Nedelišće Football Team: An In-depth Analysis for Sports Bettors
Overview / Introduction about the Team
Nedelišće, a prominent football team based in Croatia, competes in the Croatian Second Football League. Known for their strategic gameplay and robust squad, they play an integral role in regional football. The team, founded in 1946, is currently managed by Coach [Name]. They employ a dynamic formation that adapts to the strengths of their key players.
Team History and Achievements
Over the years, Nedelišće has established itself as a formidable force in Croatian football. They have clinched several league titles and have been consistent top performers in the Croatian Second League. Notable seasons include their championship win in [Year], which remains a highlight in their storied history.
Current Squad and Key Players
The current squad boasts a blend of experienced veterans and promising young talents. Key players include [Player Name] as the team’s leading striker, known for his goal-scoring prowess. Midfielder [Player Name] is pivotal for orchestrating attacks with his exceptional vision and passing accuracy.
Team Playing Style and Tactics
Nedelišće employs a flexible 4-3-3 formation, focusing on high pressing and quick transitions. Their strengths lie in their aggressive attacking play and solid defensive organization. However, they occasionally struggle with maintaining possession under pressure.
Interesting Facts and Unique Traits
Nedelišće is affectionately known as “The Eagles,” reflecting their fierce competitive spirit. The team enjoys a passionate fanbase that supports them through thick and thin. Rivalries with local teams add an extra layer of excitement to their matches.
Lists & Rankings of Players, Stats, or Performance Metrics
- Top Scorer: ✅ [Player Name] – 15 goals this season
- Assists Leader: 💡 [Player Name] – 10 assists this season
- Defensive Standout: 🎰 [Player Name] – 5 clean sheets this season
Comparisons with Other Teams in the League or Division
In comparison to other teams in the Croatian Second League, Nedelišće stands out due to their balanced squad depth and tactical versatility. While teams like [Team Name] may have more individual talent, Nedelišće’s cohesive unit often gives them an edge.
Case Studies or Notable Matches
A breakthrough game for Nedelišće was their victory against [Opponent Team] last season, where they overturned a deficit to win 3-2. This match highlighted their resilience and ability to perform under pressure.
| Statistic | Nedelišće | Opponents Average |
|---|---|---|
| Total Goals Scored This Season | 35 | 28 |
| Average Goals Per Game | 1.8 | 1.5 |
| Total Points This Season | 45 | 40 |
| Average Points Per Game | 4.5 | 4.0 |
Tips & Recommendations for Analyzing the Team or Betting Insights 💡 Advice Blocks
- Analyze Match Formations:
- Focusing on how Nedelišće adjusts formations can provide insights into potential match outcomes.
- Bet on Home Games:
- Nedelišće tends to perform better at home due to strong crowd support.
- Carefully Review Opponent Weaknesses:
- Leverage Nedelišće’s strengths against known weaknesses of opposing teams.
Sports Betting FAQs About Nedelišće Football Team (H3 Questions & P Answers)
What are some key factors to consider when betting on Nedelišče?
Evaluate recent form, head-to-head records against opponents, player injuries or suspensions, and any changes in coaching strategies before placing bets.
If I bet on Nedelišeće’s away games, what should I look out for?
Analyze how well they adapt to different playing conditions outside home turf and check if they have historically struggled against specific away opponents.
To what extent do player injuries impact betting odds?
Injuries can significantly affect team performance; ensure you monitor injury reports closely as they could influence odds substantially.
Suggestions from Experts on Betting Strategies Involving Nedeleiśce?
“Betting on underdogs like Nedeleiśce during strong performances against weaker teams can yield profitable results,” advises sports analyst John Doe.
Moving Pros & Cons of the Team’s Current Form or Performance (✅❌ Lists)
- ✅ Strong Offensive Play:
- Their ability to score goals consistently makes them attractive bet options when favorites are expected but may falter offensively themselves.
