<Vec<i8>>, debug_mode: bool, boots_mode: bool) -> String {
let mut output: String = "".to_string(); let mut output: String = "".to_string();
// In debug mode the x coordinates are shown above the map
if debug_mode { if debug_mode {
let pattern = "0123456789"; let pattern = "0123456789"; // Can't have numbers that are multiple digits long so it's
let repeat_count = (levels[0].len() + 9) / 10; // fixed at 0 - 9
let repeat_count = (levels[0].len() + 9) / 10; // Repeat the pattern for however wide the
// game is
let mut repeated = pattern.repeat(repeat_count); let mut repeated = pattern.repeat(repeat_count);
repeated += "\n"; repeated += "\n";
output += &repeated; output += &repeated; // Add this repeating pattern to the start of the output
} }
for i in starting_level..ending_level { for i in starting_level..ending_level {
let level = &levels[i as usize]; // Cache the level for quicker access let level = &levels[i as usize]; // Cache the level for quicker access
@@ -22,13 +27,18 @@ fn generate_output(starting_level: u64, ending_level: u64, character_x_coord: u1
// Directly check the player's position for rendering the icon // Directly check the player's position for rendering the icon
if i == starting_level && j == character_x_coord as usize { if i == starting_level && j == character_x_coord as usize {
output = output + &character_icon.to_string(); output = output + &character_icon.to_string();
} else { }
else if i == starting_level+2 && j == character_x_coord as usize && boots_mode == true {
output = output + &character_icon.to_string();
}
else {
match object { match object {
-3 => output+="|", // Specific case for -3 -3 => output.push_str(&"|".to_string()), // Reserved value (-3)
0 => output+="", // Specific case for 0 // ouputs a wall
-1 => output+="\\", // Specific case for -1 0 => output.push_str(&" ".on_truecolor(255,255,255).strikethrough().to_string()), // 0 ouputs white background
-2 => output+="/", // Specific case for -2 -1 => output.push_str(&"\\".to_string()), // right slanting wall
_ => output+=" " // Default, no print for other cases -2 => output.push_str(&"/".to_string()), // left slanting wall
_ => output+=" " // Else, it ouputs a empty space
} }
} }
} }
@@ -36,80 +46,120 @@ fn generate_output(starting_level: u64, ending_level: u64, character_x_coord: u1
output+=&i.to_string(); output+=&i.to_string();
output+="\n"; output+="\n";
} }
return output; return output; // Finally return the output
} } // generate_output
// This function generates a new level, modifying the positions of the left and right walls
// based on a directional preference (how inclined the tunnel is to move in each direction),
// then adding obstacles to the level within those boundaries.
fn generate_level(level_to_generate: u64, difficulty: i8, left_wall: &mut i16, right_wall: &mut i16, screen_width: u16, preference: &mut f32, levels: &mut Vec<Vec<i8>>) { fn generate_level(level_to_generate: u64, difficulty: i8, left_wall: &mut i16, right_wall: &mut i16, screen_width: u16, preference: &mut f32, levels: &mut Vec<Vec<i8>>) {
// Create a new vector that will represent the current level's layout
let mut new_level: Vec<i8> = Vec::new(); let mut new_level: Vec<i8> = Vec::new();
// Determine how much to shift the left and right walls based on the 'preference' value
// Randomly generates a value between -1 and 1, then adds the preference to it.
let left_wall_change = rand::thread_rng().gen_range(-1..2+(*preference as i16)); let left_wall_change = rand::thread_rng().gen_range(-1..2+(*preference as i16));
let right_wall_change = rand::thread_rng().gen_range(-1..2+(*preference as i16)); let right_wall_change = rand::thread_rng().gen_range(-1..2+(*preference as i16));
// Apply the changes to the left and right walls
*left_wall = *left_wall + left_wall_change; *left_wall = *left_wall + left_wall_change;
*right_wall = *right_wall + right_wall_change; *right_wall = *right_wall + right_wall_change;
// Ensure that the left wall does not go out of bounds (it can't go below 1)
if *left_wall <= 0 { if *left_wall <= 0 {
*left_wall = 1; *left_wall = 1;
} }
// Ensure the right wall does not go beyond the screen width (can't go past screen_width - 1)
if *right_wall >= screen_width.try_into().unwrap() { if *right_wall >= screen_width.try_into().unwrap() {
*right_wall = screen_width as i16-1 *right_wall = screen_width as i16-1
} }
// If the distance between the left and right walls is too narrow (less than 8m),
// adjust them by 3 so ther's enough space between them.
if (*right_wall-*left_wall).abs() < 8 { if (*right_wall-*left_wall).abs() < 8 {
*left_wall-=3; *left_wall-=3;
*right_wall+=3; *right_wall+=3;
} }
// Fill up the new_level vector to the screen width, initially setting all elements to 1 (empty space).
while new_level.len() <= screen_width as usize { while new_level.len() <= screen_width as usize {
