Based on https://stackoverflow.com/a/31632215/761771
const reduceOp = function(args, reducer){
args = Array.from(args);
args.pop(); // => options
var first = args.shift();
return args.reduce(reducer, first);
};
void OnCollisionEnter(Collision theCollision){ | |
if(theCollision.gameObject.name == "Floor"){ | |
Debug.Log("Hit the floor"); | |
}else if(theCollision.gameObject.name == "Wall"){ | |
Debug.Log("Hit the wall"); | |
} |
package com.gabesechan.android.reusable.receivers; | |
import java.util.Date; | |
import android.content.BroadcastReceiver; | |
import android.content.Context; | |
import android.content.Intent; | |
import android.telephony.TelephonyManager; | |
public abstract class PhonecallReceiver extends BroadcastReceiver { |
Based on https://stackoverflow.com/a/31632215/761771
const reduceOp = function(args, reducer){
args = Array.from(args);
args.pop(); // => options
var first = args.shift();
return args.reduce(reducer, first);
};
fun Any.prettyPrint(): String { | |
var indentLevel = 0 | |
val indentWidth = 4 | |
fun padding() = "".padStart(indentLevel * indentWidth) | |
val toString = toString() | |
val stringBuilder = StringBuilder(toString.length) |
During the past days, this great article by Sam Pruden has been making the rounds around the gamedev community. While the article provides an in-depth analysis, its a bit easy to miss the point and exert the wrong conclusions from it. As such, and in many cases, users unfamiliar with Godot internals have used it points such as following:
In this brief article, I will shed a bit more light about how the Godot binding system works and some detail on the Godot