This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
--Sprite Sheet Renderer by Corey Wolff | |
--Currently this is setup to use automatically spit out a sprite sheet to a specific location based on the | |
--CreateProject and CreateAsset script I made. It also wants to then have Unity chop up the sprite sheet. | |
--If people are intersted I could modify this to be a more generic version. | |
studioLib() | |
drvLibGame() | |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
findNQueens = function(nSize){ | |
//make an array, and fill it with ordered numbers to n | |
var rows = []; | |
// rows will have 0 - n pushed to it, non inclusive | |
for (var i = 0; i < n; i++){ | |
rows.push(i); | |
} | |
// final array that gets returned | |
var results = []; | |
// storage for what we currently have |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
//Item | |
import { h } from 'preact'; | |
import { appMethodsToProps } from '../appData'; | |
import { classNames } from '../../util'; | |
export default appMethodsToProps(({ clickOnItem, index, itemName, cost, selected, alreadyPaid })=> ( | |
<button | |
onClick={ ()=>clickOnItem(index) } | |
disabled={alreadyPaid} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
const _ = (window)? window._ : require('underscore'); | |
const {sum} = (window)? window.util : require('./Util'); | |
const checkBounds = (body, world)=>{ | |
let {position:[posX, posY], extents: [extX, extY]} = body; | |
let {boundsMinX: minX, boundsMinY: minY, boundsMaxX: maxX, boundsMaxY: maxY} = world; | |
if((posX - extX) < minX){ | |
onCollision(body, null,{ | |
axis: 0, | |
offset: -(posX - extX - minX) |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
module.exports = (io)=>{ | |
let roomID = 0; | |
let rooms = []; | |
let createRoom = function(id){ | |
roomID++; | |
let room = { | |
isFull: function(){ return this.sockets.length >= this.capacity;}, | |
capacity: 2, | |
sockets: [], | |
id : roomID, |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
const transformData = dataArray =>{ | |
//transforms the data in some way | |
} | |
const dataToObj = dataArray =>{ | |
//converts the data to a new form | |
} | |
//The final object will be an object that contains all dependencies in this file. |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
public class Action | |
{ | |
System.Object value; | |
public System.Object Value { get { return value; } } | |
ActionEnum type; | |
public ActionEnum Type { get { return type; } } | |
ITimed timed; | |
public ITimed Timed{get{return timed;}} | |
public Action(ITimed timedObj, ActionEnum actionEnum, System.Object valueToStore = null){ |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
public enum ActionEnum | |
{ | |
PressForward, | |
ReleaseForward, | |
PressRight, | |
ReleaseRight, | |
PressBack, | |
ReleaseBack, | |
PressLeft, |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
public interface ITimed | |
{ | |
TimedState Serialize(); | |
void Hydrate(SeriealizedState state); | |
void Play(float time); | |
void ProcessAction(Action action); | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
public class Timeline | |
{ | |
int currentFrame = 0; | |
public int CurrentFrame | |
{ | |
get { return currentFrame; } | |
set { currentFrame = value; } | |
} |
OlderNewer