Upcoming Tennis Matches: W35 Seville Spain
The W35 Seville tournament in Spain is gearing up for an exciting day of tennis action tomorrow. With a lineup of skilled players, the matches are set to captivate audiences both in the stadium and watching from home. This guide will delve into the anticipated matches, offering expert betting predictions and insights into what to expect from this thrilling day of tennis.
Match Highlights
The tournament features a diverse range of players, each bringing their unique style and strategy to the court. Here are some of the key matches to look out for:
- Player A vs Player B: A clash of titans as two top-seeded players face off in what promises to be a tactical battle.
- Player C vs Player D: An intriguing matchup between an emerging talent and a seasoned veteran.
- Player E vs Player F: A wildcard entry goes head-to-head with a consistent performer, setting the stage for an unpredictable encounter.
Expert Betting Predictions
Betting enthusiasts will find plenty of opportunities to engage with tomorrow's matches. Here are some expert predictions to consider:
- Player A vs Player B: While Player A is favored due to recent form, Player B's defensive prowess could turn the tide. Expect a close match, but lean towards Player A for a narrow victory.
- Player C vs Player D: Player C's aggressive playstyle might unsettle the experienced Player D. A bet on Player C could yield high returns.
- Player E vs Player F: This match is highly unpredictable, but Player F's consistency makes them a safer bet for those looking for lower-risk options.
Tactical Analysis
Understanding the tactics employed by each player can provide deeper insights into the potential outcomes:
Player A's Strategy
Known for their powerful serve and baseline dominance, Player A will likely aim to control the pace of the match. Expect aggressive play from the start, aiming to put pressure on Player B early on.
Player B's Counterplay
Player B excels in defense and counter-attacks. Their strategy will likely involve absorbing pressure and then exploiting any openings with precise shots.
Emerging Talent: Player C
Player C has been making waves with their fearless approach and willingness to take risks. Their strategy involves pushing opponents off the court with deep, penetrating shots.
Veteran Wisdom: Player D
With years of experience, Player D knows how to read opponents and adjust tactics mid-game. Expect a more calculated approach aimed at outlasting their younger opponent.
Weather Considerations
The weather in Seville can be unpredictable, potentially impacting play conditions. Here's what to watch for:
- Sunny Conditions: Favoring players with strong baseline games who can utilize open conditions to their advantage.
- Rain Delays: Could affect players' rhythm and favor those who excel in shorter points due to wet conditions.
- Wind Factors: May disrupt serves and volleys, giving an edge to players with solid groundstrokes.
Historical Context
Looking at past performances at the W35 Seville tournament can provide valuable insights:
- Past Winners: Analyzing previous winners' strategies can offer clues about how they might approach tomorrow's matches.
- Tournament Trends: Identifying patterns in match outcomes can help predict potential upsets or dominant performances.
Fan Engagement and Viewing Tips
Fans attending or watching remotely can enhance their experience by focusing on these aspects:
- In-Stadium Experience: Arrive early to soak in the atmosphere and perhaps catch some practice sessions before the main events.
- Broadcasting Tipsnukit/Magician<|file_sep|>/Magician/Classes/Engine/Utils.h
//
// Utils.h
// Magician
//
// Created by Nick Kononov on 12/27/12.
// Copyright (c) 2012 Nukit Inc. All rights reserved.
//
#ifndef Magician_Utils_h
#define Magician_Utils_h
#include "Common.h"
class Utils {
public:
static const char* getDeviceName();
static void init();
static void loadResources();
static void loadResources(const std::string& resourceDir);
static void unloadResources();
static std::string getResourcePath(const std::string& relativePath);
static std::string getResourcePath(const char* relativePath);
};
#endif
<|repo_name|>nukit/Magician<|file_sep-cross-platform<|file_sep|>/Magician/Classes/Engine/GameObject.cpp
//
// Created by nkononov on 11/22/12.
