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JackDraak / Main.cpp
Created January 24, 2016 03:37
excerpt
// output - after a guess is validated, print the results: Guess# of #, Bull# Cow#
void PrintTurnSummary()
{
// TODO logic for hint "hacker" levels... 0 = neophyte (none), 1 = cowtips only, 2 = bulltips only, 3 = bulls+cows, 4(?) = exclusions
FBullCowCounts BullCowCounts = BCGame.ProcessValidGuess(BCGame.GetGuess());
FString GameWord = BCGame.GetRankedIsogram();
FString Guess = BCGame.GetGuess();
int32 GameWordLength = GameWord.length();
FString MyCowsHint = "";
FString MyBullsHint = "";
@JackDraak
JackDraak / Main.cpp
Created January 26, 2016 08:27
Main.cpp - I/O example
#pragma once
#include <algorithm>
#include <string>
#include "FBullCowGame.h"
// Required for UnrealEngine-friendly syntax:
using FText = std::string;
using int32 = int;
// Function prototypes, as outside class:
@JackDraak
JackDraak / Main.cpp
Last active January 27, 2016 19:06
excerpt
// making my best effort, I think these code changes can get you the output you're looking for:
//
// there are 2 problems with the code.
// The first happens on line 34 where you execute the PLayerGetGuess function (getting input) but don't store the value.
// to fix that problem, replace line 34 with:
std::string PlayerGuess = PlayerGuessGet(); // store the PlayerGuess acquired by the PlayerGetGuess() function
// becuse you're intializing and storing this variable inside the PlayGame function, it is inaccessible outside the function, so...
// next, on line 35 you execute a function intended to print the PLayerGuess back to the console.
if (bWindowDrift) {
windowDrift = windowDrift + .01f;
TestDriftDirection(windowDrift);
AutoMove(windowDrift);
} else {
windowDrift = windowDrift - .01f;
TestDriftDirection(windowDrift);
AutoMove(windowDrift);
}
}
@JackDraak
JackDraak / FadePanel.cs
Created February 10, 2016 05:13
fader for Unity
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class FadePanel : MonoBehaviour {
public float fadeInTime= 1f;
private Image fadePanel;
private Color currentColor = new Color(0f,0f,0f,1f); // or = Color.black;
@JackDraak
JackDraak / Paddle.cs
Last active February 10, 2016 19:58
Paddle.cs from BlockSmoker 3.7c Breakout-Clone with "Natual AI Paddle"
using UnityEngine;
using System.Collections;
public class Paddle : MonoBehaviour {
public AudioClip paddle;
private bool autoplay, begun, driftDirection, easy;
private Ball ball;
private Vector3 ballPos;
@JackDraak
JackDraak / Ball.cs
Last active February 12, 2016 01:44
Example of constraining ball velocity
using UnityEngine;
using System.Collections;
public class Ball : MonoBehaviour {
public AudioClip ball;
private float currentVelocityX;
private float currentVelocityY;
//...
@JackDraak
JackDraak / RandomFreePosition.cs
Created March 8, 2016 04:42
RandomFreePosition.cs - snippet of FormationController.cs from 2D Shooter project
Transform RandomFreePosition () {
Transform[] myEmptyChildren = new Transform[transform.childCount];
int inCount = 0;
foreach(Transform childPosition in transform) {
if (childPosition.childCount == 0) {
myEmptyChildren[inCount] = childPosition;
inCount++;
}
}
if (inCount > 0) return myEmptyChildren[Random.Range(0, inCount)];
@JackDraak
JackDraak / TicTacToe.cpp
Created February 27, 2017 02:27
C++ TicTacToe (for the Windows console)
/*
Tic - Tac - Console
by: @JackDraak - Playing around: just a humble hobbyist
tinkerer, messing with C++ to have fun
and maybe even learn something.
This is my first working version of a one-player
take on the the classic pen and paper (or should I
say, "stick and dirt"?) game: tic - tac - toe
[designed to now be played on the Windows Console.]
Where to go from here:
@JackDraak
JackDraak / C++ snippet
Created March 6, 2017 08:00
recursive method
void GetPrimeFactors(uint64_t number)
{
if (number == 2)
{
primeFactors.push_back(number);
return;
}
int max = floor(sqrt(number));
uint64_t factor;