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226 changed files with 16516 additions and 10930 deletions

127
.gitignore vendored
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## Java
*.class
*.war
*.ear
hs_err_pid*
## Robovm
/ios/robovm-build/
## GWT
/html/war/
/html/gwt-unitCache/
.apt_generated/
.gwt/
gwt-unitCache/
www-test/
.gwt-tmp/
## Android Studio and Intellij and Android in general
/android/libs/armeabi/
/android/libs/armeabi-v7a/
/android/libs/arm64-v8a/
/android/libs/x86/
/android/libs/x86_64/
/android/gen/
.idea/
*.ipr
*.iws
*.iml
/android/out/
com_crashlytics_export_strings.xml
## Eclipse
.classpath
.project
.metadata/
/android/bin/
/core/bin/
/desktop/bin/
/html/bin/
/ios/bin/
/ios-moe/bin/
*.tmp
*.bak
*.swp
*~.nib
.settings/
.loadpath
.externalToolBuilders/
*.launch
## NetBeans
/nbproject/private/
/android/nbproject/private/
/core/nbproject/private/
/desktop/nbproject/private/
/html/nbproject/private/
/ios/nbproject/private/
/ios-moe/nbproject/private/
/build/
/android/build/
/core/build/
/desktop/build/
/html/build/
/ios/build/
/ios-moe/build/
/nbbuild/
/android/nbbuild/
/core/nbbuild/
/desktop/nbbuild/
/html/nbbuild/
/ios/nbbuild/
/ios-moe/nbbuild/
/dist/
/android/dist/
/core/dist/
/desktop/dist/
/html/dist/
/ios/dist/
/ios-moe/dist/
/nbdist/
/android/nbdist/
/core/nbdist/
/desktop/nbdist/
/html/nbdist/
/ios/nbdist/
/ios-moe/nbdist/
nbactions.xml
nb-configuration.xml
## Gradle
/local.properties
.gradle/
gradle-app.setting
/build/
/android/build/
/core/build/
/desktop/build/
/html/build/
/ios/build/
/ios-moe/build/
## OS Specific
.DS_Store
Thumbs.db
## iOS
/ios/xcode/*.xcodeproj/*
!/ios/xcode/*.xcodeproj/xcshareddata
!/ios/xcode/*.xcodeproj/project.pbxproj
/ios/xcode/native/
/ios/IOSLauncher.app
/ios/IOSLauncher.app.dSYM
/ios-moe/xcode/*.xcodeproj/*
!/ios-moe/xcode/*.xcodeproj/xcshareddata
!/ios-moe/xcode/*.xcodeproj/project.pbxproj
/ios-moe/xcode/native/

147
Makefile Executable file
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#---------------------------------------------------------------------------------
# Clear the implicit built in rules
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITPPC)),)
$(error "Please set DEVKITPPC in your environment. export DEVKITPPC=<path to>devkitPPC")
endif
include $(DEVKITPPC)/wii_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# INCLUDES is a list of directories containing extra header files
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
BUILD := build
SOURCES := source
DATA := data
INCLUDES :=
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
CFLAGS = -g -O2 -Wall $(MACHDEP) $(INCLUDE)
CXXFLAGS = $(CFLAGS)
LDFLAGS = -g $(MACHDEP) -Wl,-Map,$(notdir $@).map
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with the project
# the order can-be/is critical
#---------------------------------------------------------------------------------
LIBS := -lgrrlib -lfreetype -lpngu -lpng -ljpeg -lz -lfat
LIBS += -lwiiuse
#LIBS += -lmodplay -laesnd
LIBS += -lbte -logc -lm
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS :=
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
#---------------------------------------------------------------------------------
# automatically build a list of object files for our project
#---------------------------------------------------------------------------------
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
sFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.S)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
export LD := $(CC)
else
export LD := $(CXX)
endif
export OFILES := $(addsuffix .o,$(BINFILES)) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) \
$(sFILES:.s=.o) $(SFILES:.S=.o)
#---------------------------------------------------------------------------------
# build a list of include paths
#---------------------------------------------------------------------------------
export INCLUDE := $(foreach dir,$(INCLUDES), -iquote $(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD) \
-I$(LIBOGC_INC)
#---------------------------------------------------------------------------------
# build a list of library paths
#---------------------------------------------------------------------------------
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) \
-L$(LIBOGC_LIB)
export OUTPUT := $(CURDIR)/$(TARGET)
.PHONY: $(BUILD) clean
#---------------------------------------------------------------------------------
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@make --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(OUTPUT).elf $(OUTPUT).dol
#---------------------------------------------------------------------------------
run:
wiiload $(TARGET).dol
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).dol: $(OUTPUT).elf
$(OUTPUT).elf: $(OFILES)
#---------------------------------------------------------------------------------
# This rule links in binary data with the .jpg extension
#---------------------------------------------------------------------------------
%.jpg.o : %.jpg
#---------------------------------------------------------------------------------
@echo $(notdir $<)
$(bin2o)
#---------------------------------------------------------------------------------
# This rule links in binary data with the .png extension
#---------------------------------------------------------------------------------
%.png.o : %.png
#---------------------------------------------------------------------------------
@echo $(notdir $<)
$(bin2o)
-include $(DEPENDS)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------

5
README.md Normal file
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# a-maze-ing
A Maze-solving game with randomly generated mazes.
This branch runs on the Homebrew channel for the the Nintendo Wii
Players and the end-point are spawned in random locations.
Every time someone reaches the endpoint the maze is randomly generated again and score is increased.

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a-maze-ing.dol Executable file

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a-maze-ing.elf Executable file

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<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.emamaker.amazeing" >
<uses-permission android:name="android.permission.INTERNET" />
<application
android:allowBackup="true"
android:icon="@drawable/ic_launcher"
android:isGame="true"
android:appCategory="game"
android:label="@string/app_name"
android:theme="@style/GdxTheme" >
<activity
android:name="com.emamaker.amazeing.AndroidLauncher"
android:label="@string/app_name"
android:screenOrientation="landscape"
android:configChanges="keyboard|keyboardHidden|navigation|orientation|screenSize|screenLayout">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>

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Untitled
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timeline1: 0.5
timeline2: 1.0
- Rotation -
active: false
- Wind -
active: false
- Gravity -
active: true
lowMin: 0.0
lowMax: 0.0
highMin: 0.0
highMax: 0.0
relative: false
scalingCount: 1
scaling0: 1.0
timelineCount: 1
timeline0: 0.0
- Tint -
colorsCount: 3
colors0: 1.0
colors1: 1.0
colors2: 1.0
timelineCount: 1
timeline0: 0.0
- Transparency -
lowMin: 0.0
lowMax: 0.0
highMin: 1.0
highMax: 1.0
relative: false
scalingCount: 4
scaling0: 0.0
scaling1: 0.71929824
scaling2: 0.8596491
scaling3: 0.36842105
timelineCount: 4
timeline0: 0.0
timeline1: 0.33561644
timeline2: 0.65753424
timeline3: 0.96575344
- Options -
attached: false
continuous: false
aligned: false
additive: false
behind: false
premultipliedAlpha: false
spriteMode: single
- Image Paths -
explosion.png
boom
- Delay -
active: false
- Duration -
lowMin: 1500.0
lowMax: 1500.0
- Count -
min: 0
max: 25
- Emission -
lowMin: 1.0
lowMax: 1.0
highMin: 2.0
highMax: 2.0
relative: false
scalingCount: 5
scaling0: 0.0
scaling1: 1.0
scaling2: 0.67346936
scaling3: 0.0
scaling4: 0.0
timelineCount: 5
timeline0: 0.0
timeline1: 0.15413533
timeline2: 0.42465752
timeline3: 0.5068493
timeline4: 0.99303406
- Life -
lowMin: 0.0
lowMax: 0.0
highMin: 500.0
highMax: 500.0
relative: false
scalingCount: 1
scaling0: 1.0
timelineCount: 1
timeline0: 0.0
independent: false
- Life Offset -
active: false
independent: false
- X Offset -
active: false
- Y Offset -
active: false
- Spawn Shape -
shape: ellipse
edges: false
side: both
- Spawn Width -
lowMin: 0.0
lowMax: 0.0
highMin: 100.0
highMax: 100.0
relative: false
scalingCount: 1
scaling0: 1.0
timelineCount: 1
timeline0: 0.0
- Spawn Height -
lowMin: 0.0
lowMax: 0.0
highMin: 100.0
highMax: 100.0
relative: false
scalingCount: 1
scaling0: 1.0
timelineCount: 1
timeline0: 0.0
- X Scale -
lowMin: 10.0
lowMax: 10.0
highMin: 30.0
highMax: 80.0
relative: false
scalingCount: 3
scaling0: 0.37078652
scaling1: 0.75842696
scaling2: 0.96067417
timelineCount: 3
timeline0: 0.0
timeline1: 0.38467494
timeline2: 0.996904
- Y Scale -
active: false
- Velocity -
active: false
- Angle -
active: false
- Rotation -
active: true
lowMin: -15.0
lowMax: -15.0
highMin: 5.0
highMax: 5.0
relative: false
scalingCount: 2
scaling0: 0.0
scaling1: 1.0
timelineCount: 2
timeline0: 0.0
timeline1: 1.0
- Wind -
active: false
- Gravity -
active: false
- Tint -
colorsCount: 3
colors0: 1.0
colors1: 1.0
colors2: 1.0
timelineCount: 1
timeline0: 0.0
- Transparency -
lowMin: 0.0
lowMax: 0.0
highMin: 1.0
highMax: 1.0
relative: false
scalingCount: 1
scaling0: 1.0
timelineCount: 1
timeline0: 0.0
- Options -
attached: false
continuous: false
aligned: false
additive: true
behind: false
premultipliedAlpha: false
spriteMode: single
- Image Paths -
boom.png

