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[header one] | |
a$[]thing | |
a$[]other thing | |
b[,]1,2,3,4 | |
[header two] | |
a[]thing | |
a[]other thing | |
b[,]1,2,3,4 |
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package com.ludamix.ds; | |
class Deli | |
{ | |
/* | |
Deli - "Better than your usual hashmap" | |
A syntax that maps text data to lists of numbers and strings by declaration, | |
vs. by position and context as in most textual formats. |
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class Slactuate | |
{ | |
/* how to use: build your own abstraction on m() and p() to ease the setting of properties. call u() each frame you update, then call c() to cleanup. */ | |
public var td /*tween datas*/ = new Array<SlacTween>(); | |
public function new(){} | |
public function u/*update to the given time*/(t : Float) { for (n in td) n.u(t); } | |
public function c/*clear tweens updated to past their end time, and return the removed ones*/() { | |
var i = td.length - 1; var r = new Array<SlacTween>(); if (td.length < 1) return r; | |
while (i >= 0) { var n = td[i]; if (n.ci > 1.) {r.push(td.splice(i, 1)[0]); } i -= 1; } | |
return r; } |
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import flash.Lib; | |
import flash.display.Shape; | |
class Main | |
{ | |
public static var sp : Shape; | |
public static var slac : Slactuate; | |
static function main() |
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class Eventsys | |
{ | |
public var entities = new Map<Int, IEntity>(); | |
public function new(){} | |
/* raw spawning tools. instantiate and assign parameters to entities with your own configuration mechanism. */ | |
public function spawn(e : IEntity, id : Int) { if (entities.exists(id)) { throw "overlapping entity id"; } e.id = id; entities.set(id, e); } | |
public function despawn(e : IEntity) { entities.remove(e.id); } |
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# Generate and playback a sine tone | |
import sdl2 | |
import sdl2/audio | |
import math | |
# Audio settings: | |
const Channels = 1 | |
const RQSizeInSamples = 4096 * Channels |
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type Uniforms = object | |
faefar:GLint # fade factor | |
tee:array[0..1,GLint] # textures | |
type Attributes = object | |
pon:GLint # position | |
type Resources = object | |
vexbur, eltbur:GLuint # vertex, element buffers | |
tee:array[0..1,GLuint] # textures | |
vexshr, frtshr:GLuint # vertex, element shaders | |
prm:GLuint # program |
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# Generate and playback a sine tone | |
import sdl2 | |
import sdl2/audio | |
import math | |
# Audio settings requested: | |
const RQBufferSizeInSamples = 4096 | |
const RQBytesPerSample = 2 # 16 bit PCM | |
const RQBufferSizeInBytes = RQBufferSizeInSamples * RQBytesPerSample |
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type | |
DataEntry* = object | |
k:string # key | |
v:int # value | |
Rect* = object | |
x:int | |
y:int | |
w:int # width | |
h:int # height | |
d:seq[DataEntry] # metadata |
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type | |
GLFloatBufferPart{.unchecked.} = array[0..0, GLfloat] | |
GLFloatBuffer* = ref tuple | |
data : ptr GLFloatBufferPart | |
samples : int | |
bytes : int | |
# i want to expand this to all the GL numeric types through a generic: |