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<!DOCTYPE html>
<html lang="en">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8"/>
<style type="text/css">
* { margin: 0; padding: 0; }
body { font: 14px Helvetica, Sans-Serif; line-height: 22px;
background: fixed url(http://dl.dropbox.com/u/59304/noise.jpg); }
.clear { clear: both; }
#TaylorSteilResume { width: 800px; margin: 40px auto 60px; }
#pic { float: right; margin: -30px 0 0 0; }
h1 { margin: 0 0 16px 0; padding: 0 0 16px 0; font-size: 42px; font-weight: bold;
letter-spacing: -2px; border-bottom: 1px solid #999; }
h2 { font-size: 20px; margin: 0 0 6px 0; position: relative; }
h2 span { position: absolute; bottom: 0; right: 0; font-style: italic; font-family: Georgia, Serif;
font-size: 16px; color: #999; font-weight: normal; }
p { margin: 0 0 16px 0; }
a { color: #999; text-decoration: none; border-bottom: 1px dotted #999; }
a:hover { border-bottom-style: solid; color: black; }
ul { margin: 0 0 32px 17px; }
#objective { width: 500px; float: left; }
#objective p { font-family: Georgia, Serif; font-style: italic; color: #666; }
dt { font-style: italic; font-weight: bold; font-size: 18px; text-align: right; padding: 0 26px 0 0;
width: 100px; float: left; height: 100px; border-right: 1px solid #999; }
dd { width: 650px; float: right; }
dd.clear { float: none; margin: 0; height: 15px; }
.keyword { font-weight: bold; }
canvas { position: fixed; }
#FPS { position: fixed; left: 0; top: 0; }
.topleft { left: 0px; top: 0px; }
.invisible { visibility: hidden; }
.cube { position: fixed; left: 0px; top: 0px; }
.transformHX { -webkit-transform: matrix(1.42,0,0,0.71,0,0) rotate(45deg); -moz-transform: matrix(1.42,0,0,0.71,0,0) rotate(45deg); }
.transformVZ { -webkit-transform: matrix(1, -0.5,0,1, 0,0) rotate(0deg); -moz-transform: matrix(1, -0.5,0,1, 0,0); }
.transformVX { -webkit-transform: matrix(1, 0.5,0,1, 0,0) rotate(0deg); -moz-transform: matrix(1, 0.5,0,1, 0,0); }
</style>
</head>
<body>
<script type="text/javascript">
window.onload = function() {
// ##################################################################
// class tObj
// objects for use by the tLL/tLoop class
var tObj = function() {
var that = {};
that.next = undefined;
that.prev = undefined;
that.update = function() {};
that.draw = function() {};
that.clearScreen = function() {};
return that;
};
// ##################################################################
// class tLL (linked list)
var tLL = function() {
var that = {};
that.firstObj = undefined;
that.lastObj = undefined;
that.cnt = 0;
that.getCount = function() {
return that.cnt;
};
that.getFirst = function() {
return that.firstObj;
};
that.getLast = function() {
return that.lastObj;
};
that.add = function(obj) {
that.cnt += 1;
obj.next = undefined;
obj.prev = undefined;
if (that.firstObj === undefined) {
that.firstObj = obj;
}
else if (that.lastObj === undefined) {
that.lastObj = obj;
that.lastObj.prev = that.firstObj;
that.firstObj.next = that.lastObj;
}
else {
that.lastObj.next = obj;
obj.prev = that.lastObj;
that.lastObj = obj;
}
return that;
};
that.remove = function(obj) {
that.cnt -= 1;
var prev = obj.prev;
var next = obj.next;
if (prev !== undefined && next !== undefined) {
prev.next = next;
next.prev = prev;
}
else if (prev !== undefined) {
//we're the last object
prev.next = undefined;
that.lastObj = prev;
}
else if (next !== undefined) {
//we're the first object
next.prev = undefined;
that.firstObj = next;
}
else {
that.firstObj = undefined;
that.lastObj = undefined;
}
obj.prev = undefined;
obj.next = undefined;
return that;
};
return that;
};
// ##################################################################
// class tLoop
// sets up a game loop that runs every X ms
// register objects with it and their update() and draw() methods will be called every tick
var tLoop = function(refreshRateSeconds, canvas, objectClass, statusPanel) {
var that = {};
that.activeObjects = new tLL();