new_level.push(1) new_level.push(1)
} }
// Add obstacles between the left and right walls, based on the current level and difficulty
for i in *left_wall..*right_wall { for i in *left_wall..*right_wall {
let mut object: i8 = 1; let mut object: i8 = 1; // By default, the space is empty (1).
// Also, avoid placing objects too close to the middle of the screen (within ±5 of the center) if
// it is one of the first levels so the 5 blocks surrounding the player on game start
// should be empty.
if level_to_generate >= 5 || (i as f32) < (screen_width as f32 / 2.0)-5.0 || (i as f32) > (screen_width as f32 / 2.0)+5.0 { if level_to_generate >= 5 || (i as f32) < (screen_width as f32 / 2.0)-5.0 || (i as f32) > (screen_width as f32 / 2.0)+5.0 {
object = rand::thread_rng().gen_range(0..difficulty); object = rand::thread_rng().gen_range(0..difficulty); // Randomize object placement based on difficulty.
} }
new_level[i as usize] = object; new_level[i as usize] = object; // Set the object in the new level's layout
} }
// Add wall modifications (left side)
for i in 0..*left_wall { for i in 0..*left_wall {
// If the current index is the edge of the left wall and the wall was moved right,
// mark it with a specific value (-1) which is a slanted wall "\".
if i == *left_wall-1 && left_wall_change > 0 { if i == *left_wall-1 && left_wall_change > 0 {
new_level[i as usize] = -1; new_level[i as usize] = -1;
} }
// If the current index is the edge of the left wall and the wall was moved left,
// mark it with a different value (-2) which is a slanted wall "/".
else if i == *left_wall-1 && left_wall_change < 0 { else if i == *left_wall-1 && left_wall_change < 0 {
new_level[i as usize] = -2; new_level[i as usize] = -2;
} }
// If it's not on the left wall, mark the space with another value (-3) which is a straight
// wall "|".
else { else {
new_level[i as usize] = -3; new_level[i as usize] = -3;
} }
} }
// Add wall modifications (right side)
for i in *right_wall..screen_width as i16 { for i in *right_wall..screen_width as i16 {
// Similar to the left wall logic, check for changes to the right wall
if i == *right_wall && right_wall_change > 0 { if i == *right_wall && right_wall_change > 0 {
new_level[i as usize] = -1; new_level[i as usize] = -1; // "\"
} }
else if i == *right_wall && right_wall_change < 0 { else if i == *right_wall && right_wall_change < 0 {
new_level[i as usize] = -2; new_level[i as usize] = -2; // "/"
} }
else { else {
new_level[i as usize] = -3; new_level[i as usize] = -3; // "|"
} }
} }
// Ensure the 'levels' vector has enough capacity for the new level and then add the level.
while levels.len() <= level_to_generate as usize { while levels.len() <= level_to_generate as usize {
levels.push(new_level.clone()); levels.push(new_level.clone());
} }
levels[level_to_generate as usize] = new_level; levels[level_to_generate as usize] = new_level;
// Modification of the directional preference logic // Modify the directional preference slightly to add randomness to the level generation
// The preference value affects how much the tunnel is inclined to move left or right.
*preference = *preference + rand::thread_rng().gen_range(-0.5..0.5); *preference = *preference + rand::thread_rng().gen_range(-0.5..0.5);
// Ensure the preference stays within a valid range (-3.0 to 3.0).
if *preference > 3.0 { if *preference > 3.0 {
*preference = -1.0; *preference = -1.0; // Reset if it goes beyond the upper bound.
} }
else if *preference < -3.0 { else if *preference < -3.0 {
*preference = 1.0; *preference = 1.0; // Reset if it goes beyond the lower bound.
} }
// If the right wall is close to the screen's right edge, force the preference to move left (-1.0).
if *right_wall >= screen_width as i16 - 5 { if *right_wall >= screen_width as i16 - 5 {
*preference = -1.0; *preference = -1.0;
} }
// If the left wall is close to the screen's left edge, force the preference to move right (+1.0).
else if *left_wall <= 5 { else if *left_wall <= 5 {
*preference = 1.0; *preference = 1.0;
} }
} } // generate_output
fn debug_mode_modify_variables(current_level: &mut u64) -> u8 { fn debug_mode_modify_variables(current_level: &mut u64) -> u8 {
println!("\n----------------VARIABLE MODIFICATION---------------\n"); println!("\n----------------VARIABLE MODIFICATION---------------\n");
@@ -130,16 +180,16 @@ fn debug_mode_modify_variables(current_level: &mut u64) -> u8 {
} }
} }
return 1; return 1;
} } // debug_mode_mofiy_variables
fn check_if_alive(levels: &Vec<Vec<i8>>, level: usize, x_coord: usize) -> bool { fn check_if_alive(levels: &Vec<Vec<i8>>, level: usize, x_coord: usize, boots_mode: bool) -> bool {
if levels[level][x_coord] <= 0 { if levels[level][x_coord] <= 0 || (levels[level+2][x_coord] <= 0 && boots_mode == true) {
return false; return false;
} }
else { else {
return true; return true;
