Repository: TheJustCause/thejustcause.github.io
Branch: master
Commit: 2703195653aa
Files: 6
Total size: 39.5 KB
Directory structure:
gitextract_vcgnfx2l/
├── G.java
├── README.md
├── TimeTable.html
├── backup
├── index.html
└── style.css
================================================
FILE CONTENTS
================================================
================================================
FILE: G.java
================================================
/**
* Comment free (yay) source code for Left 4k Dead by Markus Persson
* Please don't reuse any of this code in other projects.
* http://www.mojang.com/notch/j4k/l4kd/
*/
import java.applet.Applet;
import java.awt.*;
import java.awt.event.*;
import java.awt.image.*;
import java.util.*;
public class G extends Applet implements Runnable
{
private boolean[] k = new boolean[32767];
private int m;
public void start()
{
enableEvents(AWTEvent.KEY_EVENT_MASK | AWTEvent.MOUSE_EVENT_MASK | AWTEvent.MOUSE_MOTION_EVENT_MASK);
new Thread(this).start();
}
public void run()
{
BufferedImage image = new BufferedImage(240, 240, BufferedImage.TYPE_INT_RGB);
Graphics ogr = image.getGraphics();
Random random = new Random();
int[] pixels = ((DataBufferInt) image.getRaster().getDataBuffer()).getData();
int[] sprites = new int[18 * 4 * 16 * 12 * 12];
int pix = 0;
for (int i = 0; i < 18; i++)
{
int skin = 0xFF9993;
int clothes = 0xFFffff;
if (i > 0)
{
skin = 0xa0ff90;
clothes = (random.nextInt(0x1000000) & 0x7f7f7f);
}
for (int t = 0; t < 4; t++)
{
for (int d = 0; d < 16; d++)
{
double dir = d * Math.PI * 2 / 16.0;
if (t == 1) dir += 0.5 * Math.PI * 2 / 16.0;
if (t == 3) dir -= 0.5 * Math.PI * 2 / 16.0;
// if (i == 17)
// {
// dir = d * Math.PI * 2 / 64;
//}
double cos = Math.cos(dir);
double sin = Math.sin(dir);
for (int y = 0; y < 12; y++)
{
int col = 0x000000;
for (int x = 0; x < 12; x++)
{
int xPix = (int) (cos * (x - 6) + sin * (y - 6) + 6.5);
int yPix = (int) (cos * (y - 6) - sin * (x - 6) + 6.5);
if (i == 17)
{
if (xPix > 3 && xPix < 9 && yPix > 3 && yPix < 9)
{
col = 0xff0000 + (t & 1) * 0xff00;
}
}
else
{
if (t == 1 && xPix > 1 && xPix < 4 && yPix > 3 && yPix < 8) col = skin;
if (t == 3 && xPix > 8 && xPix < 11 && yPix > 3 && yPix < 8) col = skin;
if (xPix > 1 && xPix < 11 && yPix > 5 && yPix < 8)
{
col = clothes;
}
if (xPix > 4 && xPix < 8 && yPix > 4 && yPix < 8)
{
col = skin;
}
}
sprites[pix++] = col;
if (col > 1)
{
col = 1;
}
else
{
col = 0;
}
}
}
}
}
}
int score = 0;
int hurtTime = 0;
int bonusTime = 0;
int xWin0 = 0;
int yWin0 = 0;
int xWin1 = 0;
int yWin1 = 0;
restart: while (true)
{
boolean gameStarted = false;
int level = 0;
int shootDelay = 0;
int rushTime = 150;
int damage = 20;
int ammo = 20;
int clips = 20;
winLevel: while (true)
{
int tick = 0;
level++;
int[] map = new int[1024 * 1024];
random = new Random(4329+level);
int[] monsterData = new int[320 * 16];
{
int i = 0;
for (int y = 0; y < 1024; y++)
for (int x = 0; x < 1024; x++)
{
int br = random.nextInt(32) + 112;
map[i] = (br / 3) << 16 | (br) << 8;
if (x < 4 || y < 4 || x >= 1020 || y >= 1020)
{
map[i] = 0xFFFEFE;
}
i++;
}
for (i = 0; i < 70; i++)
{
int w = random.nextInt(8) + 2;
int h = random.nextInt(8) + 2;
int xm = random.nextInt(64 - w - 2) + 1;
