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//created by Eliot Lash and Robert Muller on 10/3/10 | |
//copyright Eliot Lash and Robert Muller 2011 | |
//Welcome to Ye Olde Sea Pluss Pluss! | |
#include <iostream> | |
#include <string> | |
#include "olde.h" | |
#define normal |
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class Arc { | |
boolean collidesWith(PolarCoord point) { | |
return !( sin(startAngle) > sin(point.t) || | |
sin(stopAngle) < sin(point.t) || | |
cos(startAngle) > cos(point.t) || | |
cos(stopAngle) < cos(point.t) || | |
minRadius > point.r || | |
maxRadius < point.r ); | |
} | |
} |
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[15:40] <mvl> i'm still curious, do you see a minus one here 1 | |
[15:41] <eliot> no I don't | |
[15:41] <eliot> looks like a 1 | |
[15:41] <eliot> do you see a minus one here? -1 | |
[15:41] <mvl> hmm somethings stripping out the dash then | |
[15:41] <eliot> what irc client are you using? | |
[15:41] <mvl> cause i typed -1 | |
[15:41] <mvl> minus one | |
[15:41] <mvl> "-1" | |
[15:41] <eliot> now I see it |
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//Implemented based on the pseudo-code in http://stackoverflow.com/a/9981965/350761 | |
int randomIndex = arc4random() % [set count]; | |
__block int currentIndex = 0; | |
__block id selectedObj = nil; | |
[set enumerateObjectsUsingBlock:^(id obj, BOOL *stop) { | |
if (randomIndex == currentIndex) { selectedObj = obj; *stop = YES; } | |
else currentIndex++; | |
}]; | |
return selectedObj; |
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alias startmemcached="launchctl load -w /System/Library/LaunchDaemons/com.danga.memcached.plist" | |
alias stopmemcached="launchctl unload /System/Library/LaunchDaemons/com.danga.memcached.plist" | |
alias startmanimal="startmemcached; mvn clean tomcat7:run-war" |
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/*** | |
* This script will anchor a GameObject to a relative screen position. | |
* This script is intended to be used with ViewportHandler.cs by Marcel Căşvan, available here: http://gamedev.stackexchange.com/a/89973/50623 | |
* It is also copied in this gist below. | |
* | |
* Note: For performance reasons it's currently assumed that the game resolution will not change after the game starts. | |
* You could not make this assumption by periodically calling UpdateAnchor() in the Update() function or a coroutine, but is left as an exercise to the reader. | |
*/ | |
/* The MIT License (MIT) |
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// http://unitycoder.com/blog/2012/02/26/water-splash-screen-effect-shader/ | |
Shader "Custom/waterscreen1" { | |
Properties { | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
_Water ("WaterBlur (BW)", 2D) = "white" {} | |
_Slide ("SliderTime", Range(0, 0.2)) = 0 | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } |
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/** | |
* This is an example of how to make a class that fires off events to the BPM of a song. | |
* I haven't tested it and it may require work to compile, this is based off a much more complex | |
* manager from another project. | |
* | |
* Copyright (c) 2015 Eliot Lash | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining a copy | |
* of this software and associated documentation files (the "Software"), to deal | |
* in the Software without restriction, including without limitation the rights |
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Shader "Custom/crappyVertPerlin" { | |
Properties { | |
// _Slide ("SliderTime", Range(0, 20)) = 0 | |
_PerlinScale ("Perlin Scale", Vector) = (50, 50, 0, 0) | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
Pass { | |
CGPROGRAM |
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