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Mobile.Class(function WifiP2PPing(_id, _parent) {
var _this = this;
var _results = [];
var _messages = {};
//*** Constructor
(function () {
setTimeout(send, 500);
})();
Mobile.Class(function WifiP2P() {
Inherit(this, Mobile.BaseModule);
var _this = this;
var _connected = false;
var _message = {fn: 'message'};
var _id = Utils.timestamp();
var _connections = [_id];
var _ping = {};
private void setup() {
AsyncServer.getDefault().connectSocket(_host, new ConnectCallback() {
@Override
public void onConnectCompleted(Exception ex, final AsyncSocket socket) {
handleConnectCompleted(ex, socket);
}
});
}
private void initialize(JSONObject data) throws JSONException {
if (_active) {
return;
}
_active = true;
Activity activity = Modules.ACTIVITY;
_intentFilter.addAction(WifiP2pManager.WIFI_P2P_STATE_CHANGED_ACTION);
_intentFilter.addAction(WifiP2pManager.WIFI_P2P_PEERS_CHANGED_ACTION);
function initParticles() {
_particles = _this.initClass(ParticlePhysics, new VerletIntegrator());
_particles.addBehavior(new EdgeBehavior(false, true));
_gravity = new Force(new Vector2(0, 200));
_particles.addBehavior(_gravity);
_collision = new Collision();
_particles.addBehavior(_collision);
_emitter = _this.initClass(Emitter, new Vector2(Stage.width/2, Stage.height/2), 0);
@activetheory
activetheory / levels.glsl
Created January 5, 2016 00:06
A GLSL module for color levels manipulation
float levelChannel(float inPixel, float inBlack, float inGamma, float inWhite, float outBlack, float outWhite) {
return (pow(((inPixel * 255.0) - inBlack) / (inWhite - inBlack), inGamma) * (outWhite - outBlack) + outBlack) / 255.0;
}
vec3 levels(vec3 inPixel, float inBlack, float inGamma, float inWhite, float outBlack, float outWhite) {
vec3 o = vec3(1.0);
o.r = levelChannel(inPixel.r, inBlack, inGamma, inWhite, outBlack, outWhite);
o.g = levelChannel(inPixel.g, inBlack, inGamma, inWhite, outBlack, outWhite);
o.b = levelChannel(inPixel.b, inBlack, inGamma, inWhite, outBlack, outWhite);
return o;