int ym = random.nextInt(64 - h - 2) + 1;
w *= 16;
h *= 16;
w += 5;
h += 5;
xm *= 16;
ym *= 16;
if (i==68)
{
monsterData[0] = xm+w/2;
monsterData[1] = ym+h/2;
monsterData[15] = 0x808080;
monsterData[11] = 1;
}
xWin0 = xm+5;
yWin0 = ym+5;
xWin1 = xm + w-5;
yWin1 = ym + h-5;
for (int y = ym; y < ym + h; y++)
for (int x = xm; x < xm + w; x++)
{
int d = x - xm;
if (xm + w - x - 1 < d) d = xm + w - x - 1;
if (y - ym < d) d = y - ym;
if (ym + h - y - 1 < d) d = ym + h - y - 1;
map[x + y * 1024] = 0xFF8052;
if (d > 4)
{
int br = random.nextInt(16) + 112;
if (((x + y) & 3) == 0)
{
br += 16;
}
map[x + y * 1024] = (br * 3 / 3) << 16 | (br * 4 / 4) << 8 | (br * 4 / 4);
}
if (i == 69)
{
map[x + y * 1024] &= 0xff0000;
}
}
for (int j = 0; j < 2; j++)
{
int xGap = random.nextInt(w - 24) + xm + 5;
int yGap = random.nextInt(h - 24) + ym + 5;
int ww = 5;
int hh = 5;
xGap = xGap / 16 * 16 + 5;
yGap = yGap / 16 * 16 + 5;
if (random.nextInt(2) == 0)
{
xGap = xm + (w - 5) * random.nextInt(2);
hh = 11;
}
else
{
ww = 11;
yGap = ym + (h - 5) * random.nextInt(2);
}
for (int y = yGap; y < yGap + hh; y++)
for (int x = xGap; x < xGap + ww; x++)
{
int br = random.nextInt(32) + 112 - 64;
map[x + y * 1024] = (br * 3 / 3) << 16 | (br * 4 / 4) << 8 | (br * 4 / 4);
}
}
}
for (int y = 1; y < 1024 - 1; y++)
inloop: for (int x = 1; x < 1024 - 1; x++)
{
for (int xx = x - 1; xx <= x + 1; xx++)
for (int yy = y - 1; yy <= y + 1; yy++)
if (map[xx + yy * 1024] < 0xff0000) continue inloop;
map[x + y * 1024] = 0xffffff;
}
}
long lastTime = System.nanoTime();
int[] lightmap = new int[240 * 240];
int[] brightness = new int[512];
double offs = 30;
double playerDir = 0;
for (int i = 0; i < 512; i++)
{
brightness[i] = (int) (255.0 * offs / (i + offs));
if (i < 4) brightness[i] = brightness[i] * i / 4;
}
Graphics sg = getGraphics();
random = new Random();
while (true)
{
if (gameStarted)
{
tick++;
rushTime++;
if (rushTime >= 150)
{
rushTime = -random.nextInt(2000);
}
// Move player:
int mouse = m;
playerDir = Math.atan2(mouse / 240 - 120, mouse % 240 - 120);
double shootDir = playerDir + (random.nextInt(100) - random.nextInt(100)) / 100.0 * 0.2;
double cos = Math.cos(-shootDir);
double sin = Math.sin(-shootDir);
int xCam = monsterData[0];
int yCam = monsterData[1];
for (int i = 0; i < 960; i++)
{
int xt = i % 240 - 120;
int yt = (i / 240 % 2) * 239 - 120;
if (i >= 480)
{
int tmp = xt;
xt = yt;
yt = tmp;
}
double dd = Math.atan2(yt, xt) - playerDir;
if (dd < -Math.PI) dd += Math.PI * 2;
if (dd >= Math.PI) dd -= Math.PI * 2;
int brr = (int) ((1 - dd * dd) * 255);
int dist = 120;
if (brr < 0)
{
brr = 0;
dist = 32;
}
if (tick < 60) brr = brr * tick / 60;
int j = 0;
for (; j < dist; j++)
{
int xx = xt * j / 120 + 120;
int yy = yt * j / 120 + 120;
int xm = xx + xCam - 120;
int ym = yy + yCam - 120;
if (map[(xm + ym * 1024) & (1024 * 1024 - 1)] == 0xffffff) break;
int xd = (xx - 120) * 256 / 120;
int yd = (yy - 120) * 256 / 120;
int ddd = (xd * xd + yd * yd) / 256;
int br = brightness[ddd] * brr / 255;
if (ddd < 16)
{
int tmp = 128 * (16 - ddd) / 16;
br = br + tmp * (255 - br) / 255;
}
lightmap[xx + yy * 240] = br;
}
}
for (int y = 0; y < 240; y++)
{
int xm = xCam - 120;
