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┌─────────────────────────────────────┐ ┌───────┐ ┌───────────────┐ | |
│ . . . . . . . . . . . . . . . . . . └─┐ │ . . . │ │ . . . . . . . │ | |
┌───┐ │ . . . . . . . . . . . . . . . . . . . ├───┐ │ . . . │ └─┐ . . . . . ┌─┘ | |
┌─┘ . └─┐ └───┬───. . . . . . . . . . . . . . . . │ . └─┐ │ . . . │ │ . . . . . │ | |
│ . . . └─┐ ┌───────────────┐ │ . . . . . . . . . ──────. . . . . . . . └─┐ │ . . . │ ┌───┼─┐ . . . ┌─┘ | |
│ . . . . │ │ . . . . . . . │ │ . . . . . . . . . . . . . . . . . . . . . │ │ . . . └─┘ . └─┴─┐ . ┌─┘ | |
│ . . . . └───────┐ │ . . . . . . . ├───┘ . . . . . . . . . ┌───┐ . . . . . . . . ┌─┘ │ . . . . . . . . │ . │ | |
├───. . . . . . . └─┐ │ . |
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Less Opened Maze Generator | |
┌───────────────────┬───────┐ | |
│...................│.......│ | |
│.................┌─┘.│.┌──.│ | |
│.....│...........│...│.│...│ | |
├─..┌─┴───┐...│.┌─..┌─┘.│.──┤ | |
│...│.....│...│.│...│...│...│ | |
│...│.┌─..└──.│.│.│.└──.├──.│ | |
│...│.│.......│.│.│.....│...│ | |
│..─┤.├──....─┴─┘.└──...│.│.│ |
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Imitating language: "Lovecraft": | |
Ku ushku urk tachtal ith zvra... | |
Hmaanga teik ekhel oguts ape irk. | |
Ekhi; thi is ialaagh ogiltaats gleputs? | |
Aagrets nen nyeigh yeltaa! | |
Aarl ta; aha'at, sain zvrirkai-aikhug lia'aas! | |
Sol gukh emraats nyamre-op uxo tark fto. | |
Ux opits uvru as, en'yeh, pe-ialteish piakre. |
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/******************************************************************************* | |
* Copyright 2011 See AUTHORS file. | |
* | |
* Licensed under the Apache License, Version 2.0 (the "License"); | |
* you may not use this file except in compliance with the License. | |
* You may obtain a copy of the License at | |
* | |
* http://www.apache.org/licenses/LICENSE-2.0 | |
* | |
* Unless required by applicable law or agreed to in writing, software |
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import java.util.Arrays; | |
/** | |
* This class provides methods for calculating Field of View in grids. Field of | |
* View (FOV) algorithms determine how much area surrounding a point can be | |
* seen. They return a two dimensional array of doubles, representing the amount | |
* of view (almost always sight) which the origin has of each cell. | |
* <br> | |
* The input resistanceMap is considered the percent of opacity. This resistance | |
* is on top of the resistance applied from the light spreading out. You can |
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┌────┐┌──┐┌──────┐ ┌──┐ ┌───────┐┌─────┬───┐ ┌────────┐ ┌──┐ ┌──────────┐ ┌──┐ ┌──────┬─────┐┌──┐ ┌──┐ ┌─────┐ ┌──┐ ┌──┐ ┌──┐┌──────┐ ┌──────┬─────┐┌──┐ ┌──┐ ┌────────┬───────┐ ┌──────┐ ┌────────┐┌──────┐ ┌──┐ ┌──────┐ ┌──┐ ┌──────────┐ ┌──┬─────┐ ┌──┐ ┌─────┐ ┌─────┐ ┌────────┐┌───────────┐┌─────┐ ┌────┬──┐┌────────┐ ┌──────┬─────────┐ ┌───┬───┐┌──┬─────┐ ┌──────┬─────────┐ ┌────────┐ ┌─────┐ ┌───────────┬─────┐ ┌─────┬──┐┌──────┐ ┌───────┬─────┬───┐ ┌─────┐ ┌───┐ ┌──────────────────┐ ┌──┐ ┌──┐ ┌──┐ ┌──────────┐ ┌────────┐ ┌────┐ ┌──┐ ┌──┐ ┌────────┐ ┌───┐ ┌───────────┬─────┐ ┌─────┐ ┌────────┐ ┌──────┐ ┌──┐ ┌─────┬──┐┌────────┐┌────┐ ┌──────┐┌────────┐┌────────┐ ┌──────┐ ┌──┐ ┌──┐ ┌──┐ ┌──────┐ ┌──┐ ┌───┐ ┌─────┐ ┌──┐ ┌────┬────┐ ┌───┬─────┐ ┌─────┐┌─────┬────────────┬───┬─────┐┌──────┐ | |
│....└┘..││......└─── |
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import com.badlogic.gdx.Gdx; | |
import com.badlogic.gdx.graphics.Color; | |
import com.badlogic.gdx.graphics.GL20; | |
import com.badlogic.gdx.graphics.Mesh; | |
import com.badlogic.gdx.graphics.Texture; | |
import com.badlogic.gdx.graphics.VertexAttribute; | |
import com.badlogic.gdx.graphics.VertexAttributes; | |
import com.badlogic.gdx.graphics.g2d.Batch; | |
import com.badlogic.gdx.graphics.g2d.TextureRegion; | |
import com.badlogic.gdx.graphics.glutils.ShaderProgram; |
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// this is a libGDX ShaderBatch fragment shader; it may need some tweaks to fit in other frameworks. | |
// You can use this to desaturate colors by setting `u_mul` to `vec3(1.0, 0.5, 0.5)` or any other small fractions for Cw and Cm. You | |
// can make colors warmer by setting `u_add` to `vec3(0.0, 0.6, 0.0)`; while warmth is added, randomly setting the added Cm to a | |
// value between -0.5 and 0.5 can simulate a fiery color effect over the screen. You can make an icy effect by setting `u_add` to | |
// `vec3(0.3, -0.4, 0.0)`. You can simulate the desaturation and yellowing that happens to old paintings by setting `u_mul` to | |
// `vec3(0.9, 0.7, 0.75)` and `u_add` to `vec3(0.05, 0.14, 0.16)`. Many other effects are possible by changing warmth and/or mild over | |
// multiple frames, usually smoothly and usually applying the change to the additive uniform. | |
varying vec2 v_texCoords; | |
varying vec4 v_color; |
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000000 | |
111111 | |
222222 | |
333333 | |
444444 | |
555555 | |
666666 | |
777777 | |
888888 | |
999999 |
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public final class Linnorm { | |
private static long state = 0L; | |
private static long random() | |
{ | |
long z = (state = state * 0x41C64E6DL + 1L); | |
z = (z ^ z >>> 28) * 0xAEF17502108EF2D9L; | |
return z ^ z >>> 30; | |
} | |
public static void main(String[] args) { | |
long out = 0L; |