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import luxe.collision.ShapeDrawerLuxe; | |
import luxe.collision.shapes.Shape; | |
import luxe.collision.Collision; | |
import luxe.collision.CollisionData; | |
import luxe.Entity; | |
import luxe.Color; | |
class CollisionManager { |
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//create the list view | |
list = new mint.List({ | |
parent: window, | |
name: 'list1', | |
bounds: new Rect(4,28,248,400-28-4) | |
}); | |
//populate it with children |
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# python | |
import lx | |
import traceback | |
from math import atan2, sqrt, pi | |
# WIP, will tidy when it's done | |
# Modo Area light -> Polygon | |
# https://github.com/underscorediscovery | |
# To install, see the modo docs, but in short: |
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import luxe.Input; | |
import luxe.Sprite; | |
import luxe.Color; | |
import luxe.Component; | |
import luxe.tween.Actuate; | |
class HoverAlpha extends Component { | |
public var amount : Float = 0.3; |
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import Map; | |
class OrderedMapIterator<K,V> { | |
var map : OrderedMap<K,V>; | |
var index : Int = 0; | |
public function new(omap:OrderedMap<K,V>) | |
map = omap; | |
public function hasNext() : Bool |
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import luxe.Component; | |
import luxe.Input.MouseButton; | |
import luxe.Input.MouseEvent; | |
import luxe.Vector; | |
/* | |
for : http://luxeengine.com | |
author : underscorediscovery |
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import phoenix.Texture; | |
import phoenix.Batcher; | |
import phoenix.Camera; | |
import phoenix.geometry.LineGeometry; | |
import phoenix.geometry.QuadGeometry; | |
import phoenix.geometry.Geometry; | |
import phoenix.geometry.Vertex; | |
import phoenix.geometry.TextureCoord; | |
import phoenix.Quaternion; |
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package enhaxe.resource.impl; | |
import enhaxe.math.Aabb; | |
import enhaxe.math.DualQuat; | |
import enhaxe.math.Mat44; | |
import enhaxe.math.Quat; | |
import enhaxe.math.Vec3; | |
import enhaxe.rendering.IGeometry; | |
import enhaxe.resource.Resource.IResourceData; | |
import enhaxe.resource.Resource.ResourceContext; |
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public static function unzip( _path:String, _dest:String, ignoreRootFolder:String = "" ) { | |
var _in_file = sys.io.File.read( _path ); | |
var _entries = haxe.zip.Reader.readZip( _in_file ); | |
_in_file.close(); | |
for(_entry in _entries) { | |
var fileName = _entry.fileName; |
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// Modified version of a tilt shift shader from Martin Jonasson (http://grapefrukt.com/) | |
// Read http://notes.underscorediscovery.com/ for context on shaders and this file | |
// License : MIT | |
uniform sampler2D tex0; | |
varying vec2 tcoord; | |
varying vec4 color; | |
/* | |
Take note that blurring in a single pass (the two for loops below) is more expensive than separating |