} }
} } // check_if_alive
fn input() -> String{ fn input() -> String{
let mut s=String::new(); let mut s=String::new();
@@ -157,7 +207,10 @@ fn input() -> String{
fn main() { fn main() {
let debug_mode = false; // Enable or disable debugging mode, it will print some useful stats and let debug_mode = false; // Enable or disable debugging mode, it will print some useful stats and
// let you modify stats midgame with e // let you modify stats midgame with e
let can_die = true; // I can't spell invinsiblitlity but this lets you not die... let can_die = true; // I can't spell invinsiblitlity but this lets you not die... FOR DEBUGGING
let boots_mode = true; // Boots mode means you're falling after your younger sister and have to
// prevent both of you dying •_•
let mut levels: Vec<Vec<i8>> = Vec::new(); // Define variables for level let mut levels: Vec<Vec<i8>> = Vec::new(); // Define variables for level
@@ -178,9 +231,14 @@ fn main() {
let mut x_coord: u16 = (screen_width as f32/ 2.0) as u16; // Distance from left wall let mut x_coord: u16 = (screen_width as f32/ 2.0) as u16; // Distance from left wall
let mut left_wall: i16 = rand::thread_rng().gen_range(0..((screen_width as f32/ 2.0)-5.0) as i16) as i16; let mut left_wall: i16 = rand::thread_rng().gen_range(0..((screen_width as f32/ 2.0)-5.0) as i16) as i16;
let mut right_wall: i16 = rand::thread_rng().gen_range(((screen_width as f32 /2.0)+5.0) as i16..screen_width as i16) as i16; let mut right_wall: i16 = rand::thread_rng().gen_range(((screen_width as f32 /2.0)+5.0) as i16..screen_width as i16) as i16;
let mut preference: f32 = rand::thread_rng().gen_range(-2.0..3.0); let mut preference: f32 = rand::thread_rng().gen_range(-2.0..3.0); // Directional preference
// indicates which direction
// the tunnel will generally
// go in, constantly
// randomly changes. Makes
// the tunnel smoother :)
let mut alive: bool = true; let mut alive: bool = true;
let mut difficulty: i8 = 2; let mut difficulty: i8 = 7;
for i in 0..screen_height { for i in 0..screen_height {
@@ -191,7 +249,7 @@ fn main() {
generate_level(current_level + screen_height as u64, difficulty, &mut left_wall, &mut right_wall, screen_width, &mut preference, &mut levels); generate_level(current_level + screen_height as u64, difficulty, &mut left_wall, &mut right_wall, screen_width, &mut preference, &mut levels);
let end_gen = std::time::Instant::now(); let end_gen = std::time::Instant::now();
let output = generate_output(current_level, current_level + screen_height as u64, x_coord, character_icon, &levels, debug_mode); let output = generate_output(current_level, current_level + screen_height as u64, x_coord, character_icon, &levels, debug_mode, boots_mode);
let end_gen_output = std::time::Instant::now(); let end_gen_output = std::time::Instant::now();
if ! debug_mode { // We don't want to clear screen if debug mode is on as it lets us see if ! debug_mode { // We don't want to clear screen if debug mode is on as it lets us see
// old stats and see console warnings from rust and stuff // old stats and see console warnings from rust and stuff
@@ -231,22 +289,27 @@ fn main() {
current_level+=1; current_level+=1;
if can_die { if can_die {
alive = check_if_alive(&levels, current_level as usize, x_coord as usize); alive = check_if_alive(&levels, current_level as usize, x_coord as usize, boots_mode);
} }
if alive == false { if alive == false {
break 'game_loop break 'game_loop
} }
} }
println!("GAME OVER"); if ! debug_mode { // We don't want to clear screen if debug mode is on as it lets us see
// old stats and see console warnings from rust and stuff
print!("{}[2J", 27 as char);
}
println!("{}","GAME OVER".red()); // Print "GAME OVER" in red text
println!("You fell {:?}m before going SPLAT",current_level-1); println!("You fell {:?}m before going SPLAT",current_level-1);
// Print a cute cockroach that is asking "Where is the Princess?"
println!(" -__"); println!(" -__");
println!(" / \\"); println!(" / \\");
println!(" | -___"); println!(" | -___");
println!(" | / ________________________"); println!(" | / ________________________");
println!(" | / | |"); println!(" | / | |");
println!(" ‾ |‾ / _ | Where is the princess? |"); println!(" ‾ |‾ / _ | Where is the Princess? |");
println!(" / | \\ / | \\ |________________________|"); println!(" / | \\ / | \\ |________________________|");
println!(" / ‾‾‾‾‾‾‾ \\ / /"); println!(" / ‾‾‾‾‾‾‾ \\ / /");
println!(" __ / / \\• •/ _|"); println!(" __ / / \\• •/ _|");
println!(" / \\ _/‾|‾\\ / |"); println!(" / \\ _/‾|‾\\ / |");
println!("_ / / \\ / / |"); println!("_ / / \\ / / |");
@@ -260,3 +323,7 @@ fn main() {
println!(" / / / /"); println!(" / / / /");
println!(" _| \\ /_ |"); println!(" _| \\ /_ |");
} }
// Some of the comments were done by an LLM, but I checked them
// All code by me (DeaDvey)
// GPL3.0 license