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@ -1,149 +0,0 @@
slugs
- Delay -
active: false
- Duration -
lowMin: 10000.0
lowMax: 10000.0
- Count -
min: 0
max: 200
- Emission -
lowMin: 2.0
lowMax: 2.0
highMin: 4.0
highMax: 4.0
relative: false
scalingCount: 1
scaling0: 1.0
timelineCount: 1
timeline0: 0.0
- Life -
lowMin: 0.0
lowMax: 0.0
highMin: 500.0
highMax: 750.0
relative: false
scalingCount: 3
scaling0: 1.0
scaling1: 1.0
scaling2: 1.0
timelineCount: 3
timeline0: 0.0
timeline1: 0.66
timeline2: 1.0
independent: false
- Life Offset -
active: false
independent: false
- X Offset -
active: false
- Y Offset -
active: false
- Spawn Shape -
shape: square
- Spawn Width -
lowMin: 0.0
lowMax: 0.0
highMin: 60.0
highMax: 60.0
relative: false
scalingCount: 1
scaling0: 1.0
timelineCount: 1
timeline0: 0.0
- Spawn Height -
lowMin: 0.0
lowMax: 0.0
highMin: 60.0
highMax: 60.0
relative: false
scalingCount: 1
scaling0: 1.0
timelineCount: 1
timeline0: 0.0
- X Scale -
lowMin: 0.0
lowMax: 0.0
highMin: 20.0
highMax: 20.0
relative: false
scalingCount: 1
scaling0: 1.0
timelineCount: 1
timeline0: 0.0
- Y Scale -
active: false
- Velocity -
active: true
lowMin: 0.0
lowMax: 0.0
highMin: 0.0
highMax: 0.0
relative: false
scalingCount: 1
scaling0: 1.0
timelineCount: 1
timeline0: 0.0
- Angle -
active: true
lowMin: 0.0
lowMax: 0.0
highMin: 359.0
highMax: 359.0
relative: false
scalingCount: 3
scaling0: 0.0
scaling1: 1.0
scaling2: 1.0
timelineCount: 3
timeline0: 0.0
timeline1: 0.999
timeline2: 1.0
- Rotation -
active: false
- Wind -
active: false
- Gravity -
active: false
- Tint -
colorsCount: 9
colors0: 1.0
colors1: 1.0
colors2: 1.0
colors3: 1.0
colors4: 1.0
colors5: 1.0
colors6: 1.0
colors7: 1.0
colors8: 1.0
timelineCount: 3
timeline0: 0.0
timeline1: 0.01
timeline2: 1.0
- Transparency -
lowMin: 0.0
lowMax: 0.0
highMin: 1.0
highMax: 1.0
relative: false
scalingCount: 4
scaling0: 0.0
scaling1: 1.0
scaling2: 1.0
scaling3: 0.0
timelineCount: 4
timeline0: 0.0
timeline1: 0.21232876
timeline2: 0.65068495
timeline3: 0.9794521
- Options -
attached: false
continuous: false
aligned: false
additive: false
behind: false
premultipliedAlpha: false
spriteMode: single
- Image Paths -
/home/emamaker/github/amazeing/gdx/core/assets/data/powerups/feather.png

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@ -1,149 +0,0 @@
slugs
- Delay -
active: false
- Duration -
lowMin: 15000.0
lowMax: 15000.0
- Count -
min: 0
max: 200
- Emission -
lowMin: 2.0
lowMax: 2.0
highMin: 4.0
highMax: 4.0
relative: false
scalingCount: 1
scaling0: 1.0
timelineCount: 1
timeline0: 0.0
- Life -
lowMin: 0.0
lowMax: 0.0
highMin: 500.0
highMax: 750.0
relative: false
scalingCount: 3
scaling0: 1.0
scaling1: 1.0
scaling2: 1.0
timelineCount: 3
timeline0: 0.0
timeline1: 0.66
timeline2: 1.0
independent: false
- Life Offset -
active: false
independent: false
- X Offset -
active: false
- Y Offset -
active: false
- Spawn Shape -
shape: square
- Spawn Width -
lowMin: 0.0
lowMax: 0.0
highMin: 60.0
highMax: 60.0
relative: false
scalingCount: 1
scaling0: 1.0
timelineCount: 1
timeline0: 0.0
- Spawn Height -
lowMin: 0.0
lowMax: 0.0
highMin: 60.0
highMax: 60.0
relative: false
scalingCount: 1
scaling0: 1.0
timelineCount: 1
timeline0: 0.0
- X Scale -
lowMin: 0.0
lowMax: 0.0
highMin: 20.0
highMax: 20.0
relative: false
scalingCount: 1
scaling0: 1.0
timelineCount: 1
timeline0: 0.0
- Y Scale -
active: false
- Velocity -
active: true
lowMin: 0.0
lowMax: 0.0
highMin: 0.0
highMax: 0.0
relative: false
scalingCount: 1
scaling0: 1.0
timelineCount: 1
timeline0: 0.0
- Angle -
active: true
lowMin: 0.0
lowMax: 0.0
highMin: 359.0
highMax: 359.0
relative: false
scalingCount: 3
scaling0: 0.0
scaling1: 1.0
scaling2: 1.0
timelineCount: 3
timeline0: 0.0
timeline1: 0.999
timeline2: 1.0
- Rotation -
active: false
- Wind -
active: false
- Gravity -
active: false
- Tint -
colorsCount: 9
colors0: 0.58431375
colors1: 0.8784314
colors2: 0.43529412
colors3: 0.0
colors4: 0.0
colors5: 0.0
colors6: 1.0
colors7: 1.0
colors8: 1.0
timelineCount: 3
timeline0: 0.0
timeline1: 0.050933786
timeline2: 1.0
- Transparency -
lowMin: 0.0
lowMax: 0.0
highMin: 1.0
highMax: 1.0
relative: false
scalingCount: 4
scaling0: 0.0
scaling1: 1.0
scaling2: 1.0
scaling3: 0.0
timelineCount: 4
timeline0: 0.0
timeline1: 0.21232876
timeline2: 0.65068495
timeline3: 0.9794521
- Options -
attached: false
continuous: false
aligned: false
additive: false
behind: false
premultipliedAlpha: false
spriteMode: single
- Image Paths -
/home/emamaker/github/amazeing/gdx/core/assets/data/powerups/slug.png

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@ -1,93 +0,0 @@
android {
buildToolsVersion "29.0.2"
compileSdkVersion 29
sourceSets {
main {
manifest.srcFile 'AndroidManifest.xml'
java.srcDirs = ['src']
aidl.srcDirs = ['src']
renderscript.srcDirs = ['src']
res.srcDirs = ['res']
assets.srcDirs = ['assets']
jniLibs.srcDirs = ['libs']
}
}
packagingOptions {
exclude 'META-INF/robovm/ios/robovm.xml'
}
defaultConfig {
applicationId "com.emamaker.amazeing"
minSdkVersion 14
targetSdkVersion 29
versionCode 1
versionName "1.0"
}
buildTypes {
release {
minifyEnabled false
proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
}
}
}
// called every time gradle gets executed, takes the native dependencies of
// the natives configuration, and extracts them to the proper libs/ folders
// so they get packed with the APK.
task copyAndroidNatives {
doFirst {
file("libs/armeabi/").mkdirs()
file("libs/armeabi-v7a/").mkdirs()
file("libs/arm64-v8a/").mkdirs()
file("libs/x86_64/").mkdirs()
file("libs/x86/").mkdirs()
configurations.natives.files.each { jar ->
def outputDir = null
if (jar.name.endsWith("natives-arm64-v8a.jar")) outputDir = file("libs/arm64-v8a")
if (jar.name.endsWith("natives-armeabi-v7a.jar")) outputDir = file("libs/armeabi-v7a")
if(jar.name.endsWith("natives-armeabi.jar")) outputDir = file("libs/armeabi")
if(jar.name.endsWith("natives-x86_64.jar")) outputDir = file("libs/x86_64")
if(jar.name.endsWith("natives-x86.jar")) outputDir = file("libs/x86")
if(outputDir != null) {
copy {
from zipTree(jar)
into outputDir
include "*.so"
}
}
}
}
}
tasks.whenTaskAdded { packageTask ->
if (packageTask.name.contains("package")) {
packageTask.dependsOn 'copyAndroidNatives'
}
}
task run(type: Exec) {
def path
def localProperties = project.file("../local.properties")
if (localProperties.exists()) {
Properties properties = new Properties()
localProperties.withInputStream { instr ->
properties.load(instr)
}
def sdkDir = properties.getProperty('sdk.dir')
if (sdkDir) {
path = sdkDir
} else {
path = "$System.env.ANDROID_HOME"
}
} else {
path = "$System.env.ANDROID_HOME"
}
def adb = path + "/platform-tools/adb"
commandLine "$adb", 'shell', 'am', 'start', '-n', 'com.emamaker.amazeing/com.emamaker.amazeing.AndroidLauncher'
}
eclipse.project.name = appName + "-android"