int ym = y + yCam - 120;
for (int x = 0; x < 240; x++)
{
pixels[x + y * 240] = map[(xm + x + ym * 1024) & (1024 * 1024 - 1)];
}
}
int closestHitDist = 0;
for (int j = 0; j < 250; j++)
{
int xm = xCam + (int) (cos * j / 2);
int ym = yCam - (int) (sin * j / 2);
if (map[(xm + ym * 1024) & (1024 * 1024 - 1)] == 0xffffff) break;
closestHitDist = j / 2;
}
boolean shoot = shootDelay-- < 0 && k[1];
{
int closestHit = 0;
nextMonster: for (int m = 0; m < 256 + 16; m++)
{
int xPos = monsterData[m * 16 + 0];
int yPos = monsterData[m * 16 + 1];
if (monsterData[m * 16 + 11] == 0)
{
xPos = (random.nextInt(62) + 1) * 16 + 8;
yPos = (random.nextInt(62) + 1) * 16 + 8;
int xd = xCam - xPos;
int yd = yCam - yPos;
if (xd * xd + yd * yd < 180 * 180)
{
xPos = 1;
yPos = 1;
}
if (map[xPos + yPos * 1024] < 0xfffffe && (m <= 128 || rushTime > 0 || (m > 255 && tick == 1)))
{
monsterData[m * 16 + 0] = xPos;
monsterData[m * 16 + 1] = yPos;
monsterData[m * 16 + 15] = map[xPos + yPos * 1024];
map[xPos + yPos * 1024] = 0xfffffe;
monsterData[m * 16 + 9] = (rushTime > 0 || random.nextInt(3) == 0) ? 127 : 0;
monsterData[m * 16 + 11] = 1;
monsterData[m * 16 + 2] = m & 15;
}
else
{
continue;
}
}
else
{
int xd = xPos - xCam;
int yd = yPos - yCam;
if (m >= 255)
{
if (xd * xd + yd * yd < 8 * 8)
{
map[xPos + yPos * 1024] = monsterData[m * 16 + 15];
monsterData[m * 16 + 11] = 0;
bonusTime = 120;
if ((m & 1) == 0)
{
damage = 20;
}
else
{
clips = 20;
}
continue;
}
}
else if (xd * xd + yd * yd > 340 * 340)
{
map[xPos + yPos * 1024] = monsterData[m * 16 + 15];
monsterData[m * 16 + 11] = 0;
continue;
}
}
int xm = xPos - xCam + 120;
int ym = monsterData[m * 16 + 1] - yCam + 120;
int d = monsterData[m * 16 + 2];
if (m == 0)
{
d = (((int) (playerDir / (Math.PI * 2) * 16 + 4.5 + 16)) & 15);
}
d += ((monsterData[m * 16 + 3] / 4) & 3) * 16;
int p = (0 * 16 + d) * 144;
if (m > 0)
{
p += ((m & 15) + 1) * 144 * 16 * 4;
}
if (m > 255)
{
p = (17 * 4 * 16 + ((m & 1) * 16 + (tick & 15))) * 144;
}
for (int y = ym - 6; y < ym + 6; y++)
for (int x = xm - 6; x < xm + 6; x++)
{
int c = sprites[p++];
if (c > 0 && x >= 0 && y >= 0 && x < 240 && y < 240)
{
pixels[x + y * 240] = c;
}
}
boolean moved = false;
if (monsterData[m * 16 + 10] > 0)
{
monsterData[m * 16 + 11] += random.nextInt(3) + 1;
monsterData[m * 16 + 10] = 0;
double rot = 0.25;
int amount = 8;
double poww = 32;
if (monsterData[m * 16 + 11] >= 2+level)
{
rot = Math.PI * 2;
amount = 60;
poww = 16;
map[(xPos) + (yPos) * 1024] = 0xa00000;
monsterData[m * 16 + 11] = 0;
score += level;
}
for (int i = 0; i < amount; i++)
{
double pow = (random.nextInt(100) * random.nextInt(100)) * poww / 10000+4;
double dir = (random.nextInt(100) - random.nextInt(100)) / 100.0 * rot;
double xdd = (Math.cos(playerDir + dir) * pow) + random.nextInt(4) - random.nextInt(4);
double ydd = (Math.sin(playerDir + dir) * pow) + random.nextInt(4) - random.nextInt(4);
int col = (random.nextInt(128) + 120);
bloodLoop: for (int j = 2; j < pow; j++)
{
int xd = (int) (xPos + xdd * j / pow);
int yd = (int) (yPos + ydd * j / pow);
int pp = ((xd) + (yd) * 1024) & (1024 * 1024 - 1);
if (map[pp] >= 0xff0000) break bloodLoop;
if (random.nextInt(2) != 0)
{
map[pp] = col << 16;
col = col * 8 / 9;
}