//
#include "GameObject.h"
#include "Engine.h"
#include "EngineUtils.h"
#include "Logger.h"
GameObject::GameObject(const std::string& name) : name(name) {
Engine::get()->registerObject(this);
}
GameObject::~GameObject() {
Engine::get()->unregisterObject(this);
}
void GameObject::update(float deltaTime) {
for (auto child : children) {
child->update(deltaTime);
}
}
void GameObject::render() {
EngineUtils::drawRect(getPosition(), getSize(), Color(1.f,1.f,1.f));
for (auto child : children) {
child->render();
}
}
void GameObject::addChild(GameObject* child) {
children.push_back(child);
}
void GameObject::removeChild(GameObject* child) {
children.erase(std::find(children.begin(), children.end(), child));
}
const std::string& GameObject::getName() const {
return name;
}
Vec2f GameObject::getPosition() const {
return position;
}
void GameObject::setPosition(const Vec2f& position) {
this->position = position;
}
Vec2f GameObject::getSize() const {
return size;
}
void GameObject::setSize(const Vec2f& size) {
this->size = size;
}<|file_sep#!/bin/sh
#export LD_LIBRARY_PATH=/usr/local/lib/:$LD_LIBRARY_PATH
./Magician.app/Contents/MacOS/Magician "$@"
<|file_sep defined('GAME_WIDTH') || define('GAME_WIDTH', 320)
defined('GAME_HEIGHT') || define('GAME_HEIGHT', GAME_WIDTH)
define('SCREEN_WIDTH', $(window).width())
define('SCREEN_HEIGHT', $(window).height())
define('APP_ROOT', 'app')
define('RESOURCES_ROOT', APP_ROOT + '/resources')
define('SOUNDS_ROOT', RESOURCES_ROOT + '/sounds')
define('IMAGES_ROOT', RESOURCES_ROOT + '/images')
define('SHADERS_ROOT', RESOURCES_ROOT + '/shaders')
define('SCENES_ROOT', RESOURCES_ROOT + '/scenes')
define('MAGICTAP_SOUND', SOUNDS_ROOT + '/magictap.wav')
define('BACKGROUND_COLOR', '#333333')
define('INPUT_BOX_WIDTH', SCREEN_WIDTH / GAME_WIDTH * GAME_HEIGHT)
define('INPUT_BOX_HEIGHT', INPUT_BOX_WIDTH)
define 'SPRITE_SHEET_SIZE', SCREEN_WIDTH / GAME_WIDTH * GAME_HEIGHT
define 'SPRITE_SHEET_TEXTURE_SIZE', [ SPRITE_SHEET_SIZE, SPRITE_SHEET_SIZE ]
define 'SPRITE_SHEET_TEXTURE_SIZE_HALF', [ SPRITE_SHEET_SIZE / 2, SPRITE_SHEET_SIZE / 2 ]
define 'SPRITE_SIZE', SCREEN_WIDTH / GAME_WIDTH * GAME_HEIGHT / 6
define 'SPRITE_BORDER', SPRITE_SIZE / 16
define 'SPRITE_BORDER_HALF', SPRITE_BORDER / 2
define 'SPRITE_PADDING_X', SPRITE_BORDER_HALF * 2
define 'SPRITE_PADDING_Y', SPRITE_BORDER_HALF * 2
define 'GRID_X_COUNT', (SCREEN_WIDTH - SPRITE_PADDING_X * 2) / (SPRITE_SIZE + SPRITE_PADDING_X)
define 'GRID_Y_COUNT', (SCREEN_HEIGHT - SPRITE_PADDING_Y * 2) / (SPRITE_SIZE + SPRITE_PADDING_Y)
define 'GRID_SIZE_X', GRID_X_COUNT * (SPRITE_SIZE + SPRITE_PADDING_X)
define 'GRID_SIZE_Y', GRID_Y_COUNT * (SPRITE_SIZE + SPRITE_PADDING_Y)
$ ->
# Get canvas element from DOM
canvas = $('#canvas')[0]
# Set canvas size
canvas.width = SCREEN_WIDTH
canvas.height = SCREEN_HEIGHT
# Create WebGL context
context = canvas.getContext 'webgl'
# Get device pixel ratio or default it to one
devicePixelRatio = if window.devicePixelRatio then window.devicePixelRatio else 1
# Adjust canvas size according to device pixel ratio
canvas.style.width = "#{canvas.width}px"
canvas.style.height = "#{canvas.height}px"
# Create WebGL viewport according to device pixel ratio
context.viewportWidth = canvas.width * devicePixelRatio
context.viewportHeight = canvas.height * devicePixelRatio
# Create render target texture which will be used when rendering scene graph into framebuffer object
renderTargetTexture = new Texture context,
width: context.viewportWidth,
height: context.viewportHeight
# Create frame buffer object which will be used when rendering scene graph into texture using framebuffer object
frameBufferObject = new FrameBufferObject context,
colorAttachments: [ renderTargetTexture ],
depthAttachment: null
# Initialize shader program that will be used when rendering scene graph into framebuffer object
frameBufferShaderProgram = new ShaderProgram context,
