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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> | |
<html> | |
<head> | |
<title>Polyline default</title> | |
<meta http-equiv="Content-Type" content="text/html; charset=utf-8"/> | |
<script type="text/javascript" src="http://ecn.dev.virtualearth.net/mapcontrol/mapcontrol.ashx?v=7.0"></script> | |
<script type="text/javascript"> | |
var map = null; | |
function getMap() |
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/* | |
* The Document indicates that you should start at the given coordinates (where you just landed) and face North. Then, follow the provided sequence: either turn left (L) or right (R) 90 degrees, then walk forward the given number of blocks, ending at a new intersection. | |
* | |
* There's no time to follow such ridiculous instructions on foot, though, so you take a moment and work out the destination. Given that you can only walk on the street grid of the city, how far is the shortest path to the destination? | |
For example: | |
Following R2, L3 leaves you 2 blocks East and 3 blocks North, or 5 blocks away. | |
R2, R2, R2 leaves you 2 blocks due South of your starting position, which is 2 blocks away. | |
R5, L5, R5, R3 leaves you 12 blocks away. |
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/* | |
* The Document indicates that you should start at the given coordinates (where you just landed) and face North. Then, follow the provided sequence: either turn left (L) or right (R) 90 degrees, then walk forward the given number of blocks, ending at a new intersection. | |
* | |
* There's no time to follow such ridiculous instructions on foot, though, so you take a moment and work out the destination. Given that you can only walk on the street grid of the city, how far is the shortest path to the destination? | |
For example: | |
Following R2, L3 leaves you 2 blocks East and 3 blocks North, or 5 blocks away. | |
R2, R2, R2 leaves you 2 blocks due South of your starting position, which is 2 blocks away. | |
R5, L5, R5, R3 leaves you 12 blocks away. |
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/* | |
The document goes on to explain that each button to be pressed can be found by starting on the previous button | |
and moving to adjacent buttons on the keypad: U moves up, D moves down, L moves left, and R moves right. | |
Each line of instructions corresponds to one button, starting at the previous button | |
(or, for the first line, the "5" button); press whatever button you're on at the end of each line. | |
If a move doesn't lead to a button, ignore it. | |
*/ | |
using System; | |
using System.Collections.Generic; |
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/* | |
The document goes on to explain that each button to be pressed can be found by starting on the previous button | |
and moving to adjacent buttons on the keypad: U moves up, D moves down, L moves left, and R moves right. | |
Each line of instructions corresponds to one button, starting at the previous button | |
(or, for the first line, the "5" button); press whatever button you're on at the end of each line. | |
If a move doesn't lead to a button, ignore it. | |
*/ | |
using System; | |
using System.Collections.Generic; |
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using System; | |
using System.IO; | |
using System.Collections.Generic; | |
using System.Text.RegularExpressions; | |
using System.Linq; | |
namespace ConsoleApplication | |
{ | |
public class Program | |
{ |
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using System; | |
using System.IO; | |
using System.Collections.Generic; | |
using System.Text.RegularExpressions; | |
using System.Linq; | |
namespace ConsoleApplication | |
{ | |
public class Program | |
{ |
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using System; | |
using System.Security.Cryptography; | |
using System.Text; | |
namespace ConsoleApplication | |
{ | |
public class Program | |
{ | |
public static void Main(string[] args) | |
{ |
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using System; | |
using System.Security.Cryptography; | |
using System.Text; | |
using System.Linq; | |
using System.Diagnostics; | |
namespace ConsoleApplication | |
{ | |
public class Program | |
{ |
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let opponentsmissile: game.LedSprite = null | |
let missile: game.LedSprite = null | |
let switchxposition = 0 | |
let player = game.createSprite(2, 4) | |
let nummissles = 0 | |
input.onButtonPressed(Button.A, () => { | |
player.change(LedSpriteProperty.X, -1) | |
}) | |
input.onButtonPressed(Button.B, () => { | |
player.change(LedSpriteProperty.X, 1) |
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