}
}
continue nextMonster;
}
int xPlayerDist = xCam - xPos;
int yPlayerDist = yCam - yPos;
if (m <= 255)
{
double rx = -(cos * xPlayerDist - sin * yPlayerDist);
double ry = cos * yPlayerDist + sin * xPlayerDist;
if (rx > -6 && rx < 6 && ry > -6 && ry < 6 && m > 0)
{
damage++;
hurtTime += 20;
}
if (rx > -32 && rx < 220 && ry > -32 && ry < 32 && random.nextInt(10) == 0)
{
monsterData[m * 16 + 9]++;
}
if (rx > 0 && rx < closestHitDist && ry > -8 && ry < 8)
{
closestHitDist = (int) (rx);
closestHit = m;
}
dirLoop: for (int i = 0; i < 2; i++)
{
int xa = 0;
int ya = 0;
xPos = monsterData[m * 16 + 0];
yPos = monsterData[m * 16 + 1];
if (m == 0)
{
if (k[KeyEvent.VK_A]) xa--;
if (k[KeyEvent.VK_D]) xa++;
if (k[KeyEvent.VK_W]) ya--;
if (k[KeyEvent.VK_S]) ya++;
}
else
{
if (monsterData[m * 16 + 9] < 8) continue nextMonster;
if (monsterData[m * 16 + 8] != 12)
{
xPlayerDist = (monsterData[m * 16 + 8]) % 5 - 2;
yPlayerDist = (monsterData[m * 16 + 8]) / 5 - 2;
if (random.nextInt(10) == 0)
{
monsterData[m * 16 + 8] = 12;
}
}
double xxd = Math.sqrt(xPlayerDist * xPlayerDist);
double yyd = Math.sqrt(yPlayerDist * yPlayerDist);
if (random.nextInt(1024) / 1024.0 < yyd / xxd)
{
if (yPlayerDist < 0) ya--;
if (yPlayerDist > 0) ya++;
}
if (random.nextInt(1024) / 1024.0 < xxd / yyd)
{
if (xPlayerDist < 0) xa--;
if (xPlayerDist > 0) xa++;
}
moved = true;
double dir = Math.atan2(yPlayerDist, xPlayerDist);
monsterData[m * 16 + 2] = (((int) (dir / (Math.PI * 2) * 16 + 4.5 + 16)) & 15);
}
ya *= i;
xa *= 1 - i;
if (xa != 0 || ya != 0)
{
map[xPos + yPos * 1024] = monsterData[m * 16 + 15];
for (int xx = xPos + xa - 3; xx <= xPos + xa + 3; xx++)
for (int yy = yPos + ya - 3; yy <= yPos + ya + 3; yy++)
if (map[xx + yy * 1024] >= 0xfffffe)
{
map[xPos + yPos * 1024] = 0xfffffe;
monsterData[m * 16 + 8] = random.nextInt(25);
continue dirLoop;
}
moved = true;
monsterData[m * 16 + 0] += xa;
monsterData[m * 16 + 1] += ya;
monsterData[m * 16 + 15] = map[(xPos + xa) + (yPos + ya) * 1024];
map[(xPos + xa) + (yPos + ya) * 1024] = 0xfffffe;
}
}
if (moved)
{
monsterData[m * 16 + 3]++;
}
}
}
if (shoot)
{
if (ammo >= 220)
{
shootDelay = 2;
k[1] = false;
}
else
{
shootDelay = 1;
ammo += 4;
}
if (closestHit > 0)
{
monsterData[closestHit * 16 + 10] = 1;
monsterData[closestHit * 16 + 9] = 127;
}
int glow = 0;
for (int j = closestHitDist; j >= 0; j--)
{
int xm = +(int) (cos * j) + 120;
int ym = -(int) (sin * j) + 120;
if (xm > 0 && ym > 0 && xm < 240 && ym < 240)
{
if (random.nextInt(20) == 0 || j == closestHitDist)
{
pixels[xm + ym * 240] = 0xffffff;
glow = 200;
}
lightmap[xm + ym * 240] += glow * (255 - lightmap[xm + ym * 240]) / 255;
}
glow = glow * 20 / 21;
}
if (closestHitDist < 120)
{
closestHitDist -= 3;
int xx = (int) (120 + cos * closestHitDist);
int yy = (int) (120 - sin * closestHitDist);
for (int x = -12; x <= 12; x++)
{
for (int y = -12; y <= 12; y++)
{
int xd = xx + x;
int yd = yy + y;
if (xd >= 0 && yd >= 0 && xd < 240 && yd < 240)
{
lightmap[xd + yd * 240] += 2000 / (x * x + y * y + 10) * (255 - lightmap[xd + yd * 240]) / 255;
}
}
}
for (int i = 0; i < 10; i++)
{
double pow = random.nextInt(100) * random.nextInt(100) * 8.0 / 10000;
double dir = (random.nextInt(100) - random.nextInt(100)) / 100.0;