- ❌ Defensive Vulnerabilities:
- Sometimes concede goals too easily especially when facing high-pressure tactics from opponents which could be risky if betting heavily on narrow wins/losses margins only. </udmytro-kudrakov/sound-waves/src/components/Canvas.js
import React from ‘react’;
import PropTypes from ‘prop-types’;export default class Canvas extends React.Component {
static propTypes = {
width: PropTypes.number.isRequired,
height: PropTypes.number.isRequired,
data: PropTypes.arrayOf(PropTypes.number).isRequired,
color: PropTypes.string.isRequired,
lineWidth: PropTypes.number.isRequired,
updateFrequency: PropTypes.number.isRequired
};constructor(props) {
super(props);
this.canvasRef = React.createRef();
this.state = {
context: null
};
}componentDidMount() {
const canvas = this.canvasRef.current;
const context = canvas.getContext(‘webgl’);if (context === null) {
throw new Error(‘WebGL not supported’);
}context.canvas.width = this.props.width;
context.canvas.height = this.props.height;const program = createProgram(context);
const positionAttributeLocation = context.getAttribLocation(program, ‘position’);
const positionBuffer = context.createBuffer();
context.bindBuffer(context.ARRAY_BUFFER, positionBuffer);
// const positions = [
// -1.0,-1.0,
// +1.0,-1.0,
// +1.0,+1.0,
// -1.0,+1.0
// ];// new Float32Array(positions);
// context.bufferData(
// context.ARRAY_BUFFER,
// new Float32Array(positions),
// context.STATIC_DRAW
// );let bufferIndex = 0;
function setBufferData(data) {
bufferIndex++;if (bufferIndex >= data.length) {
bufferIndex -= data.length;
}const positions =
[
-1+bufferIndex/10000,data[bufferIndex],
+1+bufferIndex/10000,data[bufferIndex+data.length/4],
+1+(bufferIndex+data.length/4)/10000,data[bufferIndex+data.length*5/4],
-1+(bufferIndex+data.length/4)/10000,data[bufferIndex+data.length*3/4]
];console.log(‘positions’, positions);
// Send positions data back to the GPU.
context.bufferData(
context.ARRAY_BUFFER,
new Float32Array(positions),
context.DYNAMIC_DRAW
);// Tell WebGL how to convert from clip space to pixels.
// console.log(context.canvas.width);// console.log(context.canvas.height);
// Note that we’ve set gl.viewport(0, 0) above.
//
// Multiply each coordinate by half the width/height to convert it from
// range [-1,+1] (clip space) to range [0,width].let scale_x=500;
let scale_y=500;
let x=(scale_x*(context.canvas.width)/context.canvas.width)/context.canvas.width;
let y=(scale_y*(context.canvas.height)/context.canvas.height)/context.canvas.height;
console.log(x,y);
var matrix=[
x , 0 , 0 , 0 ,
0 , y , 0 , 0 ,
x , y , z , w ,
x*y*z*w*x*y*z*w*x*y*z*w];console.log(matrix);
var matrixUniform=context.getUniformLocation(program,’matrix’);
console.log(matrixUniform);
var matrixFloat=new Float32Array(matrix);
console.log(matrixFloat);
var matrixType=context.FLOAT;
var matrixSize=16;
var matrixStride=16*4;
var matrixOffset=16*4*matrixSize;
console.log(matrixUniform,matrixFloat,matrixType,matrixSize,matrixStride,matrixOffset);
//
//
// function setBufferData(data) {
//
//
//// function setBufferData() {
////
////
////
////
////
////
////
////
////
////
////
////
////
////
////
////
////
////
//
//
//
//
//
//
//// const positions =
//// [
//// -10,data[bufferIndex],
//// +10,data[bufferIndex+data.length/4],
//// +10,(data[bufferIndex]+data[bufferIndex+data.length*5/4])/20000000000000000000000000000,
//// -10,(data[bufferIndex]+data[bufferIndex+data.length*3/4])/20000000000000000000000000000
//// ];
//
//
//
////
//
//
//
//
//
//
//
//
//
//
//
//
//
//
//
//
//
//
const positions =
[
-10,-10*(this.props.data[this.props.data.length-30]-this.props.data[this.props.data.length-20]),
10,-10*(this.props.data[this.props.data.length-20]-this.props.data[this.props.data.length-30]),
10,-10*(this.props.data[this.props.data.length-30]-this.props.data[this.props.data.length-40]),
-10,-10*(this.props.data[this.props.data.length-40]-this.props.data[this.props.data.length-30])
];console.log(‘positions’,positions);
// Send positions data back to the GPU.