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@ -1,45 +0,0 @@
# To enable ProGuard in your project, edit project.properties
# to define the proguard.config property as described in that file.
#
# Add project specific ProGuard rules here.
# By default, the flags in this file are appended to flags specified
# in ${sdk.dir}/tools/proguard/proguard-android.txt
# You can edit the include path and order by changing the ProGuard
# include property in project.properties.
#
# For more details, see
# http://developer.android.com/guide/developing/tools/proguard.html
# Add any project specific keep options here:
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
# public *;
#}
-verbose
-dontwarn android.support.**
-dontwarn com.badlogic.gdx.backends.android.AndroidFragmentApplication
-dontwarn com.badlogic.gdx.utils.GdxBuild
-dontwarn com.badlogic.gdx.physics.box2d.utils.Box2DBuild
-dontwarn com.badlogic.gdx.jnigen.BuildTarget*
-dontwarn com.badlogic.gdx.graphics.g2d.freetype.FreetypeBuild
-keep class com.badlogic.gdx.controllers.android.AndroidControllers
-keepclassmembers class com.badlogic.gdx.backends.android.AndroidInput* {
<init>(com.badlogic.gdx.Application, android.content.Context, java.lang.Object, com.badlogic.gdx.backends.android.AndroidApplicationConfiguration);
}
-keepclassmembers class com.badlogic.gdx.physics.box2d.World {
boolean contactFilter(long, long);
void beginContact(long);
void endContact(long);
void preSolve(long, long);
void postSolve(long, long);
boolean reportFixture(long);
float reportRayFixture(long, float, float, float, float, float);
}

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@ -1,9 +0,0 @@
# This file is used by the Eclipse ADT plugin. It is unnecessary for IDEA and Android Studio projects, which
# configure Proguard and the Android target via the build.gradle file.
# To enable ProGuard to work with Eclipse ADT, uncomment this (available properties: sdk.dir, user.home)
# and ensure proguard.jar in the Android SDK is up to date (or alternately reduce the android target to 23 or lower):
# proguard.config=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-rules.pro
# Project target.
target=android-19

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@ -1,6 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<adaptive-icon
xmlns:android="http://schemas.android.com/apk/res/android">
<background android:drawable="@color/ic_background_color"/>
<foreground android:drawable="@drawable/ic_launcher_foreground"/>
</adaptive-icon>

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@ -1,40 +0,0 @@
<vector xmlns:android="http://schemas.android.com/apk/res/android"
android:width="108dp"
android:height="108dp"
android:viewportWidth="108"
android:viewportHeight="108">
<path
android:pathData="M22,48.667l2.987,0l0,10.667l-2.987,0z"
android:fillColor="#000000"
android:strokeColor="#00000000"
android:fillAlpha="1"/>
<path
android:pathData="M26.907,52.72l2.987,0l0,6.613l-2.987,0z"
android:fillColor="#000000"
android:strokeColor="#00000000"
android:fillAlpha="1"/>
<path
android:pathData="M26.907,48.667l2.987,0l0,2.56l-2.987,0z"
android:fillColor="#000000"
android:strokeColor="#00000000"
android:fillAlpha="1"/>
<path
android:pathData="M31.813,48.667L31.813,52.72 31.813,55.067 31.813,56.767 31.813,59.333l2.992,0 2.117,0c1.654,0 2.998,-1.481 2.998,-3.307 0,-1.826 -1.344,-3.307 -2.998,-3.307l-2.117,0L34.805,48.667ZM34.805,55.067l1.269,0c0.469,0 0.848,0.384 0.848,0.853 0,0.469 -0.379,0.847 -0.848,0.847l-1.269,0z"
android:fillColor="#000000"
android:strokeColor="#00000000"
android:fillAlpha="1"/>
<path
android:pathData="m44.192,48.667c-1.65,0 -2.992,1.481 -2.992,3.307 0,0.023 -0,0.044 0,0.067 0,0.004 -0,0.009 0,0.013l0,3.893c-0.001,0.027 0,0.053 0,0.08 0,1.826 1.341,3.307 2.992,3.307l2.112,0 0.247,0 2.739,0 0.247,0 2.112,0c1.651,0 2.992,-1.481 2.992,-3.307 0,-1.826 -1.341,-3.307 -2.992,-3.307l-1.199,0 -0.48,0 -2.372,0l0,2.347l2.372,0 0.48,0 0.353,0c0.468,0 0.846,0.384 0.846,0.853 0,0.469 -0.378,0.847 -0.846,0.847l-0.833,0 -0.433,0 -0.247,0 -2.739,0 -0.247,0 -0.433,0 -0.833,0c-0.459,0 -0.832,-0.363 -0.846,-0.82l0,-3.893 0,-0.013c0.021,-0.45 0.391,-0.807 0.846,-0.807l0.833,0 0.433,0 1.293,0l0,0.007L54.207,51.24L54.207,48.667l-4.917,0 -1.692,0 -1.293,0 -2.112,0z"
android:fillColor="#e74a45"
android:strokeColor="#00000000"
android:fillAlpha="1"/>
<path
android:pathData="M56.133,48.667L56.133,51.238l5.406,0 1.859,0 1.105,0 0.43,0 0.827,0c0.452,0 0.82,0.356 0.84,0.806l0,0.013 0,3.891c-0.014,0.456 -0.384,0.819 -0.84,0.819l-0.827,0 -0.43,0 -1.899,0 -1.065,0 -2.442,0L59.098,52.724L56.133,52.724l0,4.044 0,1.752 0,0.813l5.406,0 1.065,0 1.899,0 2.098,0c1.639,0 2.971,-1.48 2.971,-3.305 0,-0.027 0.001,-0.053 0,-0.08L69.573,52.058c0,-0.004 -0,-0.009 0,-0.013 0,-0.022 0,-0.044 0,-0.067 0,-1.825 -1.332,-3.305 -2.971,-3.305l-2.098,0 -1.105,0l0,-0.007L56.133,48.667Z"
android:fillColor="#e74a45"
android:strokeColor="#00000000"
android:fillAlpha="1"/>
<path
android:pathData="M69.572,48.667L73.72,48.667L77.787,52.733 81.853,48.667l4.147,0l-5.333,5.333 5.333,5.333L81.853,59.333L77.787,55.267 73.72,59.333l-4.147,0l5.333,-5.333z"
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android:strokeColor="#00000000"/>
</vector>

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@ -1,4 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<color name="ic_background_color">#FFFFFFFF</color>
</resources>

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@ -1,6 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">AMazeIng</string>
</resources>

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@ -1,12 +0,0 @@
<resources>
<style name="GdxTheme" parent="android:Theme">
<item name="android:windowBackground">@android:color/transparent</item>
<item name="android:colorBackgroundCacheHint">@null</item>
<item name="android:windowAnimationStyle">@android:style/Animation</item>
<item name="android:windowNoTitle">true</item>
<item name="android:windowContentOverlay">@null</item>
<item name="android:windowFullscreen">true</item>
</style>
</resources>

View File

@ -1,17 +0,0 @@
package com.emamaker.amazeing;
import android.os.Bundle;
import com.badlogic.gdx.backends.android.AndroidApplication;
import com.badlogic.gdx.backends.android.AndroidApplicationConfiguration;
import com.emamaker.amazeing.AMazeIng;
public class AndroidLauncher extends AndroidApplication {
@Override
protected void onCreate (Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
AndroidApplicationConfiguration config = new AndroidApplicationConfiguration();
config.useImmersiveMode = true;
initialize(new AMazeIng(AMazeIng.Platform.ANDROID), config);
}
}