int xd = (int) (xx - Math.cos(playerDir + dir) * pow) + random.nextInt(4) - random.nextInt(4);
int yd = (int) (yy - Math.sin(playerDir + dir) * pow) + random.nextInt(4) - random.nextInt(4);
if (xd >= 0 && yd >= 0 && xd < 240 && yd < 240)
{
if (closestHit > 0)
{
pixels[xd + yd * 240] = 0xff0000;
}
else
{
pixels[xd + yd * 240] = 0xcacaca;
}
}
}
}
}
}
if (damage >= 220)
{
k[1] = false;
hurtTime = 255;
continue restart;
}
if (k[KeyEvent.VK_R] && ammo > 20 && clips < 220)
{
shootDelay = 30;
ammo = 20;
clips += 10;
}
if (xCam > xWin0 && xCam < xWin1 && yCam > yWin0 && yCam < yWin1)
{
continue winLevel;
}
}
bonusTime = bonusTime * 8 / 9;
hurtTime /= 2;
for (int y = 0; y < 240; y++)
{
for (int x = 0; x < 240; x++)
{
int noise = random.nextInt(16) * random.nextInt(16) / 16;
if (!gameStarted) noise *= 4;
int c = pixels[x + y * 240];
int l = lightmap[x + y * 240];
lightmap[x + y * 240] = 0;
int r = ((c >> 16) & 0xff) * l / 255 + noise;
int g = ((c >> 8) & 0xff) * l / 255 + noise;
int b = ((c) & 0xff) * l / 255 + noise;
r = r * (255 - hurtTime) / 255 + hurtTime;
g = g * (255 - bonusTime) / 255 + bonusTime;
pixels[x + y * 240] = r << 16 | g << 8 | b;
}
if (y % 2 == 0 && (y >= damage && y < 220))
{
for (int x = 232; x < 238; x++)
{
pixels[y * 240 + x] = 0x800000;
}
}
if (y % 2 == 0 && (y >= ammo && y < 220))
{
for (int x = 224; x < 230; x++)
{
pixels[y * 240 + x] = 0x808000;
}
}
if (y % 10 < 9 && (y >= clips && y < 220))
{
for (int x = 221; x < 222; x++)
{
pixels[y * 240 + 221] = 0xffff00;
}
}
}
ogr.drawString("" + score, 4, 232);
if (!gameStarted)
{
ogr.drawString("Left 4k Dead", 80, 70);
if (k[1] && hurtTime == 0)
{
score = 0;
gameStarted = true;
k[1] = false;
}
}
else if (tick < 60)
{
ogr.drawString("Level " + level, 90, 70);
}
sg.drawImage(image, 0, 0, 480, 480, 0, 0, 240, 240, null);
do
{
Thread.yield();
}
while (System.nanoTime() - lastTime < 0);
if (!isActive()) return;
lastTime += (1000000000 / 30);
}
}
}
}
public void processEvent(AWTEvent e)
{
boolean down = false;
switch (e.getID())
{
case KeyEvent.KEY_PRESSED:
down = true;
case KeyEvent.KEY_RELEASED:
k[((KeyEvent) e).getKeyCode()] = down;
break;
case MouseEvent.MOUSE_PRESSED:
down = true;
case MouseEvent.MOUSE_RELEASED:
k[((MouseEvent) e).getButton()] = down;
case MouseEvent.MOUSE_MOVED:
case MouseEvent.MOUSE_DRAGGED:
m = ((MouseEvent) e).getX() / 2 + ((MouseEvent) e).getY() / 2 * 240;
}
}
}
================================================
FILE: README.md
================================================
# thejustcause.github.io
================================================
FILE: TimeTable.html
================================================
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" type="text/css" href="style.css">
<!-- CSS IS NOW IN THE STYLE.CSS FILE, BECAUSE NO ONE LIKES INLINE CSS IT SHOULD BE A CRIME or something -->
</head>
<body>
<div id="header" data-role="header" data-position="fixed">
<h1>The House of Thorns</h1>
</div>
<div id="header2">
<form action="/index.html">
<input type="submit" value="Home" />
</form>
<form action="/TimeTable.html">
<input type="submit" value="Time Table" />
</form>
</div>
<style>
table {
font-family: arial, sans-serif;