context.bufferData(
context.ARRAY_BUFFER,
new Float32Array(positions),
context.DYNAMIC_DRAW
);let bufferVertexCount = dataLength / verticesPerPosition;
let vertexCountPerUpdate =
Math.floor((updateFrequency * bufferVertexCount)
/
60); // Assume frame rate is about constant at ~60fps.if (vertexCountPerUpdate === Infinity || vertexCountPerUpdate = updateFrequencyCounterResetThreshold) {
updateFrequencyCounter -= updateFrequencyCounterResetThreshold;
}
const glClearMask =
gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT;gl.clear(glClearMask);
gl.useProgram(program);
gl.enableVertexAttribArray(positionAttributeLocation);
gl.bindBuffer(gl.ARRAY_BUFFER,
positionBuffer);
gl.vertexAttribPointer(
positionAttributeLocation,
verticesPerPosition,
gl.FLOAT,
false,
verticesPerPosition * FLOAT_BYTES_PER_ELEMENT,
vertexOffset * FLOAT_BYTES_PER_ELEMENT
);
gl.drawArrays(gl.TRIANGLE_STRIP,
vertexOffset / verticesPerPosition,
vertexCountToDraw
);
}
setInterval(draw,this.state.updateFrequency)
};
function createProgram(context) {
const vsSource =
‘attribute vec4 position;’
+’void main() {‘
+’ gl_Position = position;’
+’}’;
const fsSource =
‘precision mediump float;’
+’uniform vec4 color;’
+’void main() {‘
+’ gl_FragColor = color;’
+’}’;
var vertexShader =
loadShader(context,GL_VERTEX_SHADER,vssource)
var fragmentShader=
loadShader(context,GL_FRAGMENT_SHADER,fssource)
if(!vertexshader||!fragmentshader){
throw new error(‘unabletocompileshaders’)
}
var program=context.createprogram()
program.attachshader(vertexshader)
program.attachshader(fragmentshader)
program.link()
if(!program.linkstatus){
throw new error(‘unabletoinitializeshaderprogram’)
}
return program
}
function loadShader(context,type,sourcetext){
var shader=context.createshader(type)
context.shadersource(shader,sourcetext)
context.compileshader(shader)
if(!context.shadercompilestatus(shader)){
throw new error(“unabletoinitialize shader:”+type+” “+context.shadercompilererror(shader))
}
return shader
}
}
dmytro-kudrakov/sound-waves<|file_sep�
import React from 'react';
import './App.css';
import SoundWaveCanvas from './components/SoundWaveCanvas';class App extends React.Component {
constructor(props){
super(props);
this.state={
audioContext:null,
analyser:null,
source:null,
startTime:-Infinity
}
}
componentDidMount(){
const audioContext=this.audioContext||new(window.AudioContext||window.webkitAudioContext)
const analyser=audioContext.createAnalyser()
analyser.fftsize=2048
const source=audioContext.createMediaElementSource(this.audioElement)
source.connect(analyser)
analyser.connect(audioContext.destination)
this.setState({
audioContext,
analyser,
source
})
}
render(){
return(
––var audioCtx=this.audioCtx||new(window.AudioContext||window.webkitAudioContext)
var oscillatorNode=audioCtx.createOscillator()
oscillatorNode.type=’square’
oscillatorNode.frequency.setValueAtTime(440,audioCtx.currentTime)
oscillatorNode.start()
setTimeout(()=>{
oscillatorNode.stop()
},500);
}}>
Create Oscillator Node!Click Me!
var audioCtx=this.audioCtx||new(window.AudioContext||window.webkitAudioContext)
var gainNode=audioCtx.createGain()
gainNode.gain.value=.5;
gainNode.connect(audioCtx.destination);
gainNode.start();
setTimeout(()=>{
gainNode.stop();
},500);
}}>
Create Gain Node!
Click Me!
Click Me!
Click Me!
Click Me!
Click Me!
Click Me!
Click Me!
Click Me!
Click Me!
Click Me!
Click Me!Click Me!
Click me! Click me! Click me! Click me! Click me! Click me! Click me! Click me! Click me! Click me! Click me! Click me! Click me!
clickMe!!
clickMe!!
clickMe!!
clickMe!!
clickMe!!
clickMe!!
clickMe!!
clickMe!!
clickMe!!
clickMe!!
clickMe!!
clickMe!!clickme!!! clickme!!! clickme!!! clickme!!! clickme!!! clickme!!! clickme!!! clickme!!! clickme!!! clickme!!! clickme!!! clickme!!!
var audioCtx=this.audioCtx||new(window.AudioContext||window.webkitAudioContext)
console.log(audioctx.sampleRate);
}}>
Get Audio Context Sample Rate.
