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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}"); |
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void Flush() | |
{ | |
GraphicsDevice.UpdateBuffer(vertexBuffer, 0, Vertices); | |
GraphicsDevice.UpdateBuffer(indexBuffer, 0, Indices); | |
CommandList.Begin(); | |
CommandList.SetFramebuffer(Framebuffer); | |
if (Framebuffer.DepthTarget != null) |
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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}"); |
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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}"); |
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{"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", |
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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) |
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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), |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class PlayerController : MonoBehaviour | |
{ | |
public int m_playerID; | |
public float m_shootCooldown; | |
// Audio data |
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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: |
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-- ~celeste~ | |
-- matt thorson + noel berry | |
-- globals -- | |
------------- | |
room = { x=0, y=0 } | |
objects = {} | |
types = {} | |
freeze=0 |