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🚀 Build Your First Space Shooter Game with Limn Engine

🚀 Build Your First Space Shooter Game with Limn Engine A Complete Step-by-Step Tutorial for JavaScript Beginners Welcome! In this tutorial, you'll build a complete space shooter game using Limn Engine — a zero‑configuration 2D game engine that runs in your browser. What you'll build: A spaceship that moves, shoots bullets, fights waves of enemies, and keeps score. All in about 100 lines of code . By the end, you'll understand: How to create a game loop How to handle keyboard input How to detect collisions How to use particles for visual effects How to manage game state (lives, score, game over) 🎮 Want to play the finished game? Click here to play Space Shooter Live! Before We Start What You Need A text editor (VS Code, Notepad, or any code editor) A web browser (Chrome, Firefox, Edge) Limn Engine — download epic.js from limn-engine-doc.vercel.app What You Should Know Basic JavaScript (variables, functions, arrays, if-statements) How to open an HTML file in a browser No game development experience required! Step 1: The HTML Structure Every Limn Engine game starts with a simple HTML file. <!doctype html> <html> <head> <script src= "asset/epic.js" ></script> </head> <body> <script> // All your game code goes here </script> </body> </html> What's happening: <script src="asset/epic.js"> — loads the Limn Engine library Everything inside the second <script> tag is your game code Save this as game.html and open it in your browser. You should see a blank canvas with a blue gradient background. Step 2: Setting Up the Game The first thing we need is a Display — this is the engine that creates the canvas, runs the game loop, and handles input. const display = new Display (); display . perform (); // Activates performance mode (dual-canvas rendering) display . start ( 800 , 600 ); // Creates an 800×600 canvas What's happening: new Display() — creates the engine display.perform() — turns on high-performance mode display.start(800, 600) — creates a canvas 800 pixels wide and 600 p

2026-06-30 原文 →
AI 资讯

🛡️ NPM Safety Guard — All 23 Security Layers Explained

Every npm project is one malicious package away from a supply-chain breach. NPM Safety Guard catches threats that npm audit completely misses — from DPRK backdoors and typosquatted packages, to exposed API keys and AI credential theft hidden inside your node_modules. This video walks through all 23 detection layers, one by one, showing exactly what each layer catches and how it protects your project in real time. 🛡️ Intro NPM Safety Guard is the most comprehensive npm security scanner for developers. It ships as a VS Code extension (also works in Cursor and Windsurf) and a JetBrains plugin (WebStorm, IntelliJ IDEA, and all IntelliJ-based IDEs). It runs silently in the background and alerts you to supply-chain threats, malware, CVEs, and credential leaks — before they can cause damage. Layer 1 — Known Malicious Packages Checks every package in your package.json against a bundled database of documented supply-chain attacks, including DPRK/Lazarus Group backdoors, the infamous event-stream compromise, and dozens of other confirmed malicious packages. The database is also synced against a live remote feed so newly discovered threats are caught even before you update the extension. Layer 2 — CVE Vulnerabilities Queries the Google OSV.dev API for known CVEs across all your direct dependencies. No API key needed — it is completely free. Results are cached for 24 hours to minimize network calls. CVSS scores are mapped to severity levels (Critical, High, Medium, Low) so you always know exactly how serious each vulnerability is and which version fixes it. Layer 3 — Install Script Hooks Flags packages that declare preinstall, postinstall, install, or prepare npm scripts. These hooks run automatically during npm install — before any of your own code executes — making them the number one real-world vector for supply-chain malware delivery. Legitimate packages that genuinely need install scripts (like node-gyp and imagemin) are automatically whitelisted. Layer 4 — Deep Tarball AS

