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private void PushSprite(Rectangle dest, Rectangle src, Vector2 origin, double rotation, bool flipH = false, bool flipV = false, float depth = 0f)
{
if (depth != 0.0f)
{
//Console.WriteLine($"Depth: {depth}");
}
float cos = (float) Math.Cos(rotation);
float sin = (float) Math.Sin(rotation);
//if (Game.Instance.Debug)
//Console.WriteLine($"cos/sin: {cos} {sin}");
void Flush()
{
GraphicsDevice.UpdateBuffer(vertexBuffer, 0, Vertices);
GraphicsDevice.UpdateBuffer(indexBuffer, 0, Indices);
CommandList.Begin();
CommandList.SetFramebuffer(Framebuffer);
if (Framebuffer.DepthTarget != null)
private void PushSprite(Rectangle dest, Rectangle src, Vector2 origin, double rotation, bool flipH = false, bool flipV = false, float depth = 0f)
{
//if (depth <= 0.0f)
{
//Console.WriteLine($"Depth: {depth}");
}
float cos = (float) Math.Cos(rotation);
float sin = (float) Math.Sin(rotation);
//if (Game.Instance.Debug)
//Console.WriteLine($"cos/sin: {cos} {sin}");
private void PushSprite(Rectangle dest, Rectangle src, Vector2 origin, double rotation, bool flipH = false, bool flipV = false, float depth = 0f)
{
//if (depth <= 0.0f)
{
//Console.WriteLine($"Depth: {depth}");
}
float cos = (float) Math.Cos(rotation);
float sin = (float) Math.Sin(rotation);
//if (Game.Instance.Debug)
//Console.WriteLine($"cos/sin: {cos} {sin}");
{"gameLink":"www.flickgame.org","canvasses":[[1339,"0",11,"e",146,"0",15,"e",142,"0",19,"e",139,"0",22,"e",136,"0",25,"e",133,"0",27,"e",131,"0",36,"e",123,"0",38,"e",121,"0",40,"e",119,"0",42,"e",117,"0",44,"e",114,"0",46,"e",108,"0",60,"e",92,"0",69,"e",28,"0",11,"e",44,"0",78,"e",12,"0",27,"e",35,"0",126,"e",29,"0",132,"e",27,"0",134,"e",25,"0",135,"e",24,"0",136,"e",23,"0",137,"e",23,"0",137,"e",23,"0",137,"e",23,"0",137,"e",23,"0",137,"e",23,"0",137,"e",23,"0",136,"e",24,"0",135,"e",25,"0",134,"e",26,"0",133,"e",27,"0",131,"e",30,"0",126,"e",35,"0",120,"e",41,"0",115,"e",87,"0",68,"e",90,"0",65,"e",94,"0",62,"e",97,"0",63,"e",96,"0",65,"e",94,"0",66,"e",93,"0",67,"e",93,"0",67,"e",93,"0",67,"e",93,"0",71,"e",89,"0",72,"e",88,"0",73,"e",87,"0",74,"e",86,"0",75,"e",85,"0",75,"e",86,"0",74,"e",87,"0",73,"e",88,"0",72,"e",89,"0",71,"e",90,"0",70,"e",87,"0",73,"e",84,"0",76,"e",80,"0",79,"e",78,"0",81,"e",75,"0",84,"e",74,"0",85,"e",74,"0",85,"e",74,"0",85,"e",74,"0",85,"e",74,"0",85,"e",75,"0",82,"e",78,"0",
import tensorflow.compat.v1 as tf
import os
tf.disable_eager_execution()
resolver = tf.distribute.cluster_resolver.TPUClusterResolver(
tpu=os.environ['TPU_ENDPOINT'])
tf.tpu.experimental.initialize_tpu_system(resolver)
tpu_strategy = tf.distribute.experimental.TPUStrategy(resolver)
SCREEN_FEATURES = ScreenFeatures(
height_map=(256, FeatureType.SCALAR, colors.winter, False),
visibility_map=(4, FeatureType.CATEGORICAL,
colors.VISIBILITY_PALETTE, False),
creep=(2, FeatureType.CATEGORICAL, colors.CREEP_PALETTE, False),
power=(2, FeatureType.CATEGORICAL, colors.POWER_PALETTE, False),
player_id=(17, FeatureType.CATEGORICAL,
colors.PLAYER_ABSOLUTE_PALETTE, False),
player_relative=(5, FeatureType.CATEGORICAL,
colors.PLAYER_RELATIVE_PALETTE, False),
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public int m_playerID;
public float m_shootCooldown;
// Audio data
import numpy as np
import itertools
import gym
import random
env = gym.make("BowlingNoFrameskip-v4")
def enact(step, partitions, actions):
step = step % partitions[-1]
for p, a in zip(partitions, actions):
if step < p:
@sherjilozair
sherjilozair / celeste.lua
Created June 17, 2018 19:18
Source code for pico-8 version of Celeste
-- ~celeste~
-- matt thorson + noel berry
-- globals --
-------------
room = { x=0, y=0 }
objects = {}
types = {}
freeze=0