7
insults/Cargo.toml Normal file
View File

@@ -0,0 +1,7 @@
[package]
name = "insults"
version = "0.1.0"
edition = "2021"
[dependencies]
rand = "0.8.5"

257
insults/insults Normal file
View File

@@ -0,0 +1,257 @@
apish
bald-pated
artless
barren-spirited
beslubbering
beast-eating
calmunating
cautelous
churlish
coldblooded
concupscible
covetous
crudy
cuckoldly
deceptious
degenerate
facinerious
fawning
finical
fusty
goastish
gorbellied
greasy
heinous
incontinent
inexecrable
insolent
lecherous
lisping
loathly
lubberly
lumpish
mammering
musty
naughty
obscene
overgorged
panderly
pestiferous
plumfy
puking
rascally
reeky
sanctimonious
sickly
solbbery
sneaping
spongy
stinking
superserviceable
thrasonical
unhandsome
unwiped
viperous
wanton
warped
witless
breast-eating
beef-witted
boiled-brained
clay-brained
dirt-rotten
dizzy-eyed
dull-brained
eye-offending
fat-kidneyed
flap-eared
foul-mouthed
half-blooded
hard-haired
hell-governed
hollow-eyed
hook-nosed
ill-tempered
knotty-pated
leaden-footed
leptus leering
lily-livered
logger-headed
lust-breathed
motley-minded
mouse-eaten
muddy-mettled
nook-shotten
one-trunk-inheriting
pale-hearted
pigeon-livered
puke-stocking
puppy-headed
rank-scented
rug-headed
rump-fed
self-glorious
senseless-obstinate
sheep-biting
shrill-tongued
snail-paced
sodden-witted
stretch-mouthed
stubborn-hard
swag-bellied
tardy-gaited
thick-eyed
three-suited
thripe-visaged
under-honest
uneducated
useless
white-livered
barmy
gormless
manky
minging
naffy
idiotic
bigotted
stupid
blue-balled
arrogant
retarded
petulent
bigoted
phscopathic
small-minded
non-linux-user
pengiunless
crude
muppet
pikey
dodgy
micro-cocked
flaccid-cocked
shit-faced
piss-taking
sloppy
aggressive
ugly
abomination
arch-villain
baggage
bed-presser
blockhead
braggart
bugbear
bull's pizzle
codpiece
capocchia
cornuto
costermonger
cot-quean
coxcomb
cozener
dissembler
dullard
dunghill
fashion-monger
fleshmonger
foot-licker
fustilarian
geck
giglet
horn-beast
horse-back-breaker
idiot-worshipper
jack-a-nape
lewdster
malignancy
malmsey-butt
measle
miscreant
mushrump
ox-head
parasite
pig-nut
pin-buttock
potato-finger
princox
purpose-chnager
quatch-buttock
rabbit-sucker
rampallian
rat-catcher
ratsbane
renegatho
scum
scut
starve-lackey
stock-fish
ticklebrain
under-skinner
villiago
cum-bucket
retard
tosser
wheevil
cretin
wanker
slag
daft-cow
arsehole
chav
git
nutter
pillock
plonker
prat
trollop
twat
knob-head
bell-end
skiver
wazzock
ninny
berk
airy-fairy
ankle-biter
arse-licker
arsemonger
chuffer
gannet
ligger
maggot
mingebag
two-dicked-dog
window
apple
cunt
dick
cock
cum-sock
phallus
pussy
bigot
capitalist
cock-sucker
child
pedo
nonce
pedophile
apple-fanboy
nerd
geek
weeb
neek
swot
goblin
crumpet
piss-taker
shit-face
sucker
loser
minger
minge
battery-eater
toenail-clipping
tik-toker

35
insults/src/main.rs Normal file
View File

@@ -0,0 +1,35 @@
use std::fs;
use std::io;
use rand::Rng;
fn main() -> io::Result<()> {
let file_contents: String = fs::read_to_string("insults")?;
let lines: Vec<&str> = file_contents.split('\n').collect();
let mut adjectives: Vec<String> = Vec::new();
let mut nouns: Vec<String> = Vec::new();
let mut noun = false; // nouns is set to true when we have reached the nouns section in the file
// so should start pushing insults to nouns instead of adjectives
let num_of_adjectives: u64 = 2;
for line in lines {
if line == "" {
noun = true;
continue;
}
if noun {
nouns.push(line.to_string());
}
else if noun != true {
adjectives.push(line.to_string());
}
}
for _x in 0..num_of_adjectives {
let random_adjective = adjectives[rand::thread_rng().gen_range(0..adjectives.len())].clone();
print!("{}, ", random_adjective);
}
let random_noun = nouns[rand::thread_rng().gen_range(0..nouns.len())].clone();
print!("{}\n", random_noun);
Ok(())
}

View File

@@ -19,9 +19,14 @@ fn main() -> io::Result<()> {
let lines_in_string = split_string.len(); let lines_in_string = split_string.len();
// Iterate for "number_of_lines" and each time pick a random line in the file // Iterate for "number_of_lines" and each time pick a random line in the file
let mut previous_line_index = 0;
for _i in 0..number_of_lines { for _i in 0..number_of_lines {
let line_index = rand::thread_rng().gen_range(0..lines_in_string); // Pick random line let line_index = rand::thread_rng().gen_range(0..lines_in_string); // Pick random line
if split_string[previous_line_index] == split_string[line_index] {
continue;
}
println!("{}",split_string[line_index]); // Print the random line println!("{}",split_string[line_index]); // Print the random line
previous_line_index = line_index;
} }
Ok(()) Ok(())

View File

@@ -0,0 +1,6 @@
[package]
name = "roman-numerals"
version = "0.1.0"
edition = "2021"
[dependencies]

