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// | |
// cPosVelComponent.h | |
// GLFullScreen | |
// | |
// Created by Gaz Liddon on 19/04/2012. | |
// Copyright (c) 2012 Ruffian Games. All rights reserved. | |
// | |
#ifndef GLFullScreen_cPosVelComponent_h | |
#define GLFullScreen_cPosVelComponent_h |
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/* | |
* offscrbuffer.cpp | |
* gazotron | |
* | |
* Created by Gary Liddon on 23/08/2006. | |
* Copyright 2006 __MyCompanyName__. All rights reserved. | |
* | |
*/ | |
#include "cOffScreenBuffer.h" |
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- (void)toggleFullscreen | |
{ | |
// lol statics - should be in the class | |
// fulll screen status should be saved as well | |
static bool fullScreen = false; | |
static NSRect nonFullScreenRect; | |
static NSInteger oldStyleMask; | |
static NSInteger oldLevel; | |
auto w = [self window]; |
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(def fps 60) | |
(def delta (1.0 / fps)) | |
(defn game-loop [time input world enemies player] | |
(let [ | |
new_world (create-world world time) | |
new_player (create-player player input time new_world) | |
new_enemies (create-enemies enemies new_player new_world) | |
final_player (collide-player new_player new_enemies) |
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(ns pacgaz.mapdata | |
(:require clojure.pprint) | |
(:use [clojure.string :only (join)])) | |
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; | |
;; Different map element types | |
(def map-bit-types | |
{ |
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<!DOCTYPE html> | |
<html> | |
<head> | |
<title>Mouseover</title> | |
<meta charset="utf-8" /> | |
</head> | |
<body> | |
<header> | |
</header> |
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-- Creating a object and I have a load of action functions that all return self | |
-- which means I can chain the functions | |
-- and also chain after initialisation | |
-- I like the brevity but I'm no Lua expert. Any thoughts? :) | |
function CippyGame:titleScreen() | |
local keepGoing = true | |
local components = { |
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set autoupdategist | |
set nosmoothscroll | |
let scrollstep=100 | |
site '*://feedly.com/*' { | |
unmap j | |
unmap k | |
unmap ; | |
} |
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(def get-event-action [table event current-state] | |
(let [identity (fn [o _] o)] | |
(get-in table [current-state event] identity))) | |
(def player-state-table | |
{:spawning {:timeout go-running } | |
:running {:button go-jump | |
:fall-off go-fall } |
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-------------------------------------------------------------------------------- | |
-- Run length encode | |
encode :: Eq a => [a] -> [(Int, a)] | |
encode xs = map (\x -> (length x , head x)) (group xs) |
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