that.retiredObjects = new tLL();
that.lastTime = undefined;
that.frames = 0;
that.totalTime = 0;
that.refreshRate = 1 / refreshRateSeconds * 1000;
that.cvas = canvas; //html5 canvas
that.ctx = canvas.obj.getContext('2d'); //html5 2d drawing context
that.objectClass = objectClass //class of objects we're going to manage
that.statusPanel = statusPanel; //tDomObj
//setup some interesting drawing options
that.ctx.globalAlpha = 0.7;
that.ctx.globalCompositeOperation = "xor";
// create canvas buffer
// this is supposed to solve "flickering" but i dont experience this so i'm not going to use it
/*that.cvasBuffer = canvas.getParent().addChild("canvas", undefined, undefined, "invisible");
that.cvasBuffer.obj.width = that.cvas.obj.width;
that.cvasBuffer.obj.height = that.cvas.obj.height;
that.ctxBuffer = that.cvasBuffer.obj.getContext('2d');*/
// setup the status panel
// object count
that.statusPanel.addChild("span", "Object Count: ");
that.objectCount = that.statusPanel.addChild("span");
// separator
that.statusPanel.addChild("br");
// FPS
that.statusPanel.addChild("span", "FPS: ");
that.FPS = that.statusPanel.addChild("span");
//this runs every tick
that.tick = function() {
//clear screen # VERY SLOW!! changed to only clear what is necessary
//that.ctx.clearRect(0, 0, window.innerWidth, window.innerHeight);
//that.cvas.obj.width = window.innerWidth;
//calculate elapsed time
var curTime = new Date().getTime();
var diffTime = (curTime - that.lastTime); // number of MS elapsed since last update
//calculate FPS
that.totalTime += diffTime;
that.frames += 1;
that.FPS.html(Math.round( (that.frames / (that.totalTime/1000)) * 100 ) / 100);
diffTime = diffTime / 1000; // percent of a second that has elapased
that.lastTime = curTime;
// loop through all objects
var obj;
// clear the screen where they were at the last frame
obj = that.activeObjects.getFirst();
while (obj !== undefined) {
//obj.clearScreen(that.ctxBuffer);
obj.clearScreen(that.ctx);
obj = obj.next;
}
// call their update functions
// remove if update returns false
obj = that.activeObjects.getFirst();
var i = 0;
while (obj !== undefined) {
var next = obj.next;
if (obj.update(diffTime) === false) {
//console.log(i + " removed object: " + obj.name + ", " + that.cnt + ", " + next);
that.remove(obj);
}
i += 1;
obj = next;
}
// draw everything
obj = that.activeObjects.getFirst();
while (obj !== undefined) {
//obj.draw(that.ctxBuffer);
obj.draw(that.ctx);
obj = obj.next;
}
//copy the buffer into the real context, disabled for now
//that.ctx.drawImage(that.cvasBuffer.obj, 0, 0);
//update the status panel
that.objectCount.html(that.activeObjects.getCount() + ", " + that.retiredObjects.getCount());
setTimeout(that.tick, that.refreshRate);
};
that.getObjectCount = function() {
return that.activeObjects.getCount();
};
that.add = function(name) {
//see if we have any retired objects
var obj = that.retiredObjects.getFirst();
if (obj) {
that.retiredObjects.remove(obj);
obj.init();
}
else {
obj = new that.objectClass();
}
obj.name = name;
that.activeObjects.add(obj);
};
that.remove = function(obj) {
that.activeObjects.remove(obj);
that.retiredObjects.add(obj);
};
//start the loop timer
that.start = function() {
that.lastTime = new Date().getTime();
//that.interval = setInterval(that.tick, 1 / that.refreshRate * 1000);
that.tick();
return that;
};
//end the loop timer
that.end = function() {
clearInterval(that.interval);
return that;
};
return that;
};
// ##################################################################
// class tPoint
// basic point class
var tPoint = function(x, y) {
var that = {};
that.x = x || 0;
that.y = y || 0;
that.toString = function() {
return Math.round(that.x) + "," + Math.round(that.y);
}
that.randomize = function(a, b, c, d) {
that.x = (b||0) + Math.random() * (a||0);
that.y = (d||0) + Math.random() * (c||0);
return that;
}
return that;
};
// ##################################################################
// class tParticle
// particle !!