2026-06-29 原文 →
开发者

Context vs Prop Drilling: I Put the Re-render Blast Radius Side by Side

"Prop drilling is bad, use Context" is repeated everywhere — but the actual cost stays abstract. So I put the two approaches side by side with live render counters. Click one button and the difference is impossible to miss. ▶ Live demo: https://context-vs-props-drilling.vercel.app/ Source (React 19 + TS): https://github.com/dev48v/context-vs-props-drilling Two identical 4-level trees, both React.memo 'd. One threads a value down as a prop through every level; the other provides it once via Context and reads it only at the leaf. Change the value: Prop drilling → 4 components re-render. Every component on the path receives the changed prop, so all of them re-render — and each intermediate is cluttered with a value it does nothing with except pass along. Context → 1 component re-renders. The intermediates take no value prop, so they're skipped (memoized, props unchanged). Only the consumer leaf re-renders. The summary tallies it on every click: 4 vs 1 . Why Context skips the middle This is the part that surprises people: with Context, an intermediate component can be skipped even though a descendant re-renders . < ThemeCtx . Provider value = { val } > < A /> { /* memo, no props → skipped on value change */ } </ ThemeCtx . Provider > const A = memo (() => < B />); // skipped const B = memo (() => < C />); // skipped const C = memo (() => < Leaf />); // skipped const Leaf = () => { const value = useContext ( ThemeCtx ); // ← re-renders on context change return < div > { value } </ div >; }; React re-renders context consumers directly when the provider value changes — it doesn't need to re-render the components in between. With prop drilling there's no such shortcut: the only way the value reaches the leaf is through every parent, so every parent must re-render. The catch — Context isn't a free lunch Context isn't a "no re-renders" button. Every consumer re-renders whenever the provider value changes — there's no built-in selective subscription. One big, chatty context ca

2026-06-29 原文 →
AI 资讯

How to fix the "Purple Potassium" Chrome Web Store rejection (and catch it before you submit)

You submitted your extension, waited days for review, and got back a rejection with a violation called "Purple Potassium." Your extension looks fine to you, so what does it even mean? Here is what it is, why it happens, and how to catch it before you ever hit submit. What "Purple Potassium" actually means "Purple Potassium" is Google's internal tag for excessive or unused permissions . Your manifest requests access to something your code does not actually use, and the reviewer flags it. It is one of the most common reasons a Chrome extension gets rejected, and it is frustrating precisely because the extension works fine in testing. Review is checking something testing never does: whether every permission you ask for is justified by your code. The usual causes 1. API permissions you declared but never call. You added tabs , bookmarks , or cookies to your manifest at some point, but there is no chrome.bookmarks.* call anywhere in your code. 2. Host access that is too broad. You requested <all_urls> when your extension only touches one site: // Flagged "host_permissions" : [ "<all_urls>" ] // Better "host_permissions" : [ "https://*.example.com/*" ] Leftover permissions after removing a feature. You shipped a feature that needed downloads, later removed the feature, and forgot to remove the permission. The tabs misunderstanding. The tabs permission does not grant access to the tabs API. Basic methods like chrome.tabs.create() work without it. It only grants four sensitive Tab properties: url, pendingUrl, title, and favIconUrl. If you declare tabs but never read those, it counts as unused. How to fix it by hand List everything in permissions, optional_permissions, and host_permissions. For each one, search your code for the matching chrome. call. Remove any permission with no usage. Narrow and other broad patterns to the specific hosts you need. In your reviewer notes, write one plain sentence per sensitive permission explaining why you need it. Reviewers often lack con

