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public class MyFirstScreen implements Screen {
private Game game;
public MyFirstScreen(Game game) {
this.game = game;
}
}
//assume you defined the following:
Player player = new Player()
//and player has a method called player.revive()
//
Timer.scheduleTask(new CallableTask<Player>(player) {
@Override
public void run() {
caller.revive();
package com.badlogic.gdx.utils;
import com.badlogic.gdx.utils.Timer.Task;
public abstract class CallableTask<T> extends Task {
protected T caller;
public CallableTask(T caller) {
this.caller = caller;
public static final void initGdx() {
GdxNativesLoader.load();
Gdx.graphics = mock(Graphics.class);
Gdx.audio = mock(Audio.class);
Gdx.gl = mock(GLCommon.class);
Gdx.gl10 = mock(GL10.class);
Gdx.gl11 = mock(GL11.class);
Gdx.gl20 = mock(GL20.class);
Gdx.input = mock(Input.class);
}
running = true
while running do
print("press h")
local input = io.read()
if input=="h" then
dofile("dofileExampleEditable.lua")
end
end
package com.projecthawkthorne.server.nodes;
import com.badlogic.gdx.graphics.g2d.tiled.TiledObject;
import com.projecthawkthorne.gamestate.Level;
public class Hippy extends Enemy {
public Hippy(TiledObject obj, Level level) {
super(obj, level);
this.width = 48;
@NimbusBP1729
NimbusBP1729 / main.lua
Created December 22, 2012 03:05 — forked from anonymous/main.lua
local socket = require "socket"
require 'vendor/lube'
local Player = require 'player_server'
local Level = require 'level_server'
local Gamestate = require 'vendor/gamestate'
-- begin
local udp = socket.udp()
getting an up-to-date upstream:
git checkout master
git pull upstream master
git push origin master
making a new branch called 'new_branch_name':
git checkout master
git checkout -b new_branch_name
switching to an existing branch called 'some_branch_name':
@NimbusBP1729
NimbusBP1729 / devtree.txt
Created November 19, 2012 05:55
tree of developers
Big Poppa(derferman)
Development Sprites Sounds
derferman edisonout boobatron2000
jhoff
@NimbusBP1729
NimbusBP1729 / jiveturkey.lua
Created November 18, 2012 05:02
enemy multiplying
update = function( dt, enemy, player, level )
--if player is close to me(the jive turkey)
local node = require('nodes/enemies'..name)
local spawnedTurkey = Enemy.new(node, enemy.collider, name)
local level = ... GS.something I forget
table.insert( level.nodes, mynode.new( refnode, collider )spawnedTurkey )
end