var tParticle = function() {
var that = new tObj();
that.size = new tPoint(),
that.speed = new tPoint(),
that.loc = new tPoint(),
that.gravity,
that.bounce,
that.friction,
that.killed,
that.init = function() {
that.size.randomize(45, 5);
that.speed.randomize(-400, 200)
that.loc.randomize(window.innerWidth, 0, 0, that.size.x * -1);
that.gravity = 500;
that.bounce = Math.random() * .5 + .2;
that.friction = .999;
that.killed = false;
//that.loc.x = 1199;
//that.speed.x = 0;
}
that.update = function(dt) {
if (that.killed) {
// we fell off the bottom
if ((that.loc.y-that.size.x/2) > window.innerHeight) {
return false;
}
}
else if (that.loc.x + that.size.x/2 < 0 || that.loc.x - that.size.x/2 > window.innerWidth) {
// we're outside the horizontal edges of the window
return false;
}
// apply speed to location
that.loc.x += (that.speed.x * dt);
that.loc.y += (that.speed.y * dt);
// apply drag & friction to speed
that.speed.x *= that.friction;
that.speed.y *= that.friction;
// apply gravity to speed
that.speed.y += (that.gravity * dt);
//see if we're touching the bottom of the window
if (that.killed === false && that.loc.y + that.size.x/2 > window.innerHeight) {
//see if we're below the window, if so, move us so that 1 pixel is showing above the bottom
if (that.loc.y-that.size.x/2 >= window.innerHeight) {
that.loc.y = window.innerHeight + that.size.x/2 + 1;
}
// bounce!
that.speed.y = -Math.abs(that.speed.y);
that.speed.y *= that.bounce;
//console.log(that.toString());
// see if this is the last time we should bounce
if (Math.abs(that.speed.y) <= 120) {
that.killed = true;
}
}
return true;
};
that.draw = function(ctx) {
ctx.beginPath();
ctx.arc(that.loc.x, that.loc.y, that.size.x / 2, 0, Math.PI * 2, true);
ctx.closePath();
//ctx.stroke(); //we dont want to stroke here since stroke is OUTSIDE the bounds of the arc
ctx.fill();
};
that.clearScreen = function(ctx) {
ctx.clearRect(that.loc.x - that.size.x/2 - 1, that.loc.y - that.size.x/2 - 1, that.size.x + 2, that.size.x + 2);
};
that.toString = function() {
return that.name + ": loc(" + that.loc.toString() + ") speed(" + that.speed.toString() + ") size(" + that.size.toString() + ")";
}
that.init();
return that;
};
// ##################################################################
//function findById
//returns a tDomObj
var findById = function(inId) {
var obj = document.getElementById(inId);
var rv = new tDomObj();
rv.obj = obj;
return rv;
};
// ##################################################################
// class tTimer
// class for easily scheduling functions
var tTimer = function() {
//setup self
var that = {};
that.stack = []; //keeps a stack of the scheduled jobs
//add a job
that.add = function(inFunc, inMs, inCallback) {
that.stack.unshift({func: inFunc, ms: inMs, callback: inCallback});
return that;
};
//runs the next job on the stack after its timeout
//doesn't do anything if no jobs
that.run = function() {
if (that.stack.length === 0) {
return that;
}
var currentJob = that.stack.pop();
that.currentJob = setTimeout(function() {
currentJob.func();
if (currentJob.callback !== undefined) { currentJob.callback(); }
that.run();
}, currentJob.ms);
return that;
};
//return self
return that;
};
// ##################################################################
// class tDomObj
// my "object oriented" object
// type can be either the name of the HTML type you want created,
// or the html object itself
var tDomObj = function(inType, inHtml, inId, inClass, inParent) {
//that is "this" but without confusing scope
//that.obj is the HTML dom object
var that = {};
that.obj = undefined;
//public methods
//function addChild
//creates a new tDomObj, adds it to this one, and returns the new obj
that.addChild = function(inType, inHtml, inId, inClass) {
var rv = new tDomObj(inType, inHtml, inId, inClass, that);
that.obj.appendChild(rv.obj);
return rv;
};
that.hide = function() {
that.oHeight = that.obj.height;
that.obj.height = 0;
};
that.show = function() {
that.obj.height = that.oHeight;
}
//function getParent
that.getParent = function() {
return that.myParent;
}
//function attr
//calls setAttribute on the html object