2026-06-29 原文 →
AI 资讯

How I Built a Real-Time Whale Tracker for Polymarket in a Weekend

Prediction markets just hit $3.6B in volume. I wanted to know what the biggest traders were betting on — in real time. So I built WhaleTrack. Here's how it works under the hood. The Problem Polymarket has a public leaderboard. But it only shows P&L totals — not what whales are currently betting on, not their recent activity, not their win rate. If you want to follow smart money, you're flying blind. I wanted something that answered: what are the top traders doing right now? The Stack Vanilla JS frontend (no framework, keeps it fast) Vercel serverless function as a backend proxy (avoids CORS issues) Polymarket's public data API — no auth required Step 1: Finding the Whales Polymarket exposes a leaderboard endpoint: https://data-api.polymarket.com/v1/leaderboard?limit=20 This returns traders ranked by P&L. I pull the top 10, grab their wallet addresses, and that's my whale list. Step 2: Fetching Live Activity For each whale wallet, I hit: https://data-api.polymarket.com/activity?user={address}&limit=20 This returns their recent trades — market name, size in USDC, timestamp. Refreshes every 60 seconds. Step 3: Calculating Win Rate (the tricky part) The key is the redeemable flag — redeemable: true means they won, currentValue: 0 + redeemable: false means they lost. Took a few wrong attempts with cashPnl (always negative, not useful). Step 4: The Whale Alert Banner Every 60 seconds I check for trades over $5,000 placed in the last 10 minutes. When it fires, a green banner slides down with the whale name, market, and amount. Auto-dismisses after 12 seconds. First time I saw it fire live with a $28K bet — genuinely exciting. Results 129+ users in the first few days Zero ad spend Traffic from Twitter, Reddit, Quora What's Next More whale wallets (suggestions welcome) Click-through to open the same market on Polymarket directly Email/push alerts for big trades Check it out: whaletrack.app All feedback welcome — especially if you spot a whale I'm missing.

2026-06-29 原文 →
AI 资讯

How I Built GitPulse: A Cinematic Developer Storyteller (and why standard GitHub profiles are boring)

Let's be honest — standard GitHub profiles are a bit... static. As a Full Stack Developer & AI/ML Specialist, I wanted a way to showcase my contributions that actually felt alive. I didn't just want a grid of green squares; I wanted a universe. So, I built GitPulse. What is GitPulse? GitPulse is a cinematic, interactive web application that transforms standard GitHub profiles and repository logs into glowing, animated contribution universes. Instead of just seeing numbers, you experience your code history visually. The Tech Stack I wanted this to feel premium, fast, and visually stunning without relying on heavy frontend frameworks if I didn't need to. Canvas API & GSAP: For buttery-smooth micro-animations and physics. Glassmorphism UI: Using CSS backdrop-filters to create a modern, deep aesthetic. Vanilla JavaScript: Keeping the core logic incredibly fast and lightweight. The "Stellar Duel" Feature One of the coolest features I added was the Stellar Duel mode. I thought: What if you could compare your GitHub activity with a friend, but instead of a boring chart, it looked like a sci-fi dashboard? Stellar Duel Using the GitHub API, GitPulse fetches the data and renders a live, side-by-side visual duel of your commit history, stars, and PRs. It’s highly interactive and honestly, just really fun to look at. The Biggest Challenge: Performance Rendering thousands of data points (commits) visually on a canvas can crash a browser if you aren't careful. To solve this, I had to heavily optimize the animation loop. Instead of manipulating the DOM for every star/commit node, I used HTML5 Canvas to batch render the visual elements. I also implemented requestAnimationFrame properly to ensure the animations pause when the user switches tabs, saving CPU cycles. See it in Action I've integrated GitPulse directly into my main portfolio. You can try it live here: GitPulse Live Demo And if you want to see more of the projects I build (especially in the AI/ML and Computer Vision space

2026-06-28 原文 →
开发者

I built a free UAE calculator platform that runs on live government data

Living in the UAE means constantly Googling numbers: what is the visa fee now, how much zakat do I owe, what is today's fuel price, how is my gratuity calculated. The answers online are usually outdated. So I built Adad , a free set of 15 calculators that pull from official UAE government sources and refresh every 24 hours. No sign-up, works in 8 languages. A few that people use most: Visa fees: real GDRFA and ICA rates Zakat: gold, silver, savings DEWA bills: estimate before the bill lands Gratuity: UAE labour-law end-of-service It is at adad.ae if it is useful to you. Happy to answer how the data pipeline stays current.

