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namespace AlphaFront | |
module JsonCustomConverters = | |
open Newtonsoft.Json | |
open Microsoft.FSharp.Reflection | |
open System | |
open System.IO | |
type DuConverter() = | |
inherit JsonConverter() |
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// An example of how tuples and treating if statements as expressions makes things nicer | |
// C version, a snippet from simlpex noise. | |
int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords | |
int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords | |
if (x0 >= y0) { | |
if (y0 >= z0) { | |
i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0; | |
} |
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//represents an AST - such as Plus(Sin(x),y) | |
pub enum Op { | |
Plus ( Vec<Op> ), | |
Sin ( Vec<Op> ), | |
X, | |
Y, | |
Constant (f32), | |
Empty | |
} |
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vertices := []float32{ | |
-0.5, -0.5, -0.5, 0.0, 0.0, | |
0.5, -0.5, -0.5, 1.0, 0.0, | |
0.5, 0.5, -0.5, 1.0, 1.0, | |
0.5, 0.5, -0.5, 1.0, 1.0, | |
-0.5, 0.5, -0.5, 0.0, 1.0, | |
-0.5, -0.5, -0.5, 0.0, 0.0, | |
-0.5, -0.5, 0.5, 0.0, 0.0, | |
0.5, -0.5, 0.5, 1.0, 0.0, |
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func imgFileToTexture(renderer *sdl.Renderer, filename string) *sdl.Texture { | |
infile, err := os.Open(filename) | |
if err != nil { | |
panic(err) | |
} | |
defer infile.Close() | |
img, err := png.Decode(infile) | |
if err != nil { |
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package main | |
import ( | |
"github.com/jackmott/rpg/game" | |
"github.com/jackmott/rpg/ui2d" | |
) | |
func main() { | |
game := game.NewGame(1, "game/maps/level1.map") |
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type Node interface { | |
Eval(x, y float32) float32 | |
String() string | |
SetParent(parent Node) | |
GetParent() Node | |
GetChildren() []Node | |
SetChildren([]Node) | |
AddRandom(node Node) | |
AddLeaf(leaf Node) bool | |
NodeCount() int |
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x := | |
if foo { | |
do_stuff() // returns an int | |
} else if bar { | |
a := do_stuff() | |
print("stuff" | |
3*a | |
} else { | |
5 | |
} |
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package apt | |
import ( | |
"github.com/jackmott/noise" | |
"math" | |
"math/rand" | |
"strconv" | |
) |
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public static void Draw(GameTime gameTime) | |
{ | |
var effect = DDGame.contentManager.Load<Effect>("road"); | |
effect.Parameters["TerrainTexture"].SetValue(MainState.level.tex); | |
effect.Parameters["MaskTexture"].SetValue(MainState.maskTex); | |
DDGame.batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, effect); | |
DDGame.batch.Draw(MainState.roadTex, new Rectangle(0, 0, Settings.WINDOW_WIDTH, Settings.WINDOW_HEIGHT), Color.White); | |
DDGame.batch.End(); | |
} |