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@ -1,128 +0,0 @@
buildscript {
repositories {
mavenLocal()
mavenCentral()
maven { url "https://plugins.gradle.org/m2/" }
maven { url "https://oss.sonatype.org/content/repositories/snapshots/" }
jcenter()
google()
}
dependencies {
classpath 'com.android.tools.build:gradle:3.6.3'
classpath 'com.mobidevelop.robovm:robovm-gradle-plugin:2.3.8'
}
}
allprojects {
apply plugin: "eclipse"
version = '1.0'
ext {
appName = "AMazeIng"
gdxVersion = '1.9.10'
roboVMVersion = '2.3.8'
box2DLightsVersion = '1.4'
ashleyVersion = '1.7.0'
aiVersion = '1.8.0'
}
repositories {
mavenLocal()
mavenCentral()
jcenter()
google()
maven { url "https://oss.sonatype.org/content/repositories/snapshots/" }
maven { url "https://oss.sonatype.org/content/repositories/releases/" }
}
}
project(":desktop") {
apply plugin: "java-library"
dependencies {
implementation project(":core")
api "com.badlogicgames.gdx:gdx-backend-lwjgl:$gdxVersion"
api "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-desktop"
api "com.badlogicgames.gdx:gdx-bullet-platform:$gdxVersion:natives-desktop"
api "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-desktop"
api "com.badlogicgames.gdx:gdx-tools:$gdxVersion"
api "com.badlogicgames.gdx:gdx-controllers-desktop:$gdxVersion"
api "com.badlogicgames.gdx:gdx-controllers-platform:$gdxVersion:natives-desktop"
api "de.tomgrill.gdxdialogs:gdx-dialogs-desktop:1.2.5"
}
}
project(":android") {
apply plugin: "android"
configurations { natives }
dependencies {
implementation project(":core")
api "com.badlogicgames.gdx:gdx-backend-android:$gdxVersion"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-armeabi"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-armeabi-v7a"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-arm64-v8a"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-x86"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-x86_64"
api "com.badlogicgames.gdx:gdx-bullet:$gdxVersion"
natives "com.badlogicgames.gdx:gdx-bullet-platform:$gdxVersion:natives-armeabi"
natives "com.badlogicgames.gdx:gdx-bullet-platform:$gdxVersion:natives-armeabi-v7a"
natives "com.badlogicgames.gdx:gdx-bullet-platform:$gdxVersion:natives-arm64-v8a"
natives "com.badlogicgames.gdx:gdx-bullet-platform:$gdxVersion:natives-x86"
natives "com.badlogicgames.gdx:gdx-bullet-platform:$gdxVersion:natives-x86_64"
api "com.badlogicgames.gdx:gdx-freetype:$gdxVersion"
natives "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-armeabi"
natives "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-armeabi-v7a"
natives "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-arm64-v8a"
natives "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-x86"
natives "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-x86_64"
api "com.badlogicgames.gdx:gdx-controllers:$gdxVersion"
api "com.badlogicgames.gdx:gdx-controllers-android:$gdxVersion"
api "com.badlogicgames.gdx:gdx-ai:$aiVersion"
api "com.badlogicgames.ashley:ashley:$ashleyVersion"
api "de.tomgrill.gdxdialogs:gdx-dialogs-android:1.2.5"
}
}
project(":ios") {
apply plugin: "java-library"
apply plugin: "robovm"
dependencies {
implementation project(":core")
api "com.mobidevelop.robovm:robovm-rt:$roboVMVersion"
api "com.mobidevelop.robovm:robovm-cocoatouch:$roboVMVersion"
api "com.badlogicgames.gdx:gdx-backend-robovm:$gdxVersion"
api "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-ios"
api "com.badlogicgames.gdx:gdx-bullet-platform:$gdxVersion:natives-ios"
api "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-ios"
api "de.tomgrill.gdxdialogs:gdx-dialogs-ios:1.2.5"
}
}
project(":core") {
apply plugin: "java-library"
dependencies {
api "com.badlogicgames.gdx:gdx:$gdxVersion"
api "com.badlogicgames.gdx:gdx-bullet:$gdxVersion"
api "com.badlogicgames.gdx:gdx-freetype:$gdxVersion"
api "com.badlogicgames.gdx:gdx-controllers:$gdxVersion"
api "com.badlogicgames.gdx:gdx-ai:$aiVersion"
api "com.badlogicgames.ashley:ashley:$ashleyVersion"
api "net.dermetfan.libgdx-utils:libgdx-utils:0.13.4"
api "de.tomgrill.gdxdialogs:gdx-dialogs-core:1.2.5"
}
}

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control.o: \
/home/emamaker/Desktop/GRRLIB-4.3.2/a-maze-ing/source/control.c \
/home/emamaker/Desktop/GRRLIB-4.3.2/a-maze-ing/source/control.h \
/opt/devkitpro/libogc/include/grrlib.h \
/opt/devkitpro/libogc/include/gccore.h \
/opt/devkitpro/libogc/include/ogc/dsp.h \
/opt/devkitpro/libogc/include/gctypes.h \
/opt/devkitpro/libogc/include/ogc/aram.h \
/opt/devkitpro/libogc/include/ogc/arqueue.h \
/opt/devkitpro/libogc/include/ogc/lwp_queue.h \
/opt/devkitpro/libogc/include/ogc/aram.h \
/opt/devkitpro/libogc/include/ogc/arqmgr.h \
/opt/devkitpro/libogc/include/ogc/audio.h \
/opt/devkitpro/libogc/include/ogc/cache.h \
/opt/devkitpro/libogc/include/ogc/card.h \
/opt/devkitpro/libogc/include/ogc/cast.h \
/opt/devkitpro/libogc/include/ogc/color.h \
/opt/devkitpro/libogc/include/ogc/consol.h \
/opt/devkitpro/libogc/include/ogc/gx_struct.h \
/opt/devkitpro/libogc/include/ogc/dvd.h \
/opt/devkitpro/libogc/include/ogc/disc_io.h \
/opt/devkitpro/libogc/include/ogc/exi.h \
/opt/devkitpro/libogc/include/ogc/gu.h \
/opt/devkitpro/libogc/include/ogc/gx.h \
/opt/devkitpro/libogc/include/ogc/lwp.h \
/opt/devkitpro/libogc/include/ogc/gu.h \
/opt/devkitpro/libogc/include/ogc/si.h \
/opt/devkitpro/libogc/include/ogc/gx_struct.h \
/opt/devkitpro/libogc/include/ogc/irq.h \
/opt/devkitpro/libogc/include/ogc/context.h \
/opt/devkitpro/libogc/include/ogc/lwp.h \
/opt/devkitpro/libogc/include/ogc/mutex.h \
/opt/devkitpro/libogc/include/ogc/message.h \
/opt/devkitpro/libogc/include/ogc/semaphore.h \
/opt/devkitpro/libogc/include/ogc/pad.h \
/opt/devkitpro/libogc/include/ogc/tpl.h \
/opt/devkitpro/libogc/include/ogc/gx.h \
/opt/devkitpro/libogc/include/ogc/system.h \
/opt/devkitpro/libogc/include/gcutil.h \
/opt/devkitpro/libogc/include/ogc/video.h \
/opt/devkitpro/libogc/include/ogc/video_types.h \
/opt/devkitpro/libogc/include/ogc/usbgecko.h \
/opt/devkitpro/libogc/include/ogc/video_types.h \
/opt/devkitpro/libogc/include/ogc/texconv.h \
/opt/devkitpro/libogc/include/ogc/ipc.h \
/opt/devkitpro/libogc/include/ogc/es.h \
/opt/devkitpro/libogc/include/ogc/stm.h \
/opt/devkitpro/libogc/include/ogc/ios.h \
/opt/devkitpro/libogc/include/ogc/usb.h \
/opt/devkitpro/libogc/include/ogc/isfs.h \
/opt/devkitpro/libogc/include/ogc/conf.h \
/opt/devkitpro/libogc/include/ogc/usbstorage.h \
/opt/devkitpro/libogc/include/ogc/mutex.h \
/opt/devkitpro/libogc/include/ogc/system.h \
/opt/devkitpro/libogc/include/ogc/wiilaunch.h \
/opt/devkitpro/libogc/include/grrlib/GRRLIB__lib.h \
/opt/devkitpro/libogc/include/grrlib/GRRLIB__inline.h \
/opt/devkitpro/libogc/include/grrlib/GRRLIB_clipping.h \
/opt/devkitpro/libogc/include/grrlib/GRRLIB_collision.h \
/opt/devkitpro/libogc/include/grrlib/GRRLIB_fbComplex.h \
/opt/devkitpro/libogc/include/grrlib/GRRLIB_fbGX.h \
/opt/devkitpro/libogc/include/grrlib/GRRLIB_fbSimple.h \
/opt/devkitpro/libogc/include/grrlib/GRRLIB_handle.h \
/opt/devkitpro/libogc/include/grrlib/GRRLIB_pixel.h \
/opt/devkitpro/libogc/include/grrlib/GRRLIB_settings.h \
/opt/devkitpro/libogc/include/grrlib/GRRLIB_texSetup.h \
/opt/devkitpro/libogc/include/wiiuse/wpad.h \
/opt/devkitpro/libogc/include/wiiuse/wiiuse.h \
/opt/devkitpro/libogc/include/bte/bte.h \
/opt/devkitpro/libogc/include/bte/bd_addr.h \
/home/emamaker/Desktop/GRRLIB-4.3.2/a-maze-ing/source/player.h \
/home/emamaker/Desktop/GRRLIB-4.3.2/a-maze-ing/source/vars.h \
/home/emamaker/Desktop/GRRLIB-4.3.2/a-maze-ing/source/maze.h \
/home/emamaker/Desktop/GRRLIB-4.3.2/a-maze-ing/source/hud.h \
/opt/devkitpro/libogc/include/ogc/lwp_watchdog.h \
/opt/devkitpro/libogc/include/ogc/lwp_queue.h
/home/emamaker/Desktop/GRRLIB-4.3.2/a-maze-ing/source/control.h:
/opt/devkitpro/libogc/include/grrlib.h:
/opt/devkitpro/libogc/include/gccore.h:
/opt/devkitpro/libogc/include/ogc/dsp.h:
/opt/devkitpro/libogc/include/gctypes.h:
/opt/devkitpro/libogc/include/ogc/aram.h:
/opt/devkitpro/libogc/include/ogc/arqueue.h:
/opt/devkitpro/libogc/include/ogc/lwp_queue.h:
/opt/devkitpro/libogc/include/ogc/aram.h:
/opt/devkitpro/libogc/include/ogc/arqmgr.h:
/opt/devkitpro/libogc/include/ogc/audio.h:
/opt/devkitpro/libogc/include/ogc/cache.h:
/opt/devkitpro/libogc/include/ogc/card.h:
/opt/devkitpro/libogc/include/ogc/cast.h:
/opt/devkitpro/libogc/include/ogc/color.h:
/opt/devkitpro/libogc/include/ogc/consol.h:
/opt/devkitpro/libogc/include/ogc/gx_struct.h:
/opt/devkitpro/libogc/include/ogc/dvd.h:
/opt/devkitpro/libogc/include/ogc/disc_io.h:
/opt/devkitpro/libogc/include/ogc/exi.h:
/opt/devkitpro/libogc/include/ogc/gu.h:
/opt/devkitpro/libogc/include/ogc/gx.h:
/opt/devkitpro/libogc/include/ogc/lwp.h:
/opt/devkitpro/libogc/include/ogc/gu.h:
/opt/devkitpro/libogc/include/ogc/si.h:
/opt/devkitpro/libogc/include/ogc/gx_struct.h:
/opt/devkitpro/libogc/include/ogc/irq.h:
/opt/devkitpro/libogc/include/ogc/context.h:
/opt/devkitpro/libogc/include/ogc/lwp.h:
/opt/devkitpro/libogc/include/ogc/mutex.h:
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/opt/devkitpro/libogc/include/ogc/semaphore.h:
/opt/devkitpro/libogc/include/ogc/pad.h:
/opt/devkitpro/libogc/include/ogc/tpl.h:
/opt/devkitpro/libogc/include/ogc/gx.h:
/opt/devkitpro/libogc/include/ogc/system.h:
/opt/devkitpro/libogc/include/gcutil.h:
/opt/devkitpro/libogc/include/ogc/video.h:
/opt/devkitpro/libogc/include/ogc/video_types.h:
/opt/devkitpro/libogc/include/ogc/usbgecko.h:
/opt/devkitpro/libogc/include/ogc/video_types.h:
/opt/devkitpro/libogc/include/ogc/texconv.h:
/opt/devkitpro/libogc/include/ogc/ipc.h:
/opt/devkitpro/libogc/include/ogc/es.h:
/opt/devkitpro/libogc/include/ogc/stm.h:
/opt/devkitpro/libogc/include/ogc/ios.h:
/opt/devkitpro/libogc/include/ogc/usb.h:
/opt/devkitpro/libogc/include/ogc/isfs.h:
/opt/devkitpro/libogc/include/ogc/conf.h:
/opt/devkitpro/libogc/include/ogc/usbstorage.h:
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/opt/devkitpro/libogc/include/grrlib/GRRLIB_clipping.h:
/opt/devkitpro/libogc/include/grrlib/GRRLIB_collision.h:
/opt/devkitpro/libogc/include/grrlib/GRRLIB_fbComplex.h:
/opt/devkitpro/libogc/include/grrlib/GRRLIB_fbGX.h:
/opt/devkitpro/libogc/include/grrlib/GRRLIB_fbSimple.h:
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/opt/devkitpro/libogc/include/grrlib/GRRLIB_settings.h:
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/opt/devkitpro/libogc/include/wiiuse/wpad.h:
/opt/devkitpro/libogc/include/wiiuse/wiiuse.h:
/opt/devkitpro/libogc/include/bte/bte.h:
/opt/devkitpro/libogc/include/bte/bd_addr.h:
/home/emamaker/Desktop/GRRLIB-4.3.2/a-maze-ing/source/player.h:
/home/emamaker/Desktop/GRRLIB-4.3.2/a-maze-ing/source/vars.h:
/home/emamaker/Desktop/GRRLIB-4.3.2/a-maze-ing/source/maze.h:
/home/emamaker/Desktop/GRRLIB-4.3.2/a-maze-ing/source/hud.h:
/opt/devkitpro/libogc/include/ogc/lwp_watchdog.h:
/opt/devkitpro/libogc/include/ogc/lwp_queue.h:

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hud.o: /home/emamaker/Desktop/GRRLIB-4.3.2/a-maze-ing/source/hud.c \
/home/emamaker/Desktop/GRRLIB-4.3.2/a-maze-ing/source/vars.h \
/home/emamaker/Desktop/GRRLIB-4.3.2/a-maze-ing/source/maze.h \
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/opt/devkitpro/libogc/include/ogc/arqmgr.h \
/opt/devkitpro/libogc/include/ogc/audio.h \
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/opt/devkitpro/libogc/include/ogc/cast.h \
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/opt/devkitpro/libogc/include/grrlib/GRRLIB_settings.h \
/opt/devkitpro/libogc/include/grrlib/GRRLIB_texSetup.h \
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/opt/devkitpro/libogc/include/ogc/libversion.h \
/home/emamaker/Desktop/GRRLIB-4.3.2/a-maze-ing/source/gfx/BMfont5.h \
/home/emamaker/Desktop/GRRLIB-4.3.2/a-maze-ing/source/gfx/BMfont3.h \
/home/emamaker/Desktop/GRRLIB-4.3.2/a-maze-ing/source/gfx/BMfont3.c
/home/emamaker/Desktop/GRRLIB-4.3.2/a-maze-ing/source/vars.h:
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xy: 140, 35
size: 14, 14
orig: 14, 14
offset: 0, 0
index: -1
tree-plus
rotate: false
xy: 155, 35
size: 14, 14
orig: 14, 14
offset: 0, 0
index: -1
white
rotate: false
xy: 129, 31
size: 3, 3
orig: 3, 3
offset: 0, 0
index: -1

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@ -1,70 +0,0 @@
{
BitmapFont: { default-font: { file: default.fnt } },
Color: {
green: { a: 1, b: 0, g: 1, r: 0 },
white: { a: 1, b: 1, g: 1, r: 1 },
red: { a: 1, b: 0, g: 0, r: 1 },
black: { a: 1, b: 0, g: 0, r: 0 },
},
TintedDrawable: {
dialogDim: { name: white, color: { r: 0, g: 0, b: 0, a: 0.45 } },
},
ButtonStyle: {
default: { down: default-round-down, up: default-round },
toggle: { parent: default, checked: default-round-down }
},
TextButtonStyle: {
default: { parent: default, font: default-font, fontColor: white },
toggle: { parent: default, checked: default-round-down, downFontColor: red }
},
ScrollPaneStyle: {
default: { vScroll: default-scroll, hScrollKnob: default-round-large, background: default-rect, hScroll: default-scroll, vScrollKnob: default-round-large }
},
SelectBoxStyle: {
default: {
font: default-font, fontColor: white, background: default-select,
scrollStyle: default,
listStyle: { font: default-font, selection: default-select-selection }
}
},
SplitPaneStyle: {
default-vertical: { handle: default-splitpane-vertical },
default-horizontal: { handle: default-splitpane }
},
WindowStyle: {
default: { titleFont: default-font, background: default-window, titleFontColor: white },
dialog: { parent: default, stageBackground: dialogDim }
},
ProgressBarStyle: {
default-horizontal: { background: default-slider, knob: default-slider-knob },
default-vertical: { background: default-slider, knob: default-round-large }
},
SliderStyle: {
default-horizontal: { parent: default-horizontal },
default-vertical: { parent: default-vertical }
},
LabelStyle: {
default: { font: default-font, fontColor: white }
},
TextFieldStyle: {
default: { selection: selection, background: textfield, font: default-font, fontColor: white, cursor: cursor }
},
CheckBoxStyle: {
default: { checkboxOn: check-on, checkboxOff: check-off, font: default-font, fontColor: white }
},
ListStyle: {
default: { fontColorUnselected: white, selection: selection, fontColorSelected: white, font: default-font }
},
TouchpadStyle: {
default: { background: default-pane, knob: default-round-large }
},
TreeStyle: {
default: { minus: tree-minus, plus: tree-plus, selection: default-select-selection }
},
TextTooltipStyle: {
default: {
label: { font: default-font, fontColor: white },
background: default-pane, wrapWidth: 150
}
},
}

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@ -1,15 +0,0 @@
apply plugin: "java"
sourceCompatibility = 1.7
dependencies {
compile files("./lib/voxel_engine_lib.jar")
implementation files("./lib/kryonet-2.21-all.jar")
}
[compileJava, compileTestJava]*.options*.encoding = 'UTF-8'
sourceSets.main.java.srcDirs = [ "src/" ]
eclipse.project.name = appName + "-core"