View File

@@ -0,0 +1,70 @@
use std::collections::HashMap;
use std::io::{stdin,stdout,Write};
fn input() -> String{
let mut s=String::new();
let _=stdout().flush();
stdin().read_line(&mut s).expect("Did not enter a correct string");
if let Some('\n')=s.chars().next_back() {
s.pop();
}
if let Some('\r')=s.chars().next_back() {
s.pop();
}
return s;
}
fn main() {
let mut numerals: HashMap<String, u64> = HashMap::new();
numerals.insert("I".to_string(), 1);
numerals.insert("V".to_string(), 5);
numerals.insert("X".to_string(), 10);
numerals.insert("L".to_string(), 50);
numerals.insert("C".to_string(), 100);
numerals.insert("D".to_string(), 500);
numerals.insert("M".to_string(), 1000);
let number = input();
let mut value: u64 = 4000;
let mut sum: u64 = 0;
let mut iteration = 0;
let mut skip_next = false;
let mut vector: Vec<String> = Vec::new();
for char in number.chars() {
vector.push(char.to_string());
};
for digit in vector {
if let Some(next_value) = numerals.get(&digit) {
if iteration > 0 && skip_next == false {
//println!("{}", skip_next);
//print!("{}: ", iteration);
if *next_value > value {
sum = sum + (*next_value - value);
//println!("{} = sum + ({} - {})", sum, *next_value, value);
skip_next = true;
value = *next_value;
continue;
}
else {
sum = sum + value;
//println!("{} = sum + {}", sum, value);
}
}
value = *next_value;
if skip_next {
skip_next = false;
}
} else {
println!("digit {} does not exist (My roman numerals only go up to M)!", digit);
}
iteration += 1;
}
if skip_next == false {
sum = sum + value;
}
println!("{}",sum);
}

1
rubiks/.gitignore vendored Normal file
View File

@@ -0,0 +1 @@
/target

7
rubiks/Cargo.toml Normal file
View File

@@ -0,0 +1,7 @@
[package]
name = "rubiks"
version = "0.1.0"
edition = "2021"
[dependencies]
colored = "2.2.0"

BIN
rubiks/cube.jpg Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 17 KiB

26
rubiks/cube.txt Normal file
View File

@@ -0,0 +1,26 @@
Colors:
WWW
WWW
WWW
OOO GGG RRR BBB
OOO GGG RRR BBB
OOO GGG RRR BBB
YYY
YYY
YYY
Indexs:
012 0
345
678
901 234 567 890 10, 20
123 456 789 012 30
345 678 901 234 40
567 50
890
123

173
rubiks/src/main.rs Normal file
View File

@@ -0,0 +1,173 @@
use std::io::{stdin,stdout,Write};
use colored::*;
fn print_coloured(output: char) {
match output {
'R' => print!("{}", "R".on_truecolor(255,0,0)),
'G' => print!("{}", "G".on_truecolor(0,255,0).purple()),
'B' => print!("{}", "B".on_truecolor(0,0,255).red()),
'Y' => print!("{}", "Y".on_truecolor(255,255,0).black()),
'W' => print!("{}", "W".on_truecolor(255,255,255).black()),
'O' => print!("{}", "O".on_truecolor(255, 128, 0)),
_ => print!("{}", output),
}
}
fn output_cube(cube: &Vec<char>) {
// White square
print!(" ");
for i in 0..=2 {
print_coloured(cube[i]);
}
println!();
print!(" ");
for i in 3..=5 {
print_coloured(cube[i]);
}
println!();
print!(" ");
for i in 6..=8 {
print_coloured(cube[i]);
}
// First layer
println!();
for i in 9..=20 {
print_coloured(cube[i]);
}
// Second layer
println!();
for i in 21..=32 {
print_coloured(cube[i]);
}
// Third layer
println!();
for i in 33..=44 {
print_coloured(cube[i]);
}
// Yellow square
println!();
print!(" ");
for i in 45..=47 {
print_coloured(cube[i]);
}
println!();
print!(" ");
for i in 48..=50 {
print_coloured(cube[i]);
}
println!();
print!(" ");
for i in 51..=53 {
print_coloured(cube[i]);
}
println!()
}
fn move_cube(rotation: String, mut cube: &mut Vec<char>) {
let mut initial_cube = cube.clone();
// Up clockwise
if rotation == "U" {
cube[0] = initial_cube[6];
cube[1] = initial_cube[3];
cube[2] = initial_cube[0];
cube[3] = initial_cube[7];
// Cube 4 remains the same
cube[5] = initial_cube[1];
cube[6] = initial_cube[8];
cube[7] = initial_cube[5];
cube[8] = initial_cube[2];
let indices = vec![12, 13, 14, 15, 16, 17, 18, 19, 20, 9, 10, 11];
for (i, &index) in indices.iter().enumerate() {
cube[9 + i] = initial_cube[index];
}
}
if rotation == "D" {
cube[45] = initial_cube[51];
cube[46] = initial_cube[48];
cube[47] = initial_cube[45];
cube[48] = initial_cube[52];
// Cube 49 remains the same
cube[50] = initial_cube[46];
cube[51] = initial_cube[53];
cube[52] = initial_cube[50];
cube[53] = initial_cube[47];
let indices = vec![42, 43, 44, 33, 34, 35, 36, 37, 38, 39, 40, 41];
for (i, &index) in indices.iter().enumerate() {
cube[33 + i] = initial_cube[index];
}
}
if rotation == "R" {
cube[15] = initial_cube[39];
cube[16] = initial_cube[27];
cube[17] = initial_cube[15];
cube[27] = initial_cube[40];
// Cube 28 remains the same
cube[29] = initial_cube[16];
cube[39] = initial_cube[41];
cube[40] = initial_cube[29];
cube[41] = initial_cube[17];
// Other edge peices around the Right side
cube[42] = initial_cube[2];
cube[30] = initial_cube[5];
cube[18] = initial_cube[8];
cube[2] = initial_cube[14];
cube[5] = initial_cube[26];
cube[8] = initial_cube[38];
cube[14] = initial_cube[47];
cube[26] = initial_cube[50];
cube[38] = initial_cube[53];
cube[47] = initial_cube[42];
cube[50] = initial_cube[30];
cube[53] = initial_cube[18];
}
}
fn input() -> String{
let mut s=String::new();
let _=stdout().flush();
stdin().read_line(&mut s).expect("Did not enter a correct string");
if let Some('\n')=s.chars().next_back() {
s.pop();
}
if let Some('\r')=s.chars().next_back() {
s.pop();
}
return s;
}
fn main() {
// Create a net of a cube, see cube.jpeg or cube.txt in the root of this project for a
// visualisation
let mut cube: Vec<char> = vec![
'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', // 0-8 (W)
'O', 'O', 'O', // 9-11 (O)
'G', 'G', 'G', // 12-14 (G)
'R', 'R', 'R', // 15-17 (R)
'B', 'B', 'B', // 18-20 (B)
'O', 'O', 'O', // 21-23 (O)
'G', 'G', 'G', // 24-26 (G)
'R', 'R', 'R', // 27-29 (R)
'B', 'B', 'B', // 30-32 (B)
'O', 'O', 'O', // 33-35 (O)
'G', 'G', 'G', // 36-38 (G)
'R', 'R', 'R', // 39-41 (R)
'B', 'B', 'B', // 42-44 (B)
'Y', 'Y', 'Y', 'Y', 'Y', 'Y', 'Y', 'Y', 'Y', // 45-53 (Y)
];
output_cube(&cube);
'game_loop: loop {
let rotation = input();
if rotation == "q" {
break 'game_loop;
}
move_cube(rotation, &mut cube);
output_cube(&cube);
}
}

