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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; | |
} |
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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; | |
} |
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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); |
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=countif(C2,"*Jupiter*")+countif(C2,"*Mars*")+countif(C2,"*Neptune*")+countif(C2,"<>*Ares*")+countif(C2,"<>*Poseiden*") |
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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); | |
} |
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<html> | |
<head> | |
<title>Challenge: A picture-perfect trip</title> | |
<meta charset="utf-8"> | |
</head> | |
<body> | |
<h1>The perfect trip</h1> | |
<p>I would see scenes like...</p> | |
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<!DOCTYPE html> | |
<html> | |
<head> | |
<title>ColorfulTables</title> | |
<style> | |
</style> | |
</head> | |
<body> |
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/*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 */ |
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/*global TWO_PI,vertex,CLOSE,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 */ | |
/*global currentLocation,room,item,currentLocation*/ | |
/*Create an HTML div and give it id="mymap"*/ | |
let myCanvas; | |
let mappy; | |
function setup(){ // only when game loads | |
myCanvas = createCanvas( |
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public class Coin | |
{ | |
//These are constants that are provided for your use. For example, using the constant "TAILS" is the same as typing a 1. | |
private final static int HEADS = 0; | |
private final static int TAILS = 1; | |
private final static int UNKNOWN = -1; | |
//ADD: private instance variables, type (String), year (int), face (int) | |