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@ -1,188 +0,0 @@
package com.emamaker.amazeing;
import java.util.Random;
import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.InputMultiplexer;
import com.badlogic.gdx.graphics.FPSLogger;
import com.badlogic.gdx.graphics.g2d.ParticleEffectPool.PooledEffect;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.physics.bullet.Bullet;
import com.badlogic.gdx.utils.Array;
import com.emamaker.amazeing.manager.GameManager;
import com.emamaker.amazeing.manager.managers.GameManagerLocal;
import com.emamaker.amazeing.manager.network.GameClient;
import com.emamaker.amazeing.manager.network.GameServer;
import com.emamaker.amazeing.maze.settings.MazeSettings;
import com.emamaker.amazeing.player.powerups.PowerUps;
import com.emamaker.amazeing.ui.UIManager;
import com.emamaker.amazeing.utils.TextureLoader;
import com.emamaker.voxelengine.VoxelWorld;
public class AMazeIng extends Game {
public VoxelWorld world = new VoxelWorld();
FPSLogger fps = new FPSLogger();
boolean generated = false;
boolean gui = false;
Random rand = new Random();
public UIManager uiManager;
public GameManager currentGameManager;
public GameManagerLocal gameManager;
public MazeSettings settings;
public InputMultiplexer multiplexer = new InputMultiplexer();
/* Local manager for local games and server host in multiplayer games */
public GameServer server;
public GameClient client;
static AMazeIng game;
public static Platform PLATFORM;
public float delta = 0;
public SpriteBatch spriteBatch;
public Array<PooledEffect> effects = new Array<PooledEffect>();
public AMazeIng(Platform p) {
PLATFORM = p;
}
@Override
public void create() {
game = this;
// Bullet init for physics
Bullet.init();
// Set windowed resolution
Gdx.graphics.setWindowedMode(1280, 720);
// Enable on-screen keyboard for mobile devices
// Gdx.input.setOnscreenKeyboardVisible(true);
// Voxel engine init. Call everything after this
world.init(this);
world.worldManager.generateChunks = false;
world.worldManager.updateChunks = true;
// Disable VoxelEngines's integrated camera input processor and enable our own
Gdx.input.setInputProcessor(multiplexer);
generated = false;
setupGUI();
setupGameManager();
setupPowerUps();
spriteBatch = new SpriteBatch();
}
public void setupGUI() {
System.out.println("Setup UI Manager and TextureLoader");
new TextureLoader();
uiManager = new UIManager(this);
settings = new MazeSettings();
uiManager.setupScreens();
}
public void setupGameManager() {
System.out.println("Setup Game Managers");
gameManager = new GameManagerLocal();
server = new GameServer();
client = new GameClient();
}
public void setupPowerUps() {
System.out.println("Setting up PowerUps");
new PowerUps();
}
public void requestChangeToMap(int[][] todraw) {
if(server.isRunning()) server.gameManager.requestChangeToMap(todraw);
else if(!client.isRunning()) server.gameManager.requestChangeToMap(todraw);
}
@Override
public void render() {
super.render();
delta = Math.min(1f / 30f, Gdx.graphics.getDeltaTime());
server.update();
client.update();
gameManager.update();
spriteBatch.begin();
// Update and draw effects:
for (int i = effects.size - 1; i >= 0; i--) {
PooledEffect effect = effects.get(i);
effect.draw(spriteBatch, delta);
if (effect.isComplete()) {
effect.free();
effects.removeIndex(i);
}
}
spriteBatch.end();
}
@Override
public void dispose() {
gameManager.dispose();
if (server.isRunning())
client.stop(true);
else
client.stop();
server.stop();
world.dispose();
clearEffects();
}
public void clearEffects() {
// Reset all effects:
for (int i = effects.size - 1; i >= 0; i--)
effects.get(i).free(); //free all the effects back to the pool
effects.clear(); //clear the current effects array
}
@Override
public void resize(int width, int height) {
world.resize(width, height);
if (this.getScreen() != null)
this.getScreen().resize(width, height);
}
@Override
public void pause() {
world.pause();
}
@Override
public void resume() {
world.resume();
}
public static AMazeIng getMain() {
return game;
}
public static boolean isDesktop() {
return PLATFORM == Platform.DESKTOP;
}
public static boolean isMobile() {
return PLATFORM == Platform.ANDROID || PLATFORM == Platform.IOS;
}
public static boolean isIOS() {
return PLATFORM == Platform.IOS;
}
public static enum Platform {
DESKTOP, ANDROID, IOS
}
}