2026-06-28 原文 →
AI 资讯

Your console.log Is Lying to You

Open your browser DevTools and run this: const user = { name : " Bob " } console . log ( user ) user . name = " Alice " You would expect the log to show { name: "Bob" } , the value at the time of the console.log call. The collapsed line is what you expect: ▶ Object { name: "Bob" } But expand it, and you will see: name: "Alice" Oops. So what's going on? console.log() is the most-used debugging tool in JavaScript, but it can be subtly unreliable. Not because it is broken, but because it optimizes for speed and interactivity rather than for accuracy . It was built for fast exploration in a live, interactive environment, and those priorities come with tradeoffs that can genuinely mislead you during debugging. Over the next sections, we'll look at a few ways the console can mislead you - and, more importantly, why each one exists. Objects Aren't Snapshots When you pass an object to console.log() in browser DevTools, the browser does not immediately serialize it into a string. Instead, it stores a live reference to that object and defers the actual rendering until you expand the entry. This is called lazy evaluation, and it is what caused the surprise. The collapsed ▶ Object you see is essentially a placeholder: the properties shown inside it are evaluated at the moment you click the arrow, not at the moment you called console.log() . By then, your code has already continued running. That means what you're seeing is not a frozen record of the object at the time of logging, but a live view into whatever the object happens to look like when DevTools renders it. In the example: You log { name: "Bob" } DevTools stores a reference to the user object The code continues executing user.name is mutated to "Alice" You expand the logged object later and see the current state This behavior can feel unintuitive at first, because most developers mentally model console.log() as "print this value right now", but in browser DevTools, it is closer to "show me this object as it exists when

2026-06-28 原文 →
AI 资讯

I built a free planting calendar with 365 daily pages using AI

Ever planted seeds at the wrong time and watched them die? Me too. That's why I built PlantingCalendar.net - a free tool that tells you exactly what to plant every single day based on your climate zone. Built with AI coding tools in about 4 hours. 365 pages, each with unique planting instructions. Static site on Cloudflare Pages, zero server cost. Free, no sign-up.

2026-06-28 原文 →
AI 资讯

Stop trusting environment variables in your TypeScript apps

Environment variables look simple until one of them is missing, empty, malformed, or interpreted in a way your application did not expect. In TypeScript projects, this can be easy to overlook. The code may be typed, the build may pass, and the app may still ship with broken configuration. This is especially common in frontend builds, server-side rendering, backend services, CLI tools, Docker images, and CI/CD pipelines, where configuration is injected from outside the codebase. That is the problem valitype is designed to address: strict, type-safe validation of environment variables with zero dependencies. The problem with environment variables Environment variables are always external input. They can come from: .env files CI/CD variables Docker or container platforms hosting providers build scripts deployment environments TypeScript can describe what your code expects, but it cannot guarantee that the environment actually contains valid values. This looks harmless: const apiUrl = import . meta . env . VITE_API_URL const debug = Boolean ( import . meta . env . VITE_DEBUG ) const port = Number ( process . env . PORT ) But simple casting can hide invalid configuration: Boolean ( ' false ' ) // true Boolean ( ' 0 ' ) // true Number ( ' 0xff ' ) // 255 Number ( ' 1e5 ' ) // 100000 Number ( '' ) // 0 For application configuration, “parseable” is not the same as “valid”. Invalid configuration should be caught before deployment, either during build, CI, server startup, or a dedicated validation step. The problem in React and frontend builds React applications usually do not read environment variables directly at runtime in the browser. Instead, tools like Vite and frameworks like Next.js inject selected values during build time. That makes validation important. Once the frontend bundle is built and deployed, changing a bad environment variable usually means rebuilding and redeploying the application. For frontend apps, validation should answer a few basic questions before

2026-06-28 原文 →
开发者

【互動藝術 DIY】用 p5.js 做一塊會呼吸的粒子背景(無程式背景可)

