Skip to content

Instantly share code, notes, and snippets.

@ohiofi
ohiofi / wall.py
Last active February 7, 2020 19:30
Python Wall class
""" Mr. Riley's Wall class v1.20200207
2/07/20
How to use this Wall class
1) from wall import *
2) Instanciate the screen. Like this:
screen = Screen()
@ohiofi
ohiofi / hidep5jsErrors.js
Last active October 16, 2018 14:33
Place this comment at the top of your p5js file to hide syntax errors, like "createCanvas is not defined"
/*global abs,angleMode,append,background,beginShape,bezier,box,camera,ceil,CENTER,color,cone,cos,createCanvas,createCanvas,createGraphics,curveVertex,cylinder,DEGREES,displayHeight,displayWidth,dist,div,DOWN_ARROW,ellipse,endShape,fill,floor,frameCount,frameRate,height,image,key,keyCode,keyIsDown,keyIsPressed,keyIsPressed,keyPressed,LEFT,LEFT_ARROW,lerpColor,line,loadImage,loadJSON,loadSound,map,mouseIsPressed,mouseX,mouseY,noFill,noLoop,normalMaterial,noStroke,p5,plane,point,pointLight,pop,push,push,RADIANS,radians,random,rect,resizeCanvas,resizeCanvas,RIGHT,RIGHT_ARROW,rotate,rotateX,rotateY,rotateZ,round,round,scale,shuffle,sin,sphere,stroke,strokeWeight,text,textAlign,textFont,textSize,texture,textWidth,torus,translate,triangle,UP_ARROW,WEBGL,width,windowHeight,windowHeight,windowWidth,world */
if (cameraTarget != null)
{
var newPos = Vector2.Lerp (transform.position, cameraTarget.position, Time.deltaTime * trackingSpeed);
var camPos = new Vector3 (newPos.x, newPos.y, -10f);
var v3 = camPos;
var clampX = Mathf.Clamp (v3.x, minX, maxX);
var clampY = Mathf.Clamp (v3.y, minY, maxY);
transform.position = new Vector3 (clampX, clampY, -10f);
}
[RequireComponent(typeof(SpriteRenderer),typeof(Rigidbody2D),typeof(Animator))]
public float speed = 14f;
public float accel = 6f;
private Vector2 input;
private SpriteRenderer sr;
private Rigidbody2D rb;
private Animator animator;
sr = GetComponent<SpriteRenderer> ();
# Truth Table Generator
# Complete the seven ### comments so that 50% of the time it
# adds the first option and 50% of the time it adds the second
from random import *
while True:
outputString = "("
# True / False
if random() >= 0.5:
public bool PlayerIsOnGround(){
bool groundCheck1 = Physics2D.Raycast (new Vector2 (transform.position.x, transform.position.y - height), -Vector2.up, rayCastLengthCheck);
bool groundCheck2 = Physics2D.Raycast (new Vector2 (transform.position.x + (width - 0.2f), transform.position.y - height), -Vector2.up, rayCastLengthCheck);
bool groundCheck3 = Physics2D.Raycast (new Vector2 (transform.position.x - (width - 0.2f), transform.position.y - height), -Vector2.up, rayCastLengthCheck);
if (groundCheck1 || groundCheck2 || groundCheck3)
return true;
else
return false;
}
public int GetWallDirection(){
bool isWallLeft = Physics2D.Raycast (new Vector2 (transform.position.x - width, transform.position.y), -Vector2.right, rayCastLengthCheck);
bool isWallRight = Physics2D.Raycast (new Vector2 (transform.position.x + width, transform.position.y), Vector2.right, rayCastLengthCheck);
if (isWallLeft)
return -1;
else if(isWallRight)
return 1;
else
return 0;
}
public bool IsWallToLeftOrRight(){
bool wallOnLeft = Physics2D.Raycast (new Vector2 (transform.position.x - width, transform.position.y), -Vector2.right, rayCastLengthCheck);
bool wallOnRight = Physics2D.Raycast (new Vector2 (transform.position.x + width, transform.position.y), Vector2.right, rayCastLengthCheck);
if (wallOnLeft || wallOnRight)
return true;
else
return false;
}
private void OnCollisionEnter2D(Collision2D coll){
if (coll.transform.tag == "Player") {
var audioSource = GetComponent<AudioSource> ();
if (audioSource != null) {
audioSource.PlayOneShot (deathClip);
}
Instantiate(playerDeathPrefab, coll.contacts[0].point, Quaternion.identity);
sr.sprite = hitSprite;
//Destroy(coll.gameObject)
//GameManager.instance.RestartLevel (1.25f);
public class byteOverflow {
public static void main(String[] args) {
//System.out.println(Byte.MAX_VALUE);
//System.out.println(Byte.MIN_VALUE);
byte foo = 127;
foo++;
System.out.println(foo);
}