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import pygame | |
from pygame.transform import scale2x | |
screen = pygame.display.set_mode((300,300)) | |
spritesheet = pygame.image.load('spritesheet.png') | |
pacman_right = scale2x(spritesheet.subsurface(455, 0, 16, 16)) | |
pacman_left = scale2x(spritesheet.subsurface(455, 16, 16, 16)) | |
pacman_up = scale2x(spritesheet.subsurface(455, 32, 16, 16)) | |
pacman_down = scale2x(spritesheet.subsurface(455, 48, 16, 16)) |
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import pygame | |
from pygame.transform import scale2x | |
screen = pygame.display.set_mode((1024,768)) | |
spritesheet = pygame.image.load('spritesheet.png') | |
MOVE_INCREMENT = 4 | |
pacman_right = scale2x(spritesheet.subsurface(455, 0, 16, 16)) | |
pacman_left = scale2x(spritesheet.subsurface(455, 16, 16, 16)) |
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import pygame | |
def start(res): | |
return pygame.display.set_mode(res) | |
def loop(): | |
running = True | |
while running: | |
for e in pygame.event.get(): | |
if e.type == pygame.QUIT: |
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.row.align-center | |
.column.small-12.medium-8.large-6 | |
h1 Two.js: Rotate A Path Around A Fixed Point | |
.mount.js-mount | |
.row.align-center | |
.column.small-12.medium-8.large-6 | |
p Rotating paths in two.js around a point requires each vertex in a path's `vertices` property to be <strong>offset</strong> the same distance away from an origin. | |
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require_relative 'imports' | |
#require 'pry-debugger-jruby' | |
require 'pry' | |
class MainGame < ApplicationAdapter | |
def create | |
binding.pry | |
Gdx::graphics::setContinuousRendering(false) |
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require_relative 'imports' # LibGDX class java_imports | |
require 'pry-debugger-jruby' | |
class MainGame < ApplicationAdapter | |
def create | |
#binding.pry | |
breakpoint | |
Gdx::graphics::setContinuousRendering(false) |
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AwRdrn8ws68jzqvWU8GYYzWRGVUgaQDmtjRa4V |
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package kbn.libgdx | |
import com.badlogic.gdx.{ Gdx, ApplicationAdapter } | |
import com.badlogic.gdx.graphics.{ GL20, PerspectiveCamera } | |
import com.badlogic.gdx.graphics.g3d.ModelBatch | |
import com.badlogic.gdx.graphics.g3d.particles.{ | |
ParticleEffect, ParticleSystem, ParticleEffectLoader | |
} | |
import com.badlogic.gdx.graphics.g3d.particles.batches.PointSpriteParticleBatch | |
import com.badlogic.gdx.assets.AssetManager |
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~/work/lagunitas $ echo $PS1 | |
\[\033[0;30;33m\]\w\[\e[0m\] $ |
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# Pages can be defined like so: | |
LoginScreen < ScreenModel | |
element :email, "et_email" | |
element :password, "et_pw" | |
element :login_button, "btn_login" | |
end | |
# and called in step definitions like so | |
Then(/^I enter my email and password and press the login button$/) do | |
LoginScreen.email.type("foo@bar.com") |
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