I found an answer in the community portal about grid-based movement, but they’re using tweens to animate. That’s an interesting approach, but I think it’s a bit too much of this modern day technology for my stomach.
I played around with Godot and found that when my player character moved too fast, it would not collect items in its path. Here’s a short visual comparison of two approaches to move things in an engine like Godot. If you don’t know Godot: it is an engine, tool, and IDE to create cross-platform 2D and 3D games and GUIs. It’s basically Unity, but open source.
I want to decode JSON that’s human readable but still represents a Swift.OptionSet. Traditionally, OptionSets are implemented with an integer-based rawValue, because that gives you the set algebra for free. Here’s my type: Here, all represents the whole text of a document, for example, and selected stands for the current selected text, if any.
By default, you cannot print to the Xcode console from within a JavaScriptCore-evaluated script. print, echo, console.log – nothing of the like is available. Caveman debugging is tremendously useful, though, so we all know that we want to print from the JavaScript we evaluat, right?
The JavaScriptCore framework was apparently very convenient to use in Objective-C times: you could simply use subscripts to change objects inside the context, like this: In Swift, tutorials you find on the web stick to the longer version that underlies the subscript convention here: method calls to -objectForKeyedSubscript and -setObject:forKeyedSubscript:.
The latest version of TableFlip hits the digital shelves this weekend. It contains various fixes for CSV file handling, including those I wrote a series about over the course of the last months.
Helge Heß published an Open Source component to use the modern FastSpring web API so you can display a sheet to purchase a license of your app within your app. It’s not yet a native in-app purchase UI or anything, but you can The last part is probably the most important to me. It’s what I like most about the
Maybe nobody is suprised that the book “Structure and Interpretation of Classic Mechanics” by Sussman & Wisdom contains code that you can put in any old Scheme/Lisp environment to actually represent mechanical equations.