Get Audio Context Sample Rate.
Get Audio Context Sample Rate.
Get Audio Context Sample Rate.
Get Audio Context Sample Rate.
Get Audio Context Sample Rate.
Get Audio Context Sample Rate.
Get Audio Context Sample Rate.Get Audio Context Sample Rate.
Get Audio Context Sample Rate.
Get Audio Context Sample Rate.
Get Audio Context Sample Rate.
Get Audio Context Sample Rate.
Get Audio Context Sample Rate.
Get Audio Context Sample Rate.
console.log(this.audioElement.duration);
}}>
Get Duration.
Get Duration.
Get Duration.
Get Duration.
Get Duration.
Get Duration.
Get Duration.
Get Duration.Get Duration.
Get Duration.
Get Duration.
Get Duration.
Get Duration.
Get Duration.
Get Duration.
console.log(this.audioElement.currentTime);
console.log(this.audioElement.currentTime);
console.log(this.audioElement.currentTime);
console.log(this.audioElement.currentTime);
console.log(this.audioElement.currentTime);
console.log(this.audioElement.currentTime);
console.log(this.audioElement.currentTime);
console.log(this.audioElement.currentTime);console.log(this.audioElement.currentTime);
console.log(this.audioElement.currentTime);
console.log(this.audioElement.currentTime);
console.log(this.audioElement.currentTime);
console.log(this.audioElement.currentTime);
console.log(this.audioElement.currentTime);
logAudioCurrentTime();
logAudioCurrentTime();
logAudioCurrentTime();
logAudioCurrentTime();
logAudioCurrentTime();
logAudioCurrentTime();
logAudioCurrentTime();
logAudioCurrentTime();getDuration();
getDuration();
getDuration();
getDuration();
getDuration();
getDuration();
}}>
Log Current Time And Log duration .
Log Current Time And Log duration .
Log Current Time And Log duration .
Log Current Time And Log duration .
Log Current Time And Log duration .
Log Current Time And Log duration .
Log Current Time And Log duration .
Log Current Time And Log duration .Log Current Time And Log duration .
Log Current Time And Log duration .
Log Current Time And Log duration .
Log Current Time And Log duration .
Log Current Time And Log duration .
Log Current Time And Log duration .
log current time log current time log current time log current time log current time log current time log current time log current time log current time log current time log current time log current time log current time log current time
function getDuration(){
document.getElementById(‘duration’).innerText=Math.round(audioelement.duration)+’:’+Math.round((audioelement.duration%60)*100)/100;
}
function getProgress(){
document.getElementById(‘progress’).style.width=(audioelement.duration?Math.round(audioelement.currenttime/audioelement.duration*100):0)+’%’;
}
function getProgress(){
document.getElementById(‘progress’).style.width=(audioelement.duration?Math.round(audioelement.currenttime/audioelement.duration*100):0)+’%’;
}
function getProgress(){
document.getElementById(‘progress’).style.width=(audioelement.duration?Math.round(audioelement.currenttime/audioelement.duration*100):0)+’%’;
}
function getProgress(){
document.getElementById(‘progress’).style.width=(audioelement.duration?Math.round(audioelement.currenttime/audioelement.duration*100):0)+’%’;
}
function getProgress(){
document.getElementById(‘progress’).style.width=(audioelement.duration?Math.round(audioelement.currenttime/audioelement.duration*100):0)+’%’;
}
function getProgress(){
document.getElementById(‘progress’).style.width=(audioelement.duration?Math.round(audioelement.currenttime/audioelement.duration*100):0)+’%’;
}
function getProgress(){
document.getElementById(‘progress’).style.width=(audioelement.duration?Math.round(audioelement.currenttime/audioelement.duration*100):0)+’%’;
}
function getProgress(){
document.getElementById(‘progress’).style.width=(audioelement.duration?Math.round(audioentity.currenttime/entityduration)*100:”)+’%’;
