- castlevania 3
- cho wakusei senki metafight (blaster master)
- mother
- downtown nekketsu monogatari (river city ransom)
(cond (= <some future dynamic path>) | |
(return-dynamic-content ...) | |
<other dynamic paths> | |
(static-files/file-exists? (:uri request)) (return-file ...) | |
:else (return-404)) |
EAGLContext *aContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2]; | |
if (!aContext) { | |
aContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1]; | |
} |
0000: Combos Message | |
1111: Suzanne | |
1234: Moon | |
1957: J. Eagler Personal Account | |
8111: Another Suzanne account | |
Invalid: | |
0007 | |
1007 | |
1112 |
using UnityEngine; | |
using System.Collections; | |
public class HSVColor { | |
// h = 0.0 -> 360.0, s = 0.0 -> 1.0, v = 0.0 -> 1.0 | |
public static Color HSVToRGB(float h, float s, float v) { | |
if(s == 0) { | |
return new Color(v, v, v, 1); | |
} |
List<MyBaseClass> m_listOfObjects; // initialized somewhere else | |
public T FindFirstObjectOfType<T>() where T: MyBaseClass | |
{ | |
foreach(var toCheck in m_listOfObjects) | |
{ | |
if(toCheck.getType() == typeof(T)) | |
{ | |
return toCheck as T; | |
} |
var stack = new System.Diagnostics.StackTrace(true); | |
foreach(var frame in stack.GetFrames ()) { | |
if(!string.IsNullOrEmpty(frame.GetFileName())) { | |
Debug.Log (frame.GetMethod () + ": " + frame.GetFileName() + ":" + frame.GetFileLineNumber()); | |
} | |
} |
using UnityEngine; | |
using System.Collections; | |
/// <summary> | |
/// A class for taking spectrum data & calculating the volume of various frequency bands. | |
/// | |
/// Notes: | |
/// This doesn't do any smoothing, so wherever you leverage these values you'll probably want to do something. | |
/// In my project I immediately jump to any higher value, and then have it decay over time at a fixed rate. | |
/// </summary> |
using UnityEngine; | |
using System.Collections; | |
public class RotateObject : MonoBehaviour { | |
public float RotationPerPixelMovement = 1.0f; | |
GameObject _toRotate; | |
bool _rotating = false; | |
Vector3 _lastPosition; |
#define CR_START(n) { int *crptr = (n); switch(*crptr) { case 0: | |
#define CR_YIELD_VOID do { *crptr =__LINE__; return; case __LINE__:;}while(0); | |
#define CR_YIELD(x) do { *state =__LINE__; return x; case __LINE__:; }while(0); | |
#define CR_END }} | |
typedef struct | |
{ | |
float vol; | |
float duration; | |
}WILLIAMS_CONFIG; |