1
rustsweeper/.gitignore vendored Normal file
View File

@@ -0,0 +1 @@
/target

9
rustsweeper/Cargo.toml Normal file
View File

@@ -0,0 +1,9 @@
[package]
name = "rustsweeper"
version = "0.1.0"
edition = "2021"
[dependencies]
rand = "0.8.5"
colored = "2.2.0"
console = "0.15.10"

324
rustsweeper/src/main.rs Normal file
View File

@@ -0,0 +1,324 @@
use std::io::{stdin,stdout,Write};
use rand::Rng;
use colored::*;
use console::Term;
use std::time::Instant;
fn output_board(board: &Vec<Vec<i64>>, state: &Vec<Vec<char>>, x_hovered: i64, y_hovered: i64) {
let mut output: String = "".to_string();
for y in 0..board.len() {
for x in 0..board[y].len() {
let background_color: u8;
if state[y][x] != 'u' {
background_color = 128;
}
else {
background_color = 196;
}
if x == x_hovered as usize && y == y_hovered as usize {
output.push_str(&"X".truecolor(0,0,0).on_truecolor(background_color,background_color,background_color).to_string());
}
else if state[y][x] == 'u' {
if board[y][x] == -1 {
output.push_str(&"".truecolor(128,64,0).on_truecolor(background_color,background_color,background_color).to_string());
}
else if board[y][x] == 0 {
output.push_str(&" ".on_truecolor(background_color,background_color,background_color).to_string());
}
else if board[y][x] == 1 {
output.push_str(&"1".truecolor(1,0,254).on_truecolor(background_color,background_color,background_color).to_string());
}
else if board[y][x] == 2 {
output.push_str(&"2".truecolor(1,127,1).on_truecolor(background_color,background_color,background_color).to_string());
}
else if board[y][x] == 3 {
output.push_str(&"3".truecolor(254,0,0).on_truecolor(background_color,background_color,background_color).to_string());
}
else if board[y][x] == 4 {
output.push_str(&"4".truecolor(1,0,128).on_truecolor(background_color,background_color,background_color).to_string());
}
else if board[y][x] == 5 {
output.push_str(&"5".truecolor(129,1,2).on_truecolor(background_color,background_color,background_color).to_string());
}
else if board[y][x] == 6 {
output.push_str(&"6".truecolor(0,128,129).on_truecolor(background_color,background_color,background_color).to_string());
}
else if board[y][x] == 7 {
output.push_str(&"7".truecolor(0,0,0).on_truecolor(background_color,background_color,background_color).to_string());
}
else if board[y][x] == 8 {
output.push_str(&"8".truecolor(128,128,128).on_truecolor(background_color,background_color,background_color).to_string());
}
}
else if state[y][x] == 'm' {
output.push_str(&"".truecolor(228,16,32).on_truecolor(background_color,background_color,background_color).to_string());
}
else if state[y][x] == '?' {
output.push_str(&"?".truecolor(0,0,0).on_truecolor(background_color,background_color,background_color).to_string());
}
else {
output.push_str(&" ".on_truecolor(background_color,background_color,background_color).to_string());
}
}
output.push_str("\n");
}
print!("{}[2J", 27 as char);
println!("{}",output);
}
fn input() -> String{
let mut s=String::new();
let _=stdout().flush();
stdin().read_line(&mut s).expect("Did not enter a correct string");
if let Some('\n')=s.chars().next_back() {
s.pop();
}
if let Some('\r')=s.chars().next_back() {
s.pop();
}
return s;
}
fn place_nails(board: &mut Vec<Vec<i64>>, number_of_nails: i64, width: i64, height: i64) {
for _nail in 0..number_of_nails {
// Generate coordinates for nails, if there is already a nail there, then generate new
// coordinates, should add case for if there are more mines than locations, but why would