【互動藝術 DIY】用 p5.js 做一塊會呼吸的粒子背景 先問自己:阿哲會想動手嗎? 看完這個效果,阿哲可能會想: 「那如果我把粒子排成自己的名字,滑鼠靠近時會散開嗎?」 這就是正確的方向—— 讓讀者想自己動手改參數 ,而不是背程式碼。 這個方法厲害在哪? p5.js 官網有很多炫技的粒子效果,但大部分只是給你看「很厲害」。 這次不一樣——我要教你 用最少程式碼,做出最有呼吸感的互動 。 秘密是:用「距離」控制行為,用「lerp」讓移動變溫柔。 教學順序 先建立粒子:讓一群點組成畫面 教動畫:用 sin() 做出呼吸節奏 教距離感:用 dist() 偵測滑鼠 教溫柔散開:用 lerp() 柔和移動,不是瞬移 最後加美感:透明度、殘影、暖色 第一步:讓粒子回家 class Particle { constructor ( x , y ) { this . homeX = x ; // 記住家的位置 this . homeY = y ; this . x = x ; this . y = y ; } // 讓粒子回家的力量 returnHome () { this . x = lerp ( this . x , this . homeX , 0.05 ); // 每次移動5%的距離 this . y = lerp ( this . y , this . homeY , 0.05 ); } show () { noStroke (); fill ( 255 , 180 , 120 , 200 ); // 暖橙色 ellipse ( this . x , this . y , 4 ); } } 第二步:偵測滑鼠距離 function draw () { for ( let p of particles ) { let d = dist ( mouseX , mouseY , p . x , p . y ); if ( d < 100 ) { // 滑鼠靠近時,輕輕推開 let force = 0.05 * ( 100 - d ) / 100 ; p . x += ( p . x - mouseX ) / d * force ; p . y += ( p . y - mouseY ) / d * force ; } p . returnHome (); p . show (); } } 第三步:加呼吸節奏 let breathPhase = 0 ; function draw () { breathPhase += 0.02 ; let breath = sin ( breathPhase ); // -1 ~ +1 來回循環 background ( 10 , 8 , 5 ); // 暖暗色背景 for ( let p of particles ) { let d = dist ( mouseX , mouseY , p . x , p . y ); if ( d < 100 ) { let force = 0.05 * ( 100 - d ) / 100 ; p . x += ( p . x - mouseX ) / d * force ; p . y += ( p . y - mouseY ) / d * force ; } p . returnHome (); p . show ( breath ); // 把呼吸相位傳進去 } } function show ( breath ) { noStroke (); // 呼吸時變亮,吐氣時變暗 let alpha = map ( breath , - 1 , 1 , 150 , 255 ); fill ( 255 , 180 , 120 , alpha ); ellipse ( this . x , this . y , 4 ); } 第四步:殘影效果 function draw () { // 不要每幀清掉背景,而是蓋一層半透明黑色 fill ( 10 , 8 , 5 , 30 ); rect ( 0 , 0 , width , height ); // ... 其餘粒子邏輯 } 這樣粒子移動時會留下淡淡的光跡——很有沉浸式裝置的 feel。 阿哲可以怎麼玩? 參數 預設值 改成... 效果 感知半徑 100px 50px 只有非常靠近才有反應 回家速度 0.05 0.02 超級慢,像在水裡 回家速度 0.05 0.2 快一點回覆 粒子數量 200 50 稀疏的星塵感 粒子颜色 暖橙 淡粉 更柔和的感覺 延伸練習 把粒子排成自己的名字 :讓粒子組成「阿哲」或英文字母輪廓,滑鼠靠近時文字散開,離開後慢慢聚回來。 滑鼠不是破壞者,是一陣風 :不只是排斥,而是讓粒子沿著滑鼠移動方向飄

2026-06-28 原文 →
开发者

I Built a Unit Converter in Pure Vanilla JS — 7 Categories, 70+ Units, 165 Tests, Zero Dependencies

