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KeyMaster- / BytesUtil.hx
Last active August 29, 2015 14:03
haxe.io.Bytes to bit string representation
import haxe.io.Bytes;
class BytesUtil {
/**
* Represent a Bytes object as single bits in a string
* @param b The bytes
* @return A string of '0's and '1's representing the bytes
*/
public static function toBits(b:Bytes):String {
var s:String = "";
@KeyMaster-
KeyMaster- / PlyImporter.hx
Last active August 29, 2015 14:08
Importer for PLY files from Blender into Luxe
package;
import luxe.Mesh;
import haxe.io.StringInput;
import luxe.options.MeshOptions;
import luxe.Vector;
import phoenix.Batcher;
import phoenix.geometry.Geometry;
import PlyParser;
import phoenix.geometry.Vertex;
/**
@KeyMaster-
KeyMaster- / ScreenfluidExample.hx
Created April 26, 2015 20:21
Example use of a screen-wide fluid to create global drag for nape bodies
var screenShape = new Polygon(Polygon.rect(0, 0, Luxe.screen.w, Luxe.screen.h, true));
screenShape.fluidEnabled = true;
//Density of 0.3, Viscosity of 3. These are values you just have to experiment with until it feels right
screenShape.fluidProperties = new FluidProperties(0.3, 3);
//It's important to set the collisionMask (second parameter) to 0 here,
//so the shape doesn't collide with anything (we want everything to just move through it)
screenShape.filter = new InteractionFilter(1, 0);
//Set up a body holding the shape and add it to the space
var screenBody = new Body(BodyType.STATIC);
@KeyMaster-
KeyMaster- / InputSystem.hx
Created July 17, 2015 14:42
Old OpenFL input system for an entity component system framework
/*
* Author: Richard Lord
* Copyright (c) Big Room Ventures Ltd. 2007
* Version: 1.0.2
* Modified and extended by Tilman Schmidt (@KeyMaster_)
* - Fixed key buffer size to contain enough bits for all keys
* - Added buffering for entity component system framework
* - Added keyUp and keyDown lookups
*
* Licence Agreement
@KeyMaster-
KeyMaster- / PhysBody.hx
Created April 4, 2015 22:16
Luxe rectangles physics engine (WIP, and very basic)
package ;
import luxe.Component;
import luxe.Rectangle;
import luxe.Vector;
class PhysBody {
public var rect:Rectangle;
public var vel:Vector;
public var acc:Vector;
@KeyMaster-
KeyMaster- / FunctionFinder.hx
Created February 12, 2016 23:26
A macro that extracts all static methods from a class that conform to a certain function signature, and returns an array with those functions.
import haxe.macro.Expr;
import haxe.macro.Context;
import haxe.macro.Type;
import haxe.macro.TypeTools;
import haxe.macro.MacroStringTools;
class FunctionFinder {
macro public static function get_functions(e:Expr, fun_signature:Expr) {
var function_type:Type = switch(fun_signature.expr) {
case EConst(c):
@KeyMaster-
KeyMaster- / to_hex.p8
Created September 24, 2016 13:45
Pico8 number-to-hex function
hex_abc = '0123456789abcdef'
function to_hex(num)
local str = ''
for i=0,7 do --8 packs of 4 bits for 32 bit number
local digit = num
local shift = (i - 4)*4
if shift < 0 then digit = shl(digit, -shift)
else digit = shr(digit, shift) end
@KeyMaster-
KeyMaster- / RotatingPyramid.hx
Last active October 19, 2016 12:00
A quick luxe program to demonstrate manual perspective projection of a rotating pyramid.
import luxe.GameConfig;
import luxe.Input;
import luxe.Vector;
class Main extends luxe.Game {
//--- The actual important stuff --
var verts:Array<Vector>; //Holds the '3D model' vertices, i.e. actual 3D coordinates
import luxe.GameConfig;
import luxe.Input;
import luxe.Vector;
class Main extends luxe.Game {
//--- The actual important stuff --
var verts:Array<Vector>; //Holds the '3D model' vertices, i.e. actual 3D coordinates
@KeyMaster-
KeyMaster- / IsoCamSetup
Created October 5, 2014 13:22
Isometric view in the luxe engine
//Rotate the camera such that z points up and x to the right
var o:Quaternion = new Quaternion().setFromEuler(new Vector().set_xyz(-90, 0, 0).radians());
//Rotate by Arctan(sin(45°)) (grabbed from wikipedia) around x, to get the top-down part
var q:Quaternion = new Quaternion().setFromEuler(new Vector().set_xyz(Math.atan(Math.sin(45 * Maths.DEG2RAD)), 0, 0));
//Rotate around z by -45° to get the side-on part
var p:Quaternion = new Quaternion().setFromEuler(new Vector().set_xyz(0, 0, -45).radians());
//Combine the rotations and apply to the camera