}function getProgress(){ document.getElementById(“progress”).style.width=(entityduration ? Math.round(entitycurrenttime/entityduration *100):””)+”%” ; } function getProgress(){ document.getElementById(“progress”).style.width=(entityduration ? Math.round(entitycurrenttime/entityduration *100):””)+”%” ; } function getProgress(){ document.getElementById(“progress”).style.width=(entityduration ? Math.round(entitycurrenttime/entityduration *100):””)+”%” ; } function getProgress(){ document.getElementById(“progress”).style.width=(entityduration ? Math.round(entitycurrenttime/entityduration *100):””)+”%” ; } function getProgress(){ document.getElementById(“progress”).style.width=(entityduration ? Math.round(entitycurrenttime/entityduration *100):””)+”%” ; }
function entitycurrenttimelog(){ document.write(entitycurrenttimelog()); } function entitycurrenttimelog(){ document.write(entitycurrenttimelog()); } function entitycurrenttimelog(){ document.write(entitycurrenttimelog()); } function entitycurrenttimelog(){ document.write(entitycurrenttimelog()); } function entitycurrenttimelog(){ document.write(entitycurrenttimelog()); }
function getCurrentTimeAndSetStartTImeIfNotSet(){
let currentTime=Math.max( audioEntity.startTime || currentTimeEntity.startTime === Infinity ? currentTimeEntity : currentTimeEntity );
startTime=currentTimel;
return currentTime;
}
getCurrentTimenAndSetStartTimeIfNotSet();
getCurrentTimenAndSetStartTimeIfNotSet();
getCurrentTimenAndSetStartTimeIfNotSet();
getCurrentTimenAndSetStartTimeIfNotSet();
getCurrentTimenAndSetStartTimeIfNotSet();
setCurrentTimetoDom(); setCurrentTimetoDom(); setCurrentTimetoDom(); setCurrentTimetoDom(); setCurrentTimetoDom(); setCurrentTimetoDom(); setCurrentTimetoDom(); setCurrentTimetoDom(); setCurrentTimetoDom(); setCurrentTimetoDom(); setCurrentTimetoDom(); setCurrentTimetoDom();
setcurrentTimeToDOM=setcurrentTimeToDOM=setcurrentTimeToDOM=setcurrentTimeToDOM=setcurrentTimeToDOM=setcurrentTimeToDOM=setcurrentTimeToDOM=setcurrentTimeToDOM=setcurrentTimeToDOM=setcurrentTimeToDOM=setcurrentTimeToDOM;
setcurrentTimetoDOM=function(){
let timetext=document.createElement(“span”);
let minutes=Math.floor(currentTime/currentMillisecondsInAMinute); let seconds=Math.floor(currentTime/currentMillisecondsInSeconds)%60;
minutes=currentMinutes.toString().padStart(leadingZeros,”);
seconds=currentSeconds.toString().padStart(leadingZeros,”);
let text=`${minutes}:${seconds}`;
timestext.innerText=text;
dom.appendChild(timetext);
};
setcturrenttotimeDOM(setcturrenttotimeDOM(setcturrenttotimeDOM(setcturrenttotimeDOM(setcturrenttotimeDOM(setcturrenttotimeDOM(setcturrenttotimeDOMAIN))))))));
startTimerLoop(getCurrenTIme());
startTimerLoop(getCurrenTIme());
startTimerLoop(getCurrenTIme());
startTimerLoop(getCurrenTIme());
startTimerLoop(getCurrenTIme());
startTimerLoop=getCurrenTIme(startTimerLoop=getCurrenTIme(startTimerLoop=getCurrenTIme(startTimerLoop=getCurrenTIme(startTimerLoop=getCurrenTIme()))));
stopPlaybackOnEndofSong();
stopPlaybackOnEndofSong();
stopPlaybackOnEndofSong();
stopPlaybackOnEndofSong();
stopPlaybackOnEndofSong();
playPauseButton.onclick=function(){
switch(mediaElements.paused){
case true:
mediaElements.play().catch(function(e){});
break;
case false:
mediaElements.pause().catch(function(e){});
break;
}
};
playPauseButton.onclick=function(){
switch(mediaElements.paused){
case true:
mediaElements.play().catch(function(e){});
break;
case false:
mediaElements.pause().catch(function(e){});
break;
}
};
playPauseButton.onclick=function(){
switch(mediaElements.paused){
case true:
mediaElements.play().catch(function(e){});
break;
case false:
mediaElements.pause().catch(function(e){});
break;
}
};
playPauseButton.onclick=function(){
switch(mediaElements.paused){
case true:
mediaEntities.play().catch(function(e){});
break;
case false:
mediaEntities.pause().catch(function(e){});
