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#define DEBUG_CONSOLE | |
#define DEBUG_LEVEL_LOG | |
#define DEBUG_LEVEL_WARN | |
#define DEBUG_LEVEL_ERROR | |
#if (UNITY_EDITOR || DEVELOPMENT_BUILD) | |
#define DEBUG | |
#endif | |
#if (UNITY_IOS || UNITY_ANDROID) |
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using UnityEngine; | |
using System.Collections; | |
// gun sway based on lissajou curve | |
// formula found in example 3 of http://www.intmath.com/trigonometric-graphs/7-lissajous-figures.php | |
public class Lissajou : MonoBehaviour | |
{ | |
float local_X; | |
float local_Y; | |
float t = 0; |
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if (GlobalParams.IsWorldGenComplete()) { | |
// spawn player | |
Vector2 pos = GetComponent<WorldGenerator>().getPlayerSpawnPosition(); | |
Instantiate(playerPrefab, new Vector3(pos.x, playerPrefab.transform.position.y, pos.y), playerPrefab.transform.rotation); | |
GlobalParams.MarkPlayerSpawned(); | |
} else { | |
Debug.LogError("[SpawnPlayer.SpawnNewPlayer] worldgen not complete and trying to instantiate new player."); | |
} |
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import java.awt.*; | |
import java.awt.event.*; | |
import java.awt.image.*; | |
import java.awt.geom.*; | |
import javax.swing.*; | |
import java.io.*; | |
import java.net.*; | |
public class VectorLand { | |
static final Image buff = new BufferedImage(640, 480, BufferedImage.TYPE_INT_ARGB); |
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code in question: | |
transform.position += transform.right * Input.GetAxis(axisName) * speed * Time.DeltaTime; | |
transform.position | |
position vector of the entity this script is attached to | |
transform.right | |
vector representing "right" relative to this entity's rotation. normally is <1,0,0>. for example, | |
you have no rotation and are facing forward. your "right" would be <1,0,0>. if you turn 180 | |
degrees, your "right" would be <-1,0,0>. |
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select | |
i.*, | |
p.file | |
from | |
items i, | |
photos p | |
on | |
i.id = p.id (+) | |
and p.sort = 1 (+); |
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select | |
i.*, | |
p.file | |
from | |
items i | |
left join | |
photos p | |
on | |
i.id = p.id | |
and sort = 1; |
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if (a == b && a === b && a ==== b && a.equals(b)) { | |
print("totes equal for realz"); | |
} |
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# Supress screen's startup message | |
startup_message off | |
# Define a bigger scrollback, default is 100 lines | |
defscrollback 10000 | |
# An alternative hardstatus to display a bar at the bottom listing | |
# the windownames and highlighting the current windowname in blue. | |
hardstatus alwayslastline "%{.bW}%-w%{.rW}%n %t%{-}%+w %=%{..G} %H%{..Y} %m/%d %C%a " |
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ISR 2.0's Entry Window Is Closing, Ever So Slowly. | |
It's past noon on September 15th, and that means that Indie Speed Run 2013's entry window is officially closer to closing than it is to ... uh ... opening. | |
Basically, you have two weeks left. | |
If you haven't participated yet, get to it. And if you have participated already, then stop being lazy and participate a second (or third) time. Did you know there is an insane game developer out there working on his fourth entry? That's right, you're not as productive as an insane person. So, crunch on that for awhile, slacker. | |
Regardless of whether or not you've already Run or are planning on Running soon, we've noticed a few things of which, we believe, it's worth reminding you: | |
1. You can submit more than one game with the same team, by yourself, or with a new team. |