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@ -1,491 +0,0 @@
package com.emamaker.amazeing.manager;
import java.util.ArrayList;
import java.util.Random;
import java.util.Set;
import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.InputListener;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Dialog;
import com.badlogic.gdx.scenes.scene2d.ui.Label;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
import com.badlogic.gdx.utils.viewport.ScreenViewport;
import com.emamaker.amazeing.AMazeIng;
import com.emamaker.amazeing.AMazeIng.Platform;
import com.emamaker.amazeing.maze.MazeGenerator;
import com.emamaker.amazeing.maze.settings.MazeSettings;
import com.emamaker.amazeing.player.MazePlayer;
import com.emamaker.amazeing.player.MazePlayerLocal;
import com.emamaker.amazeing.player.powerups.PowerUp;
import com.emamaker.amazeing.player.powerups.PowerUps;
import com.emamaker.amazeing.utils.MathUtils;
import com.emamaker.voxelengine.block.CellId;
import com.emamaker.voxelengine.player.Player;
public class GameManager {
protected AMazeIng main;
public MazeGenerator mazeGen;
public boolean gameStarted = false;
public boolean showGame = true;
public boolean anyoneWon = false;
public Stage stage;
Random rand = new Random();
GameType type = GameType.LOCAL;
public ArrayList<MazePlayer> players = new ArrayList<MazePlayer>();
public ArrayList<PowerUp> powerups = new ArrayList<PowerUp>();
protected ArrayList<MazePlayer> toDeletePlayer = new ArrayList<MazePlayer>();
protected ArrayList<PowerUp> toDeletePowerUps = new ArrayList<PowerUp>();
protected PowerUp pup;
TextButton pauseBtn;
Dialog pauseDlg;
Label pauseDlgText;
TextButton pauseDlgResumeBtn, pauseDlgQuitBtn;
boolean showingDialog = false;
public GameManager(Game main_, GameType t) {
main = (AMazeIng) main_;
gameStarted = false;
type = t;
setShowGame(type != GameType.SERVER);
mazeGen = new MazeGenerator(main, MazeSettings.MAZEX, MazeSettings.MAZEZ);
stage = new Stage(new ScreenViewport());
}
public void generateMaze(Set<MazePlayer> pl, int todraw[][]) {
main.setScreen(null);
AMazeIng.getMain().multiplexer.addProcessor(stage);
anyoneWon = false;
if (AMazeIng.PLATFORM == Platform.DESKTOP) {
if (pl != null) {
for (MazePlayer p : players)
if (!pl.contains(p))
toDeletePlayer.add(p);
// Check if new players have to be added
for (MazePlayer p : pl)
if (!players.contains(p))
players.add(p);
for (MazePlayer p : toDeletePlayer) {
p.dispose();
players.remove(p);
}
toDeletePlayer.clear();
}
} else {
for (MazePlayer p : players)
p.dispose();
players.clear();
players.addAll(pl);
}
for (int i = 0; i < MazeSettings.MAZEX; i++) {
for (int j = 0; j < 2; j++) {
for (int k = 0; k < MazeSettings.MAZEZ; k++) {
main.world.worldManager.setCell(i, j, k, CellId.ID_AIR);
}
}
}
mazeGen.setMazeSize(MazeSettings.MAZEX, MazeSettings.MAZEZ);
mazeGen.generateMaze();
resetCamera();
gameStarted = true;
showingDialog = false;
}
public void addTouchScreenInput() {
if (getShowGame() && AMazeIng.isMobile()) {
for (MazePlayer p : players) {
if (p instanceof MazePlayerLocal) {
stage.addActor(((MazePlayerLocal) p).tctrl);
stage.addActor(((MazePlayerLocal) p).touchpadPowerUp);
}
}
}
}
public void setupHud() {
pauseBtn = new TextButton("Pause", main.uiManager.skin);
// pauseBtn.getStyle().imageUp = new TextureRegionDrawable(new TextureRegion(new Texture(Gdx.files.internal("data/pause.png"))));
// pauseBtn.getStyle().imageDown = new TextureRegionDrawable(new TextureRegion(new Texture(Gdx.files.internal("data/pause.png"))));
pauseDlg = new Dialog("Pause", main.uiManager.skin);
pauseDlgText = new Label("What do you want to do?", main.uiManager.skin);
pauseDlgResumeBtn = new TextButton("Resume", main.uiManager.skin);
pauseDlgQuitBtn = new TextButton("Quit", main.uiManager.skin);
pauseDlg.text(pauseDlgText);
pauseDlg.button(pauseDlgQuitBtn);
pauseDlg.button(pauseDlgResumeBtn);
pauseBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
pauseDlg.show(stage);
return true;
}
});
pauseDlgResumeBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
pauseDlg.hide();
return true;
}
});
pauseDlgQuitBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
quitGameByBtn();
return true;
}
});
stage.addActor(pauseBtn);
}
float cw, ch, d, labScale, buttonDim;
public void hudUpdate() {
resetCamera();
setCamera(new Vector3((MazeSettings.MAZEX + 1) / 2, (MazeSettings.MAZEX + MazeSettings.MAZEZ) * 0.48f,
MazeSettings.MAZEZ / 2 - 1.75f), new Vector3(0, -90, 0));
cw = Gdx.graphics.getWidth();
ch = Gdx.graphics.getHeight();
d = MathUtils.pythagoreanTheorem(cw, ch);
labScale = d * .00090f;
buttonDim = d * 0.04f;
pauseBtn.setSize(buttonDim, buttonDim);
pauseBtn.setPosition((cw - pauseBtn.getWidth()) / 2, ch - pauseBtn.getHeight());
pauseBtn.getLabel().setFontScale(labScale * 0.9f);
pauseDlg.setSize(cw * 0.2f, ch * 0.15f);
pauseDlg.setPosition((cw - pauseDlg.getWidth()) / 2, (ch - pauseDlg.getHeight()) / 2);
pauseDlgResumeBtn.getLabel().setFontScale(labScale * 0.9f);
pauseDlgQuitBtn.getLabel().setFontScale(labScale * 0.9f);
pauseDlgText.setFontScale(labScale * 0.9f);
stage.act();
stage.draw();
}
public void renderWorld() {
main.world.render();
}
public void renderPowerUps() {
for (PowerUp p : powerups)
p.render(main.world.modelBatch, main.world.environment);
}
public void renderPlayers() {
for (MazePlayer p : players)
renderPlayer(p);
}
public void updatePlayers() {
for (MazePlayer p : players)
updatePlayer(p);
}
public void updatePowerUps() {
for (PowerUp p : toDeletePowerUps) {
powerups.remove(p);
}
toDeletePowerUps.clear();
}
public void renderPlayer(MazePlayer p) {
if (getShowGame())
p.render(main.world.modelBatch, main.world.environment);
}
public void updatePlayer(MazePlayer p) {
p.update();
}
public boolean checkPowerUp(MazePlayer p, PowerUp p1) {
return (int) p1.getPosition().x == (int) p.getPos().x && (int) p1.getPosition().z == (int) p.getPos().z;
}
public void assignPowerUps() {
if (players != null && !players.isEmpty()) {
for (MazePlayer p : players) {
for (PowerUp p1 : powerups) {
if (checkPowerUp(p, p1)) {
assignPowerUp(p, p1);
}
}
}
}
}
public void revokePowerUp(MazePlayer p) {
p.disablePowerUp();
}
public void assignPowerUp(MazePlayer p, PowerUp p1, boolean immediateUse) {
if (p.currentPowerUp == null) {
toDeletePowerUps.add(p1);
p.currentPowerUp = p1;
if (immediateUse)
p.usePowerUp();
}
}
public void assignPowerUp(MazePlayer p, PowerUp p1) {
this.assignPowerUp(p, p1, false);
}
public void usePowerUp(MazePlayer p) {
p.usePowerUp();
}
public void checkWin() {
for (MazePlayer p : players)
if (checkWin(p)) {
setFinished();
return;
}
}
public void setFinished() {
anyoneWon = true;
gameStarted = false;
AMazeIng.getMain().multiplexer.removeProcessor(stage);
for (MazePlayer p : players)
p.disablePowerUp();
main.clearEffects();
}
public void quitGameByBtn() {
setFinished();
if (pauseDlg != null) {
pauseDlg.hide();
}
}
public boolean getFinished() {
return anyoneWon;
}
public void update() {
main.currentGameManager = this;
generalUpdate();
if (gameStarted && !anyoneWon) {
inGameUpdate();
checkWin();
}
}
public void generalUpdate() {
}
public void inGameUpdate() {
if (players != null) {
updatePlayers();
updatePowerUps();
}
}
public void spreadPlayers() {
for (MazePlayer p : players) {
int x = 1, z = 1;
do {
x = (Math.abs(rand.nextInt() - 1) % (mazeGen.w));
z = (Math.abs(rand.nextInt() - 1) % (mazeGen.h));
} while (thereIsPlayerInPos(x, z) || mazeGen.occupiedSpot(x, z));
p.setPos(x + 0.5f, 2f, z + 0.5f);
}
}
public void spawnPowerUps() {
for (int i = 0; i < MazeSettings.START_POWERUPS; i++)
spawnRandomPowerUp();
}
public void spawnRandomPowerUp() {
int x = 1, z = 1, tries = 0;
int maxtries = MazeSettings.MAZEX * MazeSettings.MAZEZ + 2;
do {
x = (Math.abs(rand.nextInt() - 1) % (mazeGen.w));
z = (Math.abs(rand.nextInt() - 1) % (mazeGen.h));
tries++;
} while ((thereIsPlayerInPos(x, z) || mazeGen.occupiedSpot(x, z) || thereIsPowerUpInPos(x, z))
&& tries < maxtries);
if (tries < maxtries) {
System.out.println("Spawning power-up in " + x + ", " + z);
spawnPowerUp(x + .5f, z + .5f);
}
}
public void spawnPowerUp(float x, float z) {
PowerUp p = PowerUps.pickRandomPU();
p.setPosition(x, 1.25f, z);
powerups.add(p);
}
public void spawnPowerUpByName(String name, float x, float z) {
PowerUp p = PowerUps.pickByName(name);
p.setPosition(x, 1.25f, z);
powerups.add(p);
}
public void clearPowerUps() {
for (PowerUp p : powerups)
if (p != null)
p.dispose();
powerups.clear();
toDeletePowerUps.clear();
}
public void removePowerUp(PowerUp p) {
toDeletePowerUps.add(p);
}
public String getPowerUpNameByPos(int x, int z) {
PowerUp p = getPowerUpByPos(x, z);
return p == null ? "" : p.name;
}
public PowerUp getPowerUpByPos(int x, int z) {
for (PowerUp p : powerups)
if ((int) p.getPosition().x == x || (int) p.getPosition().z == z)
return p;
return null;
}
Player generateNewPlayer(int kup, int kdown, int ksx, int kdx) {
return generateNewPlayer(kup, kdown, ksx, kdx, "");
}
Player generateNewPlayer(int kup, int kdown, int ksx, int kdx, String name) {
int x, z;
do {
x = (Math.abs(rand.nextInt() - 1) % (mazeGen.w));
z = (Math.abs(rand.nextInt() - 1) % (mazeGen.h));
} while (thereIsPlayerInPos(x, z) || mazeGen.occupiedSpot(x, z));
if (name.equalsIgnoreCase(""))
return new Player(kup, kdown, ksx, kdx, x + 0.5f, 4f, z + 0.5f);
else
return new Player(kup, kdown, ksx, kdx, x + 0.5f, 4f, z + 0.5f, name);
}
public boolean checkWin(MazePlayer p) {
if ((int) p.getPos().x == mazeGen.WINX && (int) p.getPos().z == mazeGen.WINZ) {
System.out.println(p.getName() + " won");
return true;
}
return false;
}
public boolean thereIsPlayerInPos(int x, int z) {
for (MazePlayer p : players) {
if ((int) p.getPos().x == x || (int) p.getPos().z == z)
return true;
}
return false;
}
public boolean thereIsPowerUpInPos(int x, int z) {
for (PowerUp p : powerups) {
if ((int) p.getPosition().x == x || (int) p.getPosition().z == z)
return true;
}
return false;
}
public boolean areTherePlayersNearby(int x, int z, int range) {
int i, k;
for (MazePlayer p : players) {
i = (int) p.getPos().x;
k = (int) p.getPos().z;
if ((x - i) * (x - i) + (k - z) * (k - z) <= range * range)
return true;
}
return false;
}
public MazePlayer getRandomPlayer() {
return players.get(Math.abs(rand.nextInt() % players.size()));
}
public void requestChangeToMap(int[][] todraw) {
if (gameStarted)
mazeGen.show(todraw);
}
public void resetCamera() {
main.world.cam.position.set(0f, 0f, 0.5f); // Set cam position at origin
main.world.cam.lookAt(0, 0, 0); // Direction to look at, for setting direction (perhaps better to set manually)
// main.world.cam.near = 1f; // Minimum distance visible
// main.world.cam.far = 300f; // Maximum distance visible
main.world.cam.up.set(0f, 1f, 0f); // Up is in y positive direction
main.world.cam.view.idt(); // Reset rotation matrix
main.world.cam.update();
}
public void setCamera(Vector3 position, Vector3 rotation) {
main.world.cam.translate(position); // set cam absolute position
main.world.cam.rotate(rotation.x, 0f, 1f, 0f); // set cam absolute rotation on axis X
main.world.cam.rotate(rotation.y, 1f, 0f, 0f); // set cam absolute rotation on axis Y
main.world.cam.rotate(rotation.z, 0f, 0f, 1f); // set cam absolute rotation on axis Z
main.world.cam.update();
}
protected boolean getShowGame() {
return showGame;
}
void setShowGame(boolean g) {
showGame = g;
}
public void generateMaze() {
generateMaze(null, null);
}
public void generateMaze(int todraw[][]) {
generateMaze(null, todraw);
}
public void generateMaze(Set<MazePlayer> pl) {
generateMaze(pl, null);
}
public void dispose() {
for (MazePlayer p : players)
if (!p.isDisposed())
p.dispose();
players.clear();
}
}

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@ -1,5 +0,0 @@
package com.emamaker.amazeing.manager;
public enum GameType {
LOCAL, CLIENT, SERVER
}