break;
}
};
playPauseButton.onclick=function(){switch(mediaEntities.paused){
case true:
mediaEntities.play().catch(function(e){});
break;
case false:
mediaEntities.pause().catch(function(e){});
break;
}
};
playPauseButton.onclick=function(){switch(mediaEntities.paused){
case true:
mediaEntities.play().catch(function(e){});
break;
case false:
mediaEntities.pause().catch(function(e){});
break;
}
};
playPauseButton.onclick=function(){
switch(mediaEntities.paused){
case true:
mediaplayentities.catch(exception => {
alert(exception.message); });
break;
mediaplayentities.catch(exception => {
alert(exception.message); });
mediaplayentities.catch(exception => {alert(exception.message); });
mediaplayentities.catch(exception => {alert(exception.message); });
mediaplayentities.catch(exception => {alert(exception.message); });
mediaplayentities.catch(exception => {alert(exception.message); });
mediaplayentities.catch(exception => {alert(exception.message); });
mediaplayentities.catch(exception => {alert(exception.message); });
mediaplayentities.catch(exception => {alert(exception.message); });
mediaplayentities.catch(exception => {alert(exception.message); });
});
break;
casemediaelementspaused:
{
mediasourcesplay(() =>
{
});
}casemediaelementspaused:
{
mediasourcesplay(() =>
{
});
}casemediaelementspaused:
{
mediasourcesplay(() =>
{
});
}casemediaelementspaused:
{
mediasourcesplay(() =>
{
});
}casemediaelementspaused:
{
mediasourcesplay(() =>
{
});
}casemediaelementspaused:
{
mediasourcesplay(() =>
{
});
}casemediaelementspaused:
{
mediasourcesplay(() =>
{
});
}casemediaelementspaused:
{
mediasourcesplay(() =>
{});
}default:{
mediastopandrewind();
}default:{
mediastopandrewind();
}default:{
mediastopandrewind();
}default:{
mediastopandrewind();
}default:{
mediastopandrewind();
}};
trackvolume.oninput=function(event){
volume.value=event.target.value;
volumeSlider.style.backgroundimage=`linear-gradient(to right,#ccc ${volume.value}%,#333 ${volume.value}%)`;
};trackvolume.oninput=function(event){
volume.value=event.target.value;
volumeSlider.style.backgroundimage=`linear-gradient(to right,#ccc ${volume.value}%,#333 ${volume.value}%)`;
};trackvolume.oninput=function(event){
volume.value=event.target.value;
volumeSlider.style.backgroundimage=`linear-gradient(to right,#ccc ${volume.value}%,#333 ${volume.value}%)`;
};
trackVolume.oninput=function(event){
volumewalue=event.targetvalue;
volumeslider.style.backgroundimage=`lineargradient(to right,#ccc ${volumewalue}%,#333 ${volumewalue}%)`;
};
trackVolume.oninput=function(event){
volumewalue=event.targetvalue;
volumeslider.style.backgroundimage=`lineargradient(to right,#ccc ${volumewalue}%,#333 ${volumewalue}%)`;
};
trackVolume.oninput=function(event){
volumewalue=event.targetvalue;
volumeslider.style.backgroundimage=`lineargradient(to right,#ccc ${volumewalue}%,#333 ${volumewalue}%)`;voluemvaluetrackoninput(voluemvaluetrackoninput(voluemvaluetrackoninput(voluemvaluetrackoninput(voluemvaluetrackoninput(voluemvaluetrackoninput(voluemvaluetrackoninput(voluemvaluetrackoninput))))));
voluemvalueontargeteventtargettargetvalue=volumeSlidestylebackgroundimagelineargradienttotorightcccvolumevaluepercent33svolumevaluepercent;
voluevaluetrackontargeteventtargettargetvaluetargetslidestylebackgroundimagelineargradienttotorightcccvolumevaluepercent33svolumevaluepercent;
voluevaluetrackontargeteventtargettargetvaluetargetslidestylebackgroundimagelineargradienttotorightcccvolumevaluepercent33svolumevaluepercent;
voluevaluetrackontargeteventtargettargetvaluetargetslidestylebackgroundimagelineargradienttotorightcccvolumevaluepercent33svolumevaluepercent;
voluevaluetrackontargeteventtargettargetvaluetargetslidestylebackgroundimagelineargradienttotorightcccvolumevaluepercent33svolumevaluepercent;
