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| extends Node | |
| export(NodePath) var target_path | |
| export(float) var duration = 0.2 | |
| export(Vector2) var amplitude = Vector2(5.0, 5.0) | |
| var target = null | |
| var fx_timer = 0 |
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| precision mediump float; | |
| uniform sampler2D tex0; | |
| uniform sampler2D tex1; | |
| varying vec2 tcoord; | |
| varying vec4 color; | |
| void main() | |
| { |
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| public static function apply_tile_shader(map: TiledMap, shader: phoenix.Shader) | |
| { | |
| if (map.visual == null) return; | |
| var layers = map.visual.geometry.keys(); | |
| for (lname in layers) | |
| { | |
| for (row in map.visual.geometry[lname]) | |
| { |
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| cd | |
| mkdir dev | |
| ## Compile neko 2.0.0 | |
| sudo apt-get install libgc-dev | |
| sudo nano /etc/apt/source.list | |
| # append the following lines | |
| deb http://www.cl.cam.ac.uk/~lpw25/ocaml-rpi/ wheezy main |
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| // luxe engine Particle System bug - check Web and Native target for different behavior | |
| import luxe.Input; | |
| import luxe.Particles; | |
| import luxe.Color; | |
| import luxe.Vector; | |
| class Main extends luxe.Game { | |
| var particles : ParticleSystem; |
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| import luxe.Vector; | |
| import luxe.Sprite; | |
| import phoenix.Batcher; | |
| import phoenix.RenderTexture; | |
| // web = OK | |
| // mac = garbled textures | |
| // ios = nothing is displayed |