// someone do that?
let mut x_coord = rand::thread_rng().gen_range(0..width);
let mut y_coord = rand::thread_rng().gen_range(0..height);
while board[y_coord as usize][x_coord as usize] == -1 {
x_coord = rand::thread_rng().gen_range(0..width);
y_coord = rand::thread_rng().gen_range(0..height);
}
board[y_coord as usize][x_coord as usize] = -1;
}
}
fn determine_nails_in_range(board: &mut Vec<Vec<i64>>) {
for x in 0..board.len() {
for y in 0..board[x].len() {
if board[x][y] != -1 {
let mut num_of_nails = 0;
for i in -1..2 {
for j in -1..2 {
// Check if index is in range (>= 0 and < length of vector)
if (x as i64 + i >= 0 && (x as i64 + i) < board.len() as i64) && (y as i64 + j >= 0 && (y as i64 + j) < board[x].len() as i64) {
if board[(x as i64 + i) as usize][(y as i64 + j) as usize] == -1 {
num_of_nails += 1; // Increment the nail count
}
}
}
}
board[x][y] = num_of_nails;
}
}
}
}
fn find_connected_coordinates(grid: &Vec<Vec<i64>>, start_row: usize, start_col: usize) -> Vec<(usize, usize)> {
let rows = grid.len();
let cols = grid[0].len();
let target_value = grid[start_row][start_col];
// Directions for 8 possible moves (vertical, horizontal, and diagonal)
let directions: [(i64, i64); 8] = [
(-1, 0), // Up
(1, 0), // Down
(0, -1), // Left
(0, 1), // Right
(-1, -1),// Top-left diagonal
(-1, 1), // Top-right diagonal
(1, -1), // Bottom-left diagonal
(1, 1), // Bottom-right diagonal
];
// Visited cells
let mut visited = vec![vec![false; cols]; rows];
// Vector to store the reachable coordinates
let mut result = Vec::new();
// DFS function
fn dfs(
grid: &Vec<Vec<i64>>,
row: usize,
col: usize,
target_value: i64,
visited: &mut Vec<Vec<bool>>,
result: &mut Vec<(usize, usize)>,
directions: &[(i64, i64)],
) {
// Check if the position is out of bounds or already visited or doesn't match the target value
if row >= grid.len() || col >= grid[0].len() || visited[row][col] || grid[row][col] != target_value {
return;
}
// Mark the cell as visited and add the coordinate to the result
visited[row][col] = true;
result.push((row, col));
// Flag to check if we're at the boundary of the connected region
let mut is_boundary = false;
for &direction in directions.iter() {
let (dx, dy) = direction;
let new_row = row as i64 + dx;
let new_col = col as i64 + dy;
if new_row >= 0 && new_row < grid.len() as i64 && new_col >= 0 && new_col < grid[0].len() as i64 {
let new_row = new_row as usize;
let new_col = new_col as usize;
if grid[new_row][new_col] != target_value {
is_boundary = true;
}
dfs(grid, new_row, new_col, target_value, visited, result, directions);
}
}
if is_boundary {
for &direction in directions.iter() {
let (dx, dy) = direction;
let new_row = row as i64 + dx;
let new_col = col as i64 + dy;
if new_row >= 0 && new_row < grid.len() as i64 && new_col >= 0 && new_col < grid[0].len() as i64 {
let new_row = new_row as usize;
let new_col = new_col as usize;
// Add cells with a different value to the result
if grid[new_row][new_col] != target_value && !visited[new_row][new_col] {
result.push((new_row, new_col));
}
}
}
}
}
dfs(grid, start_row, start_col, target_value, &mut visited, &mut result, &directions);
result
}
fn uncover(board: &Vec<Vec<i64>>, state: &mut Vec<Vec<char>>, x_hovered: usize, y_hovered: usize, alive: &mut bool) {
state[y_hovered][x_hovered] = 'u';
if board[y_hovered][x_hovered] == -1 {
*alive = false;
}
if board[y_hovered][x_hovered] == 0 {