that.attr = function(key, value) {
that.obj.setAttribute(key, value);
return that;
}
//function html
//sets the innerHTML of the html object
that.html = function(inHtml) {
that.obj.innerHTML = inHtml;//.replace(/&/g,'&').replace(/</g,'<').replace(/>/g,'>');
return that;
}
//constructor code
if (inType !== undefined) {
if (typeof(inType) === "string") {
that.obj = document.createElement(inType);
}
else {
that.obj = inType;
}
}
if (inClass !== undefined) { that.obj.className = inClass; }
if (inId !== undefined) { that.obj.id = inId; }
if (inHtml !== undefined) { that.html(inHtml); }
if (inParent !== undefined) { that.myParent = inParent; }
//return the new object we just created and added methods to
return that;
};
// ##################################################################
var data = {
name: "Taylor Steil",
email: "[email protected]",
phone: "+1 619-302-2665",
address1: "630 8th St. Apt 2",
address2: "San Francisco, CA 94103",
photo: "http://dl.dropbox.com/u/59304/taylor_suit_photo_233x286.png",
objectives: [
'I love creating <span class="keyword">games</span>, <span class="keyword">web applications</span> and <span class="keyword">tools</span> using the latest in <span class="keyword">Flash</span>, <span class="keyword">HTML5</span>, <span class="keyword">javascript</span>, <span class="keyword">native code</span>, and <span class="keyword">Cloud</span> tech.',
'My <span class="keyword">SQL</span> skills are unrivaled; no query is beyond my ability.',
'I have a great passion for <span class="keyword">data visualization</span> and <span class="keyword">business intelligence</span>.',
'<span class="keyword">Travelling</span> is my #1 hobby; I long for new experiences, cultures, ideas, and food.'
//'I am an aspiring teacher with a lot of knowledge to share with others.'
],
skills: [
"Senior level: Flash & actionscript, javascript, PHP, GNU utilities (shell, bash, awk, grep, etc), SQL, perl",
"Intermediate level: Obj-C, C++, C#, Unity, python, HTML5, CSS, source control (p4, svn, git), *nix, iOS development, Lua, Oracle"
],
experience: [
{
title: "Indie Game Developer",
company: undefined,
date: "2008-Present",
location: undefined,
bullets: [
'Created a 3D Unity game prototype, <a href="http://taylorsteil.com/gridecho">Grid Echo</a>, in 10 days for the Unity sponsored "Flash in a Flash" contest',
'Published three titles to the Apple App Store, with more in development',
'<a href="https://www.facebook.com/jonfoxbook">Jon Fox (2011)</a>, an interactive children\'s e-book',
'<a href="http://rivercrossweb.appspot.com/media">RiverCross (2009)</a>, a logic puzzle game',
'<a href="http://istoryweb.appspot.com/">iStory (2009)</a>, a choose your own adventure game Creator and Player',
'Responsiblities: product design and programming; most art is outsourced',
'Over ten thousand total paid downloads to date'
]
},
{
title: "Senior & Lead Programmer - Mafia Wars 2",
company: "Zynga",
date: "2011-2012",
location: "SF, CA",
bullets: [
'Full stack developer, implemented features in AS3 and PHP',
'Increased team programmer productivity by automating the dev application setup (from multiple hours down to just a few seconds)',
'Designed and implemented features for the MW2 content management system and become the primary developer on that project, utilizing PHP, HTML5, SQL, and javascript',
'Took over as Lead Programmer after the game was launched, and now manage all technical development of the project'
]
},
{
title: "Programmer - FreeRealms & CloneWars",
company: "Sony",
date: "2008-2011",
location: "San Diego, CA",
bullets: [
'Led team in charge of internal tools and game business intelligence',
'Key accomplishment: increased player membership conversion by 33% by identifying the best play experience for new players',
//'Developed robust job launching system and log parsing scripts in Perl',
'Architected and developed game Data Warehouse in Oracle',
'Designed and developed reporting front end web app in Python with Django, Javascript, Protovis, and the HTML5 canvas',
'Developed tools to manage release notes, monitor game servers, and manage XML data',
