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import haxe.Int64; | |
class Int64Utils | |
{ | |
private inline static var MAX_32_PRECISION = 4294967296; | |
public static function fromFloat(f:Float):Int64 { | |
return Int64.make(Std.int(f/MAX_32_PRECISION), Std.int(f-(f/MAX_32_PRECISION))); | |
} |
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class FPSCounter extends TextField | |
{ | |
public var currentFPS (default, null):Float; | |
private var cacheCount:Int; | |
private var times:Array <Float>; | |
private var lastUIUpdate:Float; | |
public function new(x:Float = 10, y:Float = 10, color:Int = 0x000000, fontSize:Int=24) { |
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var bitmapData = Assets.getBitmapData(bitmapPath); | |
_fullWidth = bitmapData.width; | |
_fullHeight = bitmapData.height; | |
_chunkSize = chunkSize; | |
_lastChunkRect = new Rectangle(); | |
_currentChunkRect = new Rectangle(); | |
// it's different! remove the old cached chunk data | |
FileUtils.rmdir(_cachePath); |
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class Main extends Sprite | |
{ | |
private var doneFrame:Bool; | |
public function new() | |
{ | |
super(); | |
doneFrame = false; | |
graphics.beginFill(0xff5555); |
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public function dumpSpriteStack(sprite:Sprite) | |
{ | |
trace(spriteToString(sprite)); | |
var parent:Sprite = cast sprite.parent; | |
var c = 1; | |
while (parent != null) | |
{ | |
var indent = '.'; | |
for (i in 0...c) |
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find . -name "*.png" -mtime -1 | du | awk '{total+=$1} END{print total}' |
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public function compareTypes(a:Dynamic, b:Dynamic) | |
{ | |
return (Type.getClass(a) != null) ? (Type.getClass(a) == Type.getClass(b)) : (Type.typeof(a) == Type.typeof(b)); | |
} |
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@:publicFields class Struct | |
{ | |
public function new() {} | |
} | |
class MyStruct extends Struct | |
{ | |
var field1:String; | |
var field2:String; | |
var field3:Bool; |
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import haxe.ds.ObjectMap; | |
/* | |
Simple prioritized queue. Throw objects at it and you'll always get back things according | |
to a priority you set. Priorities are retained internally, so you don't need to modify your | |
objects. | |
Usage: | |
// create a queue: |
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// Since you can't do: | |
// class MyMap<String, String> extends Map<String, String> | |
// Try... | |
import haxe.ds.ObjectMap; | |
class ObjectMyMap extends ObjectMap<String, String> | |
{ |
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