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package com.ludamix.entity; | |
class Entity | |
{ | |
public var id(default, null) : Int; | |
public var properties : Dynamic; | |
public function new(id, properties) | |
{ |
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import random | |
class Mech(object): | |
def __str__(self): | |
return "Name: %s\n\tweight: %s\n\tslots: %s\n\tmax heat: %s" % (self.name, self.max_weight, self.slots, self.max_heat) | |
@staticmethod | |
def generator(): | |
obj = Mech() | |
obj.name = 'Random Mech '+str(random.randint(0,9999)) | |
obj.weight = random.randint(1,10) |
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package com.ludamix.ds; | |
class Deli | |
{ | |
public static function parse(s : String) { | |
var m = new Map<String, Array<String>>(); | |
for (l /*line*/ in s.split("\n")) { | |
var i0 = l.indexOf("["); var i1 = l.indexOf("]"); | |
var k /*key*/ = l.substr(0, i0); var d /*delimiter*/ = l.substr(i0 + 1, i1 - i0 - 1); var v /*value*/ = l.substr(i1 + 1); | |
var r /*value results*/ : Array<String>; /*get result array*/ if (m.exists(k)) r = m.get(k); else { r = new Array(); m.set(k, r); } |
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package com.ludamix.ds; | |
class Deli | |
{ | |
public static function parse(s : String) { | |
var m = new Map<String, Array<Array<String>>>(); | |
for (l /*line*/ in s.split("\n")) { | |
var i0 = l.indexOf("["); var i1 = l.indexOf("]"); | |
var k /*key*/ = l.substr(0, i0); | |
var d /*delimiter*/ = l.substr(i0 + 1, i1 - i0 - 1); |
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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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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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