'Created pieces of the user interface using Flash, ActionScript 2.0, and Lua',
'Designed and implemented in-game systems such as High Scores, Leaderboards, and Matchmaking',
'Produced the Soccer and Fishing minigames with an external development group'
]
},
{
title: "Lead, Business Intelligence",
company: "Sony",
date: "2006-2008",
location: "San Diego, CA",
bullets: [
'Led business intelligence initiative for the Playstation 3 Network Platform',
//'Led team responsible for the accuracy and credibility of the Sony Online Entertainment and Playstation 3 Network Platform data',
'Assembled, supervised, and mentored team of 4 people',
'Taught a 10 week comprehensive "perl 101" course for coworkers',
//'Researched new ways to organize and present data',
'Worked closely with executive management to ensure their questions about the business were being answered',
'Installed and configured new system for business intelligence – Cognos 8',
'Re-architected and consolidated a large portion of the existing data warehouse',
'Created and delivered presentations on our reporting capabilities to external and internal groups',
//'Designed and coded several perl scripts to export data from the data warehouse and deliver to internal/external FTP sites',
//'Engineered system to import data from 3rd parties into the Playstation 3 Network Platform production database',
'Implemented proof of concept data warehouse database and business intelligence website using Enterprise DB and Cognos 8'
]
},
{
title: "Data Warehouse Developer & BI Analyst",
company: "Sony",
date: "2004-2006",
location: "San Diego, CA",
bullets: [
'Created and updated reports in bash, perl, SQL, and Excel',
'Collected reporting business requirements from other departments',
'Designed and maintained ETL processes for updating the data warehouse',
//'Wrote perl and SQL scripts to pull data in from many various sources',
'Created automated processes to check for data errors in the warehouse',
'Identified, reported on, and fixed errors in customer records from multiple production databases',
'Designed and coded a C# .net Windows application to pull data from a web service and present it in tables and charts to employees across the organization, also designed and coded the web service in perl'
]
},
{
title: "Associate Programmer - Platform",
company: "Sony",
date: "2002-2004",
location: "San Diego, CA",
bullets: [
'Wrote several web based tools in perl for internal support of the billing system',
'Parsed billing and session system log files to find errors, statistics, and customer activity',
'Setup RRDtool based reporting site, using perl scripts to gather data'
]
},
{
title: "QA Analyst",
company: "Sony",
date: "2001-2002",
location: "San Diego, CA",
bullets: [
'Tested PC games, web based games, billing and account management system, web sites',
'Wrote perl scripts for log parsing to aide in testing changes to EverQuest'
]
},
{
title: "PC Support Technician",
company: "The Boone Insurance Agency",
date: "2000-2001",
location: "Austin, TX",
bullets: [
'Setup new desktops with Windows 98 and standard software set',
'Setup new servers with Windows NT 4.0, MS SQL Server, Exchange Server',
'Assisted other employees with computer software and hardware support'
]
}
],
education: [
{
school: "University of California San Diego Extension",
date: "2002-Present",
location: "San Diego, CA",
bullets: [
'Took classes in business finance, C#, Oracle, C, C++'
]
},
{
school: "University of Florida",
date: "1999-2000",
location: "Gainesville, FL",
bullets: [
'Major: Computer Science'
]
}
],
hobbies: ["Scuba Diving", "Securities and Options Trading", "Vehicles with 2 wheels", "Travelling", "Camping", "Data Visualisation", "Programming", "Video Games", "Skiing & Snowboarding"]
};
// ##################################################################
// personal information and picture
var addPI = function() {
//add section for personal info
var divPi = divResume.addChild("div", undefined, "personalInfo");
// these add whitespace to the top, needed because sometimes when you print -> pdf the top is cut off
//divPi.attr("height", "0px");
divPi.addChild("div", " ");
//divPi.addChild("div", " ");
