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<?xml version="1.0" encoding="UTF-8"?> | |
<TextureAtlas> | |
<meta> | |
<textureName>{{ metadata.target.textureFileName }}</textureName> | |
<textureExtension>{{ metadata.target.textureFileExtension }}</textureExtension> | |
<textureSize>{{ metadata.size }}</textureSize> | |
</meta> | |
<SubTextures> | |
{% for sprite in spritesAndAliases %} | |
<SubTexture> |
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#include <iostream> | |
struct Vector2 { | |
float x; | |
float y; | |
Vector2(float x = 0, float y = 0) { | |
this->x = x; |
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import UIKit | |
func clamp<T:Comparable>(value:T, lowerBound:T, upperBound:T) -> T { | |
return min(max(lowerBound, value), upperBound) | |
} | |
func clamp(value:Vector2, lowerBound:Vector2, upperBound:Vector2) -> Vector2 { | |
return min(max(lowerBound, value), upperBound) | |
} |
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// | |
// QuadTree.h | |
// | |
// Created by Sid on 24/01/14. | |
// Copyright (c) 2014 whackylabs. All rights reserved. | |
// | |
#ifndef QuadTree_h | |
#define QuadTree_h |
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#include <iostream.h> | |
#define N_MAX 2048 | |
typedef struct{ | |
int num; | |
int easyDone; | |
int easyStar; | |
int hardDone; | |
int hardStar; |
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/* | |
Input: | |
- (void)viewWillDisappear:(BOOL)animated; | |
Output: | |
- (void)viewWillDisappear:(BOOL)animated{ | |
[handler_ viewWillDisappear:animated]; | |
} | |
*/ |
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#define POP_ALERT(title, msg) [[[[UIAlertView alloc] initWithTitle:title message:msg delegate:nil cancelButtonTitle:@"OK" otherButtonTitles:nil]autorelease] show] | |
/* | |
Usage: | |
POP_ALERT(@"Title Here", @"Message Here"); | |
*/ |
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/** Logic 1 */ | |
-(BOOL)funcOfBase:(int)b multiple:(int)n{ | |
return ((_slots[b]==_aType) && (_slots[b+n*1]==_aType) && (_slots[b+n*2])==_aType); | |
} | |
-(BOOL)checkWin{ | |
int bases[5] = {0, 1, 2, 3, 6}; | |
int multiples[5][4] = { | |
{1, 3, 4, 0}, | |
{3, 0, 0, 0}, |
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if(troop_position == 4){ | |
for(int possible_position = 0; possible_position < 9; possible_position++){ | |
if(_slots[possible_position] == -1){ | |
availPos[troop_number][available_position[troop_number]++] = possible_position; | |
} | |
} | |
}else{ | |
for(int possible_position = 0; possible_position < 3; possible_position++){ | |
if(_slots[_nextPossiblePositions[troop_position][possible_position]] == -1){ | |
availPos[troop_number][available_position[troop_number]++] = _nextPossiblePositions[troop_position][possible_position]; |
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/* | |
At create setup stage | |
*/ | |
glEnableVertexAttribArray(GLKVertexAttribPosition); | |
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0)); | |
glEnableVertexAttribArray(GLKVertexAttribNormal); | |
glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12)); | |
/* | |
At binding stage |
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