vertexShaderSource: SHADERS_ROOT + "/scene.vert",
fragmentShaderSource: SHADERS_ROOT + "/scene.frag"
frameBufferShaderProgram.link()
frameBufferShaderProgram.use()
frameBufferShaderProgram.setUniformFloats "uViewportSize", [ context.viewportWidth, context.viewportHeight ]
frameBufferShaderProgram.setUniformFloats "uTextureScale", [ context.viewportWidth / GAME_WIDTH, context.viewportHeight / GAME_HEIGHT ]
# Initialize shader program that will be used when rendering frame buffer object texture into screen using default framebuffer object
screenShaderProgram = new ShaderProgram context,
vertexShaderSource: SHADERS_ROOT + "/screen.vert",
fragmentShaderSource: SHADERS_ROOT + "/screen.frag"
screenShaderProgram.link()
screenShaderProgram.use()
screenShaderProgram.setUniformFloats "uViewportSize", [ canvas.width, canvas.height ]
screenShaderProgram.setUniformFloats "uTextureScale", [ context.viewportWidth / canvas.width, context.viewportHeight / canvas.height ]
spriteSheetTexture = new Texture context,
path: IMAGES_ROOT + "/sprite_sheet.png",
size: SPRITE_SHEET_TEXTURE_SIZE,
spriteSheetSamplerUniformLocation = screenShaderProgram.getUniformLocation("uSpriteSheetSampler")
context.activeTexture(context.TEXTURE0)
context.bindTexture(context.TEXTURE_2D, spriteSheetTexture.texture)
context.uniform1i(spriteSheetSamplerUniformLocation, 0)
spriteSheetSamplerUniformLocation = frameBufferShaderProgram.getUniformLocation("uSpriteSheetSampler")
context.activeTexture(context.TEXTURE0)
context.bindTexture(context.TEXTURE_2D, spriteSheetTexture.texture)
context.uniform1i(spriteSheetSamplerUniformLocation, 0)
spriteAtlasTexture = new Texture context,
path: IMAGES_ROOT + "/sprite_atlas.png",
spriteAtlasSamplerUniformLocation = screenShaderProgram.getUniformLocation("uSpriteAtlasSampler")
context.activeTexture(context.TEXTURE1)
context.bindTexture(context.TEXTURE_2D, spriteAtlasTexture.texture)
context.uniform1i(spriteAtlasSamplerUniformLocation, 1)
spriteAtlasSamplerUniformLocation = frameBufferShaderProgram.getUniformLocation("uSpriteAtlasSampler")
context.activeTexture(context.TEXTURE1)
context.bindTexture(context.TEXTURE_2D, spriteAtlasTexture.texture)
context.uniform1i(spriteAtlasSamplerUniformLocation, 1)
backgroundColorUniformLocation = screenShaderProgram.getUniformLocation("uBackgroundColor")
context.uniform4f backgroundColorUniformLocation, COLORS["background"]
frameBufferObject.attachments[0].texture.bindToFramebuffer(frameBufferObject.framebuffer)
shapesRenderer = new ShapesRenderer()
inputBoxShapeRenderer = new ShapeRenderer()
inputBoxShapeRenderer.shapeType = ShapeRenderer.SHAPE_RECTANGLE
inputBoxShapeRenderer.colorType = ShapeRenderer.COLOR_TYPE_UNIFORMS
inputBoxShapeRenderer.uniforms["color"] =
r: COLORS["input_box"]["r"]
g: COLORS["input_box"]["g"]
b: COLORS["input_box"]["b"]
shapesRenderer.addShapeRenderer inputBoxShapeRenderer
magictapSoundEffect = new SoundEffect MAGICTAP_SOUND
magictapSoundEffect.play()
sceneGraphManager =
currentSceneGraph: null
loadSceneGraph: (sceneGraphJsonString)->
sceneGraphJsonData =
try
JSON.parse sceneGraphJsonString
catch error
console.log error
if sceneGraphJsonData?
if sceneGraphManager.currentSceneGraph?
sceneGraphManager.currentSceneGraph.removeRenderers()
sceneGraphManager.currentSceneGraph?.destroy()
sceneGraphManager.currentSceneGraph = new SceneGraph sceneGraphJsonData,
rootNode:
position:
x: SCREEN_WIDTH / GAME_WIDTH * GAME_HEIGHT / GRID_X_COUNT * GRID_X_COUNT / 2 - SCREEN_WIDTH / GAME_WIDTH * GAME_HEIGHT / GRID_X_COUNT * GRID_X_COUNT / 2 % SCREEN_WIDTH - GRID_SIZE_X / GRID_X_COUNT / 2
y: SCREEN_HEIGHT - GRID_SIZE_Y - SCREEN_HEIGHT % SCREEN_HEIGHT % GRID_SIZE_Y - GRID_SIZE_Y / GRID_Y_COUNT / 2
size:
x: GRID_SIZE_X
y: GRID_SIZE_Y
renderCurrentSceneGraph: ->
if sceneGraphManager.currentSceneGraph?
if sceneGraphManager.currentSceneGraph.rootNode?
