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View ObjectLabel.cs
using UnityEngine;
using System.Collections;
[RequireComponent (typeof (GUIText))]
public class ObjectLabel : MonoBehaviour {
public string npcName;
public Transform target; // the object the label should follow
public Vector3 offset = Vector3.up; // Units in world space to offset; 1 unit above object by default
public bool useMainCamera = true; // Use the camera tagged MainCamera
@josephjaniga
josephjaniga / console output
Created Jun 13, 2014
logs from the first three method calls
View console output
<SKScene> name:'(null)' frame:{{0, 0}, {640, 1136}}
[<SKSpriteNode> name:'(null)' texture:['nil'] position:{0, 0} size:{0, 0} rotation:0.00, <SKSpriteNode> name:'(null)' texture:[<SKTexture> 'ball' (54 x 54)] position:{320, 120} size:{27, 27} rotation:0.00, <SKSpriteNode> name:'(null)' texture:[<SKTexture> 'paddle' (200 x 50)] position:{320, 100} size:{100, 25} rotation:0.00, <SKSpriteNode> name:'0' texture:[<SKTexture> 'brick' (120 x 60)] position:{320, 1036} size:{60, 30} rotation:0.00, <SKNode> name:'(null)' position:{0, 0} accumulatedFrame:{{inf, inf}, {inf, inf}}, <SKLightNode> name:'(null)' position:{320, 1086} accumulatedFrame:{{inf, inf}, {inf, inf}}]
<SKScene> name:'(null)' frame:{{0, 0}, {640, 1136}}
[<SKSpriteNode> name:'(null)' texture:['nil'] position:{0, 0} size:{0, 0} rotation:0.00, <SKSpriteNode> name:'(null)' texture:[<SKTexture> 'ball' (54 x 54)] position:{320.00006103515625, 127.18489837646484} size:{27, 27} rotation:0.00, <SKSpriteNode> name:'(null)' texture:[<SKTexture> 'paddle' (200 x
View GameScene.swift
//
// GameScene.swift
// EmitterDemo
//
//
// colorize function takes HEX and Alpha converts then returns aUIColor object
func colorize (hex: Int, alpha: Double = 1.0) -> UIColor {
let red = Double((hex & 0xFF0000) >> 16) / 255.0
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