Unit converters are everywhere online, but they all seem to either require an account, run ads that cover half the screen, or send your input to a server for no reason. I built one that runs entirely in your browser, with no dependencies, no tracking, and no round-trips. 👉 https://unit-converter-dev.pages.dev What It Does Seven conversion categories, 70+ units, real-time bidirectional conversion: Category Example units Length mm, cm, m, km, in, ft, yd, mi, nmi, light-year Weight mg, g, kg, t, oz, lb, st, short ton Temperature °C, °F, K, °R Volume ml, l, m³, fl oz, cup, pint, quart, gallon, tbsp, tsp Area mm², cm², m², km², ha, acre, ft², in², mi², yd² Speed m/s, km/h, mph, ft/s, knot, Mach Data bit, byte, KB/KiB, MB/MiB, GB/GiB, TB — both SI and binary Features: Bidirectional — type in either field, the other updates instantly Swap button — flip from/to with one click All-units panel — see your input converted to every unit in the category simultaneously Formula display — shows the conversion factor (e.g. "1 Mile = 1.609344 Kilometer") Zero dependencies — single HTML file, no build step, no npm Implementation Notes Linear vs. non-linear conversions Most unit conversions are linear: multiply by a factor to get to the base unit, divide by another factor to get to the target. The approach: function convert ( catKey , fromUnit , toUnit , value ) { const base = toBase ( catKey , fromUnit , value ); // → base unit return fromBase ( catKey , toUnit , base ); // base unit → target } function toBase ( catKey , unit , value ) { const u = CATEGORIES [ catKey ]. units [ unit ]; if ( u . toBase ) return u . toBase ( value ); // non-linear (temperature) return value * u . factor ; } Temperature is the classic non-linear case. You can't just multiply to convert between Celsius, Fahrenheit, and Kelvin — you need offset arithmetic: temperature : { units : { C : { toBase : v => v + 273.15 , // °C → K fromBase : v => v - 273.15 , // K → °C }, F : { toBase : v => ( v - 32 ) * 5 / 9 + 2

2026-06-28 原文 →
AI 资讯

I Built a QR Code Generator in Pure Vanilla JS — No Libraries, No Server, 202 Tests

QR codes look like magic — a grid of black and white squares that encodes anything from a URL to a business card. But how do they actually work? I decided to find out the hard way: implement the full QR Code Model 2 algorithm in vanilla JavaScript, zero external dependencies. The result: QR Code Generator — a free, client-side tool that generates QR codes from any text or URL. 👉 https://qr-code-generator-e83.pages.dev Why No Libraries? I maintain a collection of browser-only developer tools at devnestio . Every tool has the same rule: zero external dependencies. No npm installs, no CDN scripts, no servers. For most tools (JSON diff, Base64 encoder, UUID generator) that's easy. QR codes are different. The spec is a 126-page ISO document. Most developers just npm install qrcode and call it a day. But writing it from scratch taught me more about error-correcting codes, Galois field arithmetic, and matrix encoding than I ever expected. Worth every hour. What the Tool Does Real-time generation as you type (debounced at 80ms) Size selector — 128 × 128, 256 × 256, or 512 × 512 pixels Error correction level — L (7%), M (15%), Q (25%), H (30%) Color picker — any foreground and background color PNG download via canvas SVG download with crisp vector output at any scale How QR Codes Actually Work QR Code Model 2 (the standard you see everywhere) has six major steps. Here's the short version: 1. Data Encoding Text gets encoded into one of three modes based on content: Numeric ( 0-9 ): packs 3 digits into 10 bits — most compact Alphanumeric ( 0-9 A-Z $%*+-./:space ): 2 chars into 11 bits Byte (everything else): UTF-8, one byte per 8 bits The encoder picks the mode automatically and finds the minimum QR version (1–40) that fits the data. function detectMode ( text ) { if ( /^ \d +$/ . test ( text )) return NUMERIC_MODE ; if ( text . split ( '' ). every ( c => ALPHANUMS . includes ( c ))) return ALPHANUM_MODE ; return BYTE_MODE ; } 2. Reed-Solomon Error Correction This is the hard

2026-06-28 原文 →