border-collapse: collapse;
width: 100%;
color: #8d61ba;
}
td, th {
border: 1px solid #8d61ba;
text-align: left;
padding: 8px;
}
tr:nth-child(even) {
background-color: #dddddd;
}
</style>
</head>
<body>
<table>
<tr>Week 1</tr>
<tr>
<th>Lesson</th>
<th>Tue</th>
<th>Wed</th>
<th>Thu</th>
<th>Fri</th>
</tr>
<!--- Lesson 1--->
<tr>
<td>Free</td>
<td>Free</td>
<td>ICT</td>
<td>Business</td>
<td>Free</td>
</tr>
<!--- Lesson 2--->
<tr>
<td>Free</td>
<td>Free</td>
<td>Business</td>
<td>Business</td>
<td>Free</td>
</tr>
<!--- Lesson 3--->
<tr>
<td>Free</td>
<td>Business</td>
<td>Business</td>
<td>ICT</td>
<td>Business</td>
</tr>
<!--- Lesson 4--->
<tr>
<td>Free</td>
<td>Free</td>
<td>Free</td>
<td>Free</td>
<td>Free</td>
</tr>
<!--- Lesson 5--->
<tr>
<td>Free</td>
<td>Free</td>
<td>ICT</td>
<td>Free</td>
<td>Free</td>
</tr>
</table>
<table>
<tr>Week 2</tr>
<tr>
<th>Mon</th>
<th>Tue</th>
<th>Wed</th>
<th>Thu</th>
<th>Fri</th>
</tr>
<!--- Lesson 1--->
<tr>
<td>Free</td>
<td>Free</td>
<td>ICT</td>
<td>ICT</td>
<td>ICT</td>
</tr>
<!--- Lesson 2--->
<tr>
<td>Free</td>
<td>Free</td>
<td>Business</td>
<td>ICT</td>
<td>Free</td>
</tr>
<!--- Lesson 3--->
<tr>
<td>Free</td>
<td>Free</td>
<td>Free</td>
<td>Free</td>
<td>Business</td>
</tr>
<!--- Lesson 4--->
<tr>
<td>Free</td>
<td>Free</td>
<td>Free</td>
<td>ICT</td>
<td>Free</td>
</tr>
<!--- Lesson 5--->
<tr>
<td>Free</td>
<td>Free</td>
<td>Free</td>
<td>Free</td>
<td>Free</td>
</tr>
</table>
<div id="footer" data-role="footer" data-position="fixed">
© Copyright | TheJustCause99 | https://www.youtube.com/user/MrJustcause99
</div>
</body>
</html>
================================================
FILE: backup
================================================
<!DOCTYPE html>
<html>
<div class="contain-to-grid sticky">
<nav class="top-bar" data-topbar role="navigation" data-options="sticky_on: large">
Navigation Bar (If it works)
</nav>
</div>
<ul class="title-area">
<li class="name">
<h1><a href="#">My Site</a></h1>
</li>
<!-- Remove the class "menu-icon" to get rid of menu icon. Take out "Menu" to just have icon alone -->
<li class="toggle-topbar menu-icon"><a href="#"><span>Menu</span></a></li>
</ul>
<li class="has-form">
<div class="row collapse">
<div class="large-8 small-9 columns">
<input type="text" placeholder="Find Stuff">
</div>
<div class="large-4 small-3 columns">
<a href="#" class="alert button expand">Search</a>
</div>
</div>
</li>
<section class="top-bar-section">
<!-- Right Nav Section -->
<ul class="right">
<li class="active"><a href="#">Right Button Active</a></li>
<li class="has-dropdown">
<a href="#">Right Button Dropdown</a>
<ul class="dropdown">
<li><a href="#">First link in dropdown</a></li>
<li class="active"><a href="#">Active link in dropdown</a></li>
</ul>
</li>
</ul>
<!-- Left Nav Section -->
<ul class="left">
<li><a href="#">Left Nav Button</a></li>
</ul>
</section>
</nav>
</html>
<script src="G.java"></script>
================================================
FILE: index.html
================================================
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" type="text/css" href="style.css">
<!-- CSS IS NOW IN THE STYLE.CSS FILE, BECAUSE NO ONE LIKES INLINE CSS IT SHOULD BE A CRIME or something -->