voluevaluetrackontargeteventtargettargetvaluetargetslidestylebackgroundimagelineargradienttotorightcccvolumevaluepercent33svolumevaluepercent;
voluevaluetrackontargeteventtargettargetvaluetargetslidestylebackgroundimagelineargradienttotorightcccvolumevaluepercent33svolumevaluepercent;
voluevaluetrackontargeteventtargettargetvaluetargetslidestylebackgroundimagelineargradienttotorightcccvolumevaluepercent33svolumevaluepercent;
};
setinterval(getcurenttimesetinterval(getcurenttimesetinterval(getcurenttimesetinterval(getcurenttimesetinterval(getcurenttimesetinterval(getcurenttimesetinterval(getcurenttimesetinterval))))),50);
setintervaltimesetintervaltimesetintervaltimesetintervaltimesetintervaltimesetintervaltimesetspecifiedfrequency;
setintervaltimesetspecifiedfrequency(setintervaltimesetspecifiedfrequency(setintervaltimesetspecifiedfrequency(setintervaltimesetspecifiedfrequency(setintervaltimesetspecifiedfrequency))));
settimeout(stopplayerondurationreached,settimeout(stopplayerondurationreached,settimeout(stopplayerondurationreached,settimeout(stopplayerondurationreached,settimeout(stopplayerondurationreached,settimeout(stopplayerondurationreached))))))
settimeout(stopplayerondurationreached,settimeout(stopplayerondurationreached,settimeout(stopplayerondurationreached,settimeout(stopplayerondurationreached,settimeout(stopplayerondurationreached,settimeout(stopplayerondurationreached))))))
settimeout(stopplayerondurationreached,settimeout(stopplayerondurationreached,settimeout(stopplayerondurationreached,settimeout(stopplayerondurationreached,settimeout(stopplayerondurationreached,settimeout(stopplayerondurationreachemschneider91/supermario/src/main/java/com/github/mschneider91/supermario/gameobject/MovingPlatform.java
package com.github.mschneider91.supermario.gameobject;public class MovingPlatform extends GameObject {
public MovingPlatform(float xMinPos,float yMinPos,float xMaxPos,float yMaxPos,int speed){
super(xMinPos,yMinPos,xMaxPos,yMaxPos,speed);
}}
mschneider91/supermario<|file_sep'll just use github for now…
will figure something else out later…
just testing…<|file_sepMario Bros Clone Sourcecode Overview | Mario Bros Clone Sourcecode | Mario Bros Clone Sourcecode Download | Super Mario Bros Clone Sourcecode | Super Mario Bros Clone Code | Mario Brothers Clone Code | Super Mario Brothers Clone Code | Super Mario Brothers Clone Sourcecode | Super Mario Brothers Clone Code Download | Super Mario Brothers Clone Sourcecode Download | mario clone source code download free | mario clone source code download free zip file |
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Free Programming Documentations|OpenSource Software Licenses List:
GNU General Public License v3:
http://www.gnu.org/licenses/gpl.html#TOCTITLEGNU Lesser General Public License v3:
http://www.gnu.org/licenses/lgpl.html#TOCTITLEApache Software License v21:
http://www.apache.org/licenses/LICENSE-21.txtBSD license:
http://opensource.org/licenses/BSD-license.phpCommon Public License v11:
http://www.opensource.org/licenses/cpl11.php#TOCTITLECreative Commons Attribution Share Alike:
http://creativecommons.org/licenses/by-sa/Eclipse Public License v21:
http://www.eclipse.org/legal/epl-v21.html#TOCTITLEMIT license:
http://opensource.org/licenses/MIT-license.php#TOCTITLEMozilla Public License v22:
https://www.mozilla.org/MPL/MPL22.txt#TOCTITLENew BSD license:
https://opensource.org/licenses/BSD-new-license.php#TOCTITLEMario Bros Java Game Engine Example Project Overview –
by Matthias Schneider –
Version Number: Beta Version #001 –
Date Created : March2016 –
Last Modified : April2016 –
This Web Page Last Updated : April2016 –
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No infringement intended.This page was created using Microsoft Windows7 OS running Eclipse IDE Version Neon Release Build #20160531-
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