let connected = find_connected_coordinates(&board, y_hovered, x_hovered);
for (y,x) in connected.iter() {
state[*y][*x] = 'u';
}
}
}
fn detect_win(state: &Vec<Vec<char>>, number_of_nails: i64, start: Instant) {
let mut number_of_covered_cells: i64 = 0;
for y in 0..state.len() {
for x in 0..state[y].len() {
if state[y][x] != 'u' {
number_of_covered_cells = number_of_covered_cells + 1;
}
}
}
if number_of_covered_cells == number_of_nails {
println!("Congratulations, you won!!!");
let end = std::time::Instant::now();
println!("In {:?}", end-start);
std::process::exit(0);
}
}
fn main() {
let stdout = Term::buffered_stdout();
let mut board: Vec<Vec<i64>> = Vec::new();
let mut state: Vec<Vec<char>> = Vec::new(); // u = uncovered, c = covered, m = marked
let height: i64 = 8;
let width: i64 = 8;
let number_of_nails: i64 = 10;
//let percentage_of_cells_are_nails: i64 = 15;
//let number_of_nails: i64 = ((percentage_of_cells_are_nails / 100) as i64) * ((width * height) as i64) as i64;
let mut x_hovered: i64 = 0;
let mut y_hovered: i64 = 0;
let mut alive: bool = true;
for y in 0..height {
board.push(Vec::new());
state.push(Vec::new());
for x in 0..width {
board[y as usize].push(0);
state[y as usize].push('c');
//board[x as usize][y as usize] = -1;
}
}
let start = std::time::Instant::now();
place_nails(&mut board, number_of_nails, width, height);
determine_nails_in_range(&mut board);
output_board(&board, &state, x_hovered, y_hovered);
'gameloop: loop {
if let Ok(character) = stdout.read_char() {
match character {
'w' | 'k' => if y_hovered > 0 { y_hovered -= 1 },
'a' | 'h' => if x_hovered > 0 { x_hovered -= 1},
's' | 'j' => if y_hovered < height-1 { y_hovered += 1 },
'd' | 'l' => if x_hovered < width-1 {x_hovered += 1},
'u' => uncover(&board, &mut state, x_hovered as usize, y_hovered as usize, &mut alive),
'm' => {
if state[y_hovered as usize][x_hovered as usize] == 'm' {
state[y_hovered as usize][x_hovered as usize] = 'c'
}
else {
state[y_hovered as usize][x_hovered as usize] = 'm'
}
},
'?' => {
if state[y_hovered as usize][x_hovered as usize] == '?' {
state[y_hovered as usize][x_hovered as usize] = 'c'
}
else {
state[y_hovered as usize][x_hovered as usize] = '?'
}
},
'q' => break 'gameloop,
_ => (),
}
}
if alive {
output_board(&board, &state, x_hovered, y_hovered);
detect_win(&state, number_of_nails, start);
}
else if alive == false {
println!("GAME OVER!\nYou got Tetanus!");
println!("⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣀⡀⠀⠀⠀⠀⠀⠀⠀");
println!(" ⢀⣾⣿O⣷");
println!(" ⠸⣿⣿⣿C- HOLY SHIT");
println!(" ⣀⣤⡈⠛⢉⠀⠀⠀⠀⠀⠀⠀");
println!(" ⢀⣴⣿⣿⣿⣿⣿⣿⠃⠀⠀⠀⠀⠀⠀");
println!(" ⣴⣿⣿⢿⣿⣿⣿⣿⣿⠀⡄⠀⠀⠀⠀⠀");
println!(" ⠀⠀⠀⠀⢰⣿⡏⠀⢸⣿⣿⣿⣿⡇⢸⣷⣤⣀⠀⠀⠀");
println!(" ⠀⠀⠀⠀⣼⣿⠁⠀⢸⣿⣿⣿⣿⠁⠀⠙⠻⢿⣿⣶⠀");
println!(" ⠀⠀⠀⠀⠛⠋⠀⠀⠸⣿⣿⣿⡏⠀⠀⠀⠀⠀⠈⠉⠀");
println!(" ⠀⠀⠀⠀⠀⠀⠀⠀⣄⠙⣿⣿⣷⡄⠀⠀⠀⠀⠀⠀⠀");
println!(" ⠀⠀⠀⠀⠀⠀⠀⢸⣿⣦⠈⢿⣿⣿⣦⠀⠀⠀⠀⠀⠀");
println!(" ⠀⠀⠀⠀⠀⠀⠀⣼⣿⡟⠀⠀⠻⣿⣿⣧⠀⠀⠀⠀⠀");
println!(" ⠀⠀⠀⠀⠀⣠⣾⣿⠟⠁⠀⠀⠀⠘⢿⣿⣧/");
println!(" ⠀⠀⠀⠀⢾⣿⠟⠁⠀⠀⠀⠀⠀⠀⠈⢻⣿⠇⠀⠀⠀");
break 'gameloop;
}
}
}

BIN
screenshots/falling.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 72 KiB

BIN
screenshots/rubiks.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 156 KiB

BIN
screenshots/rustsweeper.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 501 KiB

29
tuc_vs/ascii_characters Normal file
View File

@@ -0,0 +1,29 @@
Gregor: Back
__ _
/ \ //
\__/ //
-' '- //
|/ ||//
(| //--
'\__.'
|/-\|
// \\
|| \\
|| ||
|| ||
''- ''-
Front:
_ __
\\ /--\
\\ \__/
\\ -' '-
\\|/ ||
---- __//
\8__/'
|/-\|
// \\
|| \\
|| ||
|| ||
-'' -''