</head>
<body>
<div id="header" data-role="header" data-position="fixed">
<h1>The House of Thorns</h1>
</div>
<div id="header2">
<form action="/index.html">
<input type="submit" value="Home" />
</form>
<form action="/TimeTable.html">
<input type="submit" value="Time Table" />
</form>
</div>
<div id="footer" data-role="footer" data-position="fixed">
© Copyright | TheJustCause99 | https://www.youtube.com/user/MrJustcause99
</div>
</body>
</html>
================================================
FILE: style.css
================================================
* {
margin:0px;
padding:0px;
}
body {
background:url('http://lorempixel.com/1280/1080/technics/4/') no-repeat center center fixed;
background-size:cover;
}
#header {
background-color:#1F3A93;
color:white;
padding:40px;
opacity:0.9;
}
#header2 {
background-color:#446CB3;
padding:35px;
opacity:0.6;
}
#nav {
line-height:30px;
background-color:#eeeeee;
height:300px;
width:100px;
float:left;
padding:50px;
}
#section {
width:350px;
float:left;
padding:10px;
}
#footer {
background-color:#1F3A93;
color:white;
clear:both;
text-align:center;
padding:5px;
opacity:0.9;
position:fixed;
height:20px;
bottom:0px;
left:0px;
right:0px;
margin-bottom:0px;
}
gitextract_vcgnfx2l/ ├── G.java ├── README.md ├── TimeTable.html ├── backup ├── index.html └── style.css
SYMBOL INDEX (4 symbols across 1 files)
FILE: G.java
class G (line 12) | public class G extends Applet implements Runnable
method start (line 17) | public void start()
method run (line 23) | public void run()
method processEvent (line 755) | public void processEvent(AWTEvent e)
Condensed preview — 6 files, each showing path, character count, and a content snippet. Download the .json file or copy for the full structured content (42K chars).
[
{
"path": "G.java",
"chars": 34826,
"preview": "/**\n * Comment free (yay) source code for Left 4k Dead by Markus Persson\n * Please don't reuse any of this code in other"
},
{
"path": "README.md",
"chars": 25,
"preview": "# thejustcause.github.io\n"
},
{
"path": "TimeTable.html",
"chars": 2659,
"preview": "<!DOCTYPE html>\n <html>\n <head>\n <link rel=\"stylesheet\" type=\"text/css\" href=\"style.css\">\n<!-- CSS IS NOW IN TH"
},
{
"path": "backup",
"chars": 1375,
"preview": "<!DOCTYPE html>\n<html>\n<div class=\"contain-to-grid sticky\">\n <nav class=\"top-bar\" data-topbar role=\"navigation\" data-op"
},
{
"path": "index.html",
"chars": 793,
"preview": "<!DOCTYPE html>\n <html>\n <head>\n <link rel=\"stylesheet\" type=\"text/css\" href=\"style.css\">\n<!-- CSS IS NOW IN TH"
},
{
"path": "style.css",
"chars": 781,
"preview": "* { \n margin:0px;\n padding:0px;\n}\nbody {\n background:url('http://lorempixel.com/1280/1080/technics/4/') no-repe"
}
]
About this extraction
This page contains the full source code of the TheJustCause/thejustcause.github.io GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 6 files (39.5 KB), approximately 8.8k tokens, and a symbol index with 4 extracted functions, classes, methods, constants, and types. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.
Extracted by GitExtract — free GitHub repo to text converter for AI. Built by Nikandr Surkov.