//add the picture first
var img = divPi.addChild("img", undefined, "pic").attr("src", data.photo).attr("alt", "Me!");
//name
divPi.addChild("h1", data.name, "name");
sectionPI = divPi.addChild("p");
//phone
sectionPI.addChild("span", "Phone: ");
sectionPI.addChild("span", data.phone, undefined, "tel");
sectionPI.addChild("br");
//email
sectionPI.addChild("span", "Email: ");
sectionPI.addChild("a", data.email, undefined, "email").attr("href", "mailto:" + data.email);
return [img, divPi];
};
// ##################################################################
// objectives
var addObjectives = function() {
var divObjectives = divResume.addChild("div", undefined, "objective").addChild("p", data.objectives.join(' '));
divResume.addChild("div", undefined, undefined, "clear");
return [divResume];
};
// ##################################################################
// skills
var addSkills = function() {
sectionSplit = divResume.addChild("dl");
sectionSplit.addChild("dd", undefined, undefined, "clear");
sectionSplit.addChild("dt", "Skills");
var skills = sectionSplit.addChild("dd");
for (var n in data.skills) {
var skill = data.skills[n];
skills.addChild("p", skill);
}
};
// ##################################################################
// experience
var addExperience = function() {
sectionSplit.addChild("dd", undefined, undefined, "clear");
sectionSplit.addChild("dt", "Experience");
var experience = sectionSplit.addChild("dd");
for (var n in data.experience) {
//keys: title company location date bullets
var job = data.experience[n];
//some data is undefined so we need to filter it out
var tempArray = [];
var keys = ["company", "location", "date"];
for (var i in keys) {
var key = keys[i];
if (job[key] !== undefined) {
tempArray.push(job[key]);
}
}
experience.addChild("h2", job.title + " ").addChild("span", tempArray.join(", "));
var ul = experience.addChild("ul");
for (var i in job.bullets) {
var bp = job.bullets[i];
ul.addChild("li", bp);
}
}
};
// ##################################################################
// education
var addEducation = function() {
sectionSplit.addChild("dd", undefined, undefined, "clear");
sectionSplit.addChild("dt", "Education");
var education = sectionSplit.addChild("dd");
for (var n in data.education) {
//keys: school date location bullets
var school = data.education[n];
var tempArray = [school.location, school.date];
education.addChild("h2", school.school + " ").addChild("span", tempArray.join(", "));
var ul = education.addChild("ul");
for (var i in school.bullets) {
var bp = school.bullets[i];
ul.addChild("li", bp);
}
}
};
// ##################################################################
// hobbies
var addHobbies = function() {
// hobbies
sectionSplit.addChild("dd", undefined, undefined, "clear");
sectionSplit.addChild("dt", "Hobbies");
var hobbies = sectionSplit.addChild("dd", data.hobbies.join(", "));
sectionSplit.addChild("dd", undefined, undefined, "clear");
divResume.addChild("div", undefined, undefined, "clear");
};
// ##################################################################
//start of actual code
var divResume = new tDomObj(document.getElementById("TaylorSteilResume"));
var sectionPI, sectionSplit;
var timer = tTimer();
timer.add(function() {
//divResume.html("");
addPI();
}, 400);
timer.add(addObjectives, 400);
timer.add(addSkills, 400);
timer.add(addExperience, 400);
timer.add(addEducation, 400);
timer.add(addHobbies, 400);
timer.run();
// var rootCanvas = new tDomObj(document.getElementById("canvas"));
//
// //setup a canvas
// var cvas = rootCanvas.addChild("canvas", undefined, undefined, "topleft");
// cvas.obj.width = window.innerWidth;
// cvas.obj.height = window.innerHeight;
//
// var statusPanel = cvas.getParent().addChild("div", undefined, "FPS");
//
// //setup main loop
// var mainLoop = new tLoop(30, cvas, tParticle, statusPanel);
// mainLoop.start();
//
// var particleId = 0;
// setInterval(function() {
// if (mainLoop.getObjectCount() < 5) {
// particleId += 1;
// mainLoop.add(particleId);
// }
// }, 1000);
};
</script>
<div id="canvas"></div>
<div id="TaylorSteilResume"></div>
</body>
</html>