frameBufferObject.attachments[0].texture.bindToFramebuffer(frameBufferObject.framebuffer)
frameBufferObject.attachments[0].texture.clear(0.0,0.0,0.0)
frameBufferObject.attachments[0].texture.clearDepth(1.0)
shapesRenderer.render(
frameBufferShaderProgram,
null,
sceneGraphManager.currentSceneGraph.rootNode.renderers)
context.activeTexture(context.TEXTURE0)
frameBufferObject.attachments[0].texture.bindToFramebuffer(null)
screenShaderProgram.use()
renderTargetTexture.bindToFramebuffer(null)
screenShaderProgram.setUniformFloats "uViewportSize", [ canvas.width , canvas.height ]
renderTargetTexture.bindToRenderTarget()
inputBoxShapeRenderer.render(
screenShaderProgram,
null,
sceneGraphManager.inputBoxRenderers )
renderTargetTexture.unbindFromRenderTarget()
renderLoop =
runFrame: ->
nowTimeMs = Date.now()
deltaTimeMs =
if renderLoop.lastTimeMs?
nowTimeMs - renderLoop.lastTimeMs
else
1000/60 # FPS fallback if nowTimeMs not defined
renderLoop.lastTimeMs = nowTimeMs
requestAnimationFrame renderLoop.runFrame
if magictapSoundEffect.isPaused()
magictapSoundEffect.play()
if sceneGraphManager.currentSceneGraph?
sceneGraphManager.currentSceneGraph.update(deltaTimeMs / 1000)
requestAnimationFrame renderLoop.runFrame
requestAnimationFrame renderLoop.runFrame<|file_sep/css/screen.less
body
background-color BACKGROUND_COLOR<|file_sep[
{
name:"shape_renderer",
type:"shape_renderer",
properties:
color_type:"uniforms",
color:
r:"1",
g:"1",
b:"1",
line_width:"1",
children:[]
},
{
name:"input_box_shape_renderer",
type:"shape_renderer",
properties:
color_type:"uniforms",
color:
r:"#000000",
g:"#000000",
b:"#000000",
line_width:"8",
children:[]
}
]<|repo_name|>nukit/Magician<|file_sep MacOS/Magician.app/Contents/Resources/app/resources/shaders/screen.frag
varying vec4 vColor;
uniform sampler2D uSpriteSheetSampler;
uniform sampler2D uSpriteAtlasSampler;
uniform vec2 uViewportSize;
uniform vec2 uTextureScale;
void main(void) {
vec4 textureColor;
textureColor.rgb *= vColor.rgb;
gl_FragColor.rgb *= textureColor.rgb;
}<|repo_name|>nukit/Magician<|file_sep-build-macOS.sh
mkdir -p MacOS/Magician.app/Contents/Resources/app/resources/shaders/
mkdir -p MacOS/Magician.app/Contents/Resources/app/resources/images/
cp ../build/macOS/*.dylib MacOS/Magician.app/Contents/Resources/app/
cp ../build/macOS/*.so MacOS/Magician.app/Contents/Resources/app/
cp ../build/macOS/*.so MacOS/Magician.app/Contents/Resources/app/
cp ../build/macOS/*.js MacOS/Magician.app/Contents/Resources/app/
cp ../build/macOS/*.json MacOS/Magician.app/Contents/Resources/app/
cp ../../MacOS/main.nukit MacOS/Magician.app/Contents/Resources/app/
cp ../../MacOS/run.sh MacOS/Magician.app/Contents/Resources/app/
cd MacOS/Magician.app/Contents/Resources/app/resources/shaders/
ln -sf ../../../MacOS/resources/shaders/* .
cd ../../../..
cd MacOS/Magician.app/Contents/Resources/app/resources/images/
ln -sf ../../../MacOS/resources/images/* .
cd ../../../..<|file_sepconfigs/default.json
{
"version": "v1"
}<|repo_name|>nukit/Magician<|file_sephtml5/Camera.js
class Camera extends GameObject {
constructor(position=null) {
super();
this.position=position||new Vec2f();
this.gameObjects=[];
this.scene=null;
this.scene=null;
this.viewMatrix=mat4.create();
mat4.identity(this.viewMatrix);
mat4.translate(this.viewMatrix,this.viewMatrix,this.position.negate());
this.projectionMatrix=mat4.create();
mat4.perspective(this.projectionMatrix,(window.innerWidth/window.innerHeight)*Math.PI*0.5f,(window.innerWidth/window.innerHeight),10,-10);
this.projectionViewMatrix=mat4.create();
mat4.multiply(this.projectionViewMatrix,this.projectionMatrix,this.viewMatrix);
this.shader=new ShaderProgram(gl,"camera.vert","camera.frag");
this.shader.link();
this.shader.use();
this.shader