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<html> | |
<head> | |
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r71/three.min.js"></script> | |
<style> | |
/* We want our scene to span the entire window */ | |
body { margin: 0; } | |
</style> | |
</heda> | |
<body> |
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<html> | |
<head> | |
<meta charset="UTF-8" /> | |
<title>hello phaser!</title> | |
<script src="phaser.min.js"></script> | |
</head> | |
<body> | |
<script type="text/javascript"> | |
window.onload = function() { |
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<!DOCTYPE html> | |
<html> | |
<head> | |
<title>PixiJS Shaders</title> | |
<style type="text/css"> | |
body { | |
margin: 0; | |
overflow: hidden; | |
} | |
</style> |
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var Text = pc.createScript('text'); | |
Text.attributes.add('text', { type: 'string', default:'Hello World!' }); | |
Text.attributes.add('fontsize', { type: 'number', default:70, title:"Font Size" }); | |
// initialize code called once per entity | |
Text.prototype.initialize = function() { | |
// Create a canvas to do the text rendering | |
this.canvas = document.createElement('canvas'); | |
this.canvas.height = 128; |
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void RebindAction(FName ActionName, FKey NewKey) { | |
// Adapted from Rama's VictoryBPFunctionLibrary (https://wiki.unrealengine.com/Rebinding_Keys_At_Runtime_in_Packaged_Game) | |
UInputSettings* Settings = const_cast<UInputSettings*>(GetDefault<UInputSettings>()); | |
if (Settings) { | |
TArray<FInputActionKeyMapping>& Actions = Settings->ActionMappings; | |
for (FInputActionKeyMapping& Each : Actions) | |
{ | |
if (Each.ActionName == ActionName) { | |
Each.Key = NewKey; | |
UE_LOG(LogTemp, Warning, TEXT("%s is triggered by %s"), *Each.ActionName.ToString(), *Each.Key.ToString()); |
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io.on('connection', function(socket){ | |
/* 'connection' is a special event fired on the server when any new connection is made */ | |
}) | |
socket.on('disconnect', function(){ | |
/* When this individual socket has disconnected, this special event fires */ | |
}) | |
/* This will send the event 'foobar' with the data to | |
every connected to socket */ |
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<html> | |
<head> | |
<meta charset="UTF-8" /> | |
<title>Multiplayer Experiment</title> | |
<!-- Load the Phaser game library --> | |
<script src="https://cdnjs.cloudflare.com/ajax/libs/phaser/2.4.2/phaser.min.js"></script> | |
<!-- Load the Socket.io networking library --> | |
<script src="/socket.io/socket.io.js"></script> | |
<!-- Some simple styles and fonts --> |
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attribute vec3 aPosition; | |
uniform mat4 matrix_model; | |
uniform mat4 matrix_viewProjection; | |
uniform float uTime; | |
void main(void) | |
{ | |
vec3 pos = aPosition; |
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<!DOCTYPE html> | |
<html> | |
<head> | |
<title>Javascript Typed Arrays</title> | |
<meta charset="UTF-8"> | |
<script type="text/javascript" src="https://fastcdn.org/FileSaver.js/1.1.20151003/FileSaver.min.js"></script> | |
</head> | |
<body> | |
<script type="text/javascript"> | |
// Here's a sample string |
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/*global define*/ | |
define([ | |
'./Mine', | |
'./Boundary', | |
'./CameraTracking', | |
'./Coin', | |
'./postJson', | |
'./Ring', | |
'./Sound', | |
'./Drone', |
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