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@ -1,91 +0,0 @@
package com.emamaker.amazeing.manager.managers;
import java.util.Set;
import com.emamaker.amazeing.AMazeIng;
import com.emamaker.amazeing.manager.GameManager;
import com.emamaker.amazeing.manager.GameType;
import com.emamaker.amazeing.player.MazePlayer;
import com.emamaker.amazeing.player.powerups.PowerUp;
import com.emamaker.amazeing.ui.screens.PreGameScreen;
public class GameManagerClient extends GameManager {
public GameManagerClient() {
super(AMazeIng.getMain(), GameType.CLIENT);
setupHud();
}
@Override
public void generateMaze(Set<MazePlayer> pl, int todraw[][]) {
super.generateMaze(pl, todraw);
addTouchScreenInput();
showed = false;
}
@Override
public void inGameUpdate() {
super.inGameUpdate();
renderWorld();
main.world.modelBatch.begin(main.world.cam);
renderPlayers();
renderPowerUps();
main.world.modelBatch.end();
hudUpdate();
}
boolean showed = false;
@Override
public void generalUpdate() {
super.generalUpdate();
if (getFinished() && !showed) {
System.out.println("Game finished on client!");
if (main.server.isRunning())
((PreGameScreen) main.uiManager.preGameScreen).setGameType(GameType.SERVER);
else
((PreGameScreen) main.uiManager.preGameScreen).setGameType(GameType.CLIENT);
main.setScreen(main.uiManager.preGameScreen);
showed = true;
}
}
@Override
public void usePowerUp(MazePlayer p) {
// System.out.println("using powerup for " + p + " " + p.currentPowerUp);
main.client.requestUsePowerUp(p);
}
// These features don't exist in clients
@Override
public void assignPowerUps() {
}
@Override
public void assignPowerUp(MazePlayer p, PowerUp p1) {
}
@Override
public void assignPowerUp(MazePlayer p, PowerUp p1, boolean b) {
}
@Override
public void requestChangeToMap(int[][] todraw) {
}
@Override
public void revokePowerUp(MazePlayer p) {
}
@Override
public void quitGameByBtn() {
super.quitGameByBtn();
main.server.stop();
main.client.stop();
main.setScreen(main.uiManager.titleScreen);
}
}

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package com.emamaker.amazeing.manager.managers;
import java.util.Set;
import com.emamaker.amazeing.AMazeIng;
import com.emamaker.amazeing.manager.GameManager;
import com.emamaker.amazeing.manager.GameType;
import com.emamaker.amazeing.maze.settings.MazeSettings;
import com.emamaker.amazeing.player.MazePlayer;
public class GameManagerLocal extends GameManager {
long lastPowerUpTime = 0;
public GameManagerLocal() {
super(AMazeIng.getMain(), GameType.LOCAL);
setupHud();
}
@Override
public void generateMaze(Set<MazePlayer> pl, int todraw[][]) {
super.generateMaze(pl, todraw);
addTouchScreenInput();
spreadPlayers();
mazeGen.setupEndPoint();
clearPowerUps();
spawnPowerUps();
if (todraw != null && getShowGame())
mazeGen.show(todraw);
showed = false;
}
@Override
public void inGameUpdate() {
super.inGameUpdate();
if(System.currentTimeMillis() - lastPowerUpTime > MazeSettings.POWERUP_SPAWN_FREQUENCY) {
lastPowerUpTime = System.currentTimeMillis();
spawnRandomPowerUp();
}
assignPowerUps();
renderWorld();
main.world.modelBatch.begin(main.world.cam);
renderPlayers();
renderPowerUps();
main.world.modelBatch.end();
hudUpdate();
}
boolean showed = false;
@Override
public void generalUpdate() {
if (getFinished() && !showed) {
main.setScreen(main.uiManager.playersScreen);
showed = true;
}
}
}

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package com.emamaker.amazeing.manager.managers;
import java.util.Set;
import com.emamaker.amazeing.AMazeIng;
import com.emamaker.amazeing.manager.GameManager;
import com.emamaker.amazeing.manager.GameType;
import com.emamaker.amazeing.maze.settings.MazeSettings;
import com.emamaker.amazeing.player.MazePlayer;
import com.emamaker.amazeing.player.powerups.PowerUp;
public class GameManagerServer extends GameManager {
long lastPowerUpTime = 0;
public GameManagerServer() {
super(AMazeIng.getMain(), GameType.SERVER);
}
@Override
public void generateMaze(Set<MazePlayer> pl, int todraw[][]) {
super.generateMaze(pl, todraw);
spreadPlayers();
mazeGen.setupEndPoint();
clearPowerUps();
spawnPowerUps();
if (todraw != null)
mazeGen.show(todraw);
}
@Override
public void inGameUpdate() {
super.inGameUpdate();
if(System.currentTimeMillis() - lastPowerUpTime > MazeSettings.POWERUP_SPAWN_FREQUENCY) {
lastPowerUpTime = System.currentTimeMillis();
spawnRandomPowerUp();
}
assignPowerUps();
}
@Override
public void assignPowerUp(MazePlayer p, PowerUp p1, boolean immediateUse) {
if (p.currentPowerUp == null) {
toDeletePowerUps.add(p1);
p.currentPowerUp = p1;
main.server.assignPowerUpRequest(p, p1, immediateUse);
}
}
@Override
public void revokePowerUp(MazePlayer p) {
main.server.revokePowerUpRequest(p);
}
}

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@ -1,227 +0,0 @@
package com.emamaker.amazeing.manager.network;
import java.io.IOException;
import java.util.ArrayList;
import java.util.HashSet;
import java.util.concurrent.CopyOnWriteArrayList;
import com.badlogic.gdx.scenes.scene2d.ui.Touchpad;
import com.emamaker.amazeing.AMazeIng;
import com.emamaker.amazeing.manager.managers.GameManagerClient;
import com.emamaker.amazeing.manager.network.action.NetworkAction;
import com.emamaker.amazeing.manager.network.action.actions.client.game.NACGameStatusUpdate;
import com.emamaker.amazeing.manager.network.action.actions.client.game.NACUpdateMap;
import com.emamaker.amazeing.manager.network.action.actions.client.login.NACLoginAO;
import com.emamaker.amazeing.manager.network.action.actions.client.login.NACLoginAO2;
import com.emamaker.amazeing.manager.network.action.actions.client.login.NACRemovePlayer;
import com.emamaker.amazeing.manager.network.action.actions.client.player.NACUpdateOtherPlayerPos;
import com.emamaker.amazeing.manager.network.action.actions.client.player.NACUpdatePlayerPosForced;
import com.emamaker.amazeing.manager.network.action.actions.client.player.NACUpdatePlayersPos;
import com.emamaker.amazeing.manager.network.action.actions.client.powerup.NACPowerUpAssignRequestOk;
import com.emamaker.amazeing.manager.network.action.actions.client.powerup.NACPowerUpRevokeRequestOk;
import com.emamaker.amazeing.manager.network.action.actions.client.powerup.NACPowerUpUseRequest;
import com.emamaker.amazeing.manager.network.action.actions.client.powerup.NACUpdatePowerUps;
import com.emamaker.amazeing.maze.settings.MazeSettings;
import com.emamaker.amazeing.player.MazePlayer;
import com.emamaker.amazeing.player.MazePlayerLocal;
import com.emamaker.amazeing.player.PlayerUtils;
import com.emamaker.amazeing.utils.MathUtils.Constants;
import com.esotericsoftware.kryonet.Client;
public class GameClient extends NetworkHandler {
public Client client;
String addr;
boolean updateMobilePlayers = true;
public CopyOnWriteArrayList<String> localPlayers = new CopyOnWriteArrayList<String>();
// Returns true if the server started successfully
public boolean start(String addr_, int port_) {
addr = addr_;
port = port_;
running = true;
try {
client = new Client();
// For consistency, the classes to be sent over the network are
// registered by the same method for both the client and server.
NetworkCommon.register(client);
client.start();
client.connect(5000, addr, port, port + 1);
gameManager = new GameManagerClient();
if (AMazeIng.isMobile())
updateMobilePlayers = true;
registerActions();
startDefaultActions();
return true;
} catch (IOException e) {
e.printStackTrace();
}
return false;
}
@Override
public void registerActions() {
super.registerActions();
actions.add(new NACLoginAO(this));
actions.add(new NACLoginAO2(this));
actions.add(new NACRemovePlayer(this));
actions.add(new NACGameStatusUpdate(this));
actions.add(new NACUpdateMap(this));
actions.add(new NACUpdatePowerUps(this));
actions.add(new NACUpdatePlayerPosForced(this));
actions.add(new NACUpdatePlayersPos(this));
actions.add(new NACUpdateOtherPlayerPos(this));
actions.add(new NACPowerUpRevokeRequestOk(this));
actions.add(new NACPowerUpAssignRequestOk(this));
actions.add(new NACPowerUpUseRequest(this));
}
@Override
public void startDefaultActions() {
getActionByClass(NACUpdatePlayersPos.class).startAction(null, null);
}
@Override
public void update() {
super.update();
if (isRunning()) {
// Check if the server disconnected or it's timing out
if (!client.isConnected() || ((NACGameStatusUpdate.gotMessage && System.currentTimeMillis()
- NACGameStatusUpdate.lastMsgTime > Constants.COMMUNICATION_TIMEOUT_MILLIS))) {
stop(true);
main.uiManager.srvJoinScreen.showErrorDlg(1);
}
// Normal client update
if (gameManager != null) {
if (gameManager.gameStarted) {
} else {
checkForNewPlayers();
}
}
}
}
@Override
public boolean startGame() {
if (!players.isEmpty()) {
this.gameManager.generateMaze(new HashSet<MazePlayer>(players.values()));
return true;
}
return false;
}
@Override
public void stop() {
stop(false);
}
public void stop(boolean fromserver) {
if (isRunning()) {
if (!fromserver) {
for (String s : localPlayers) {
((NACRemovePlayer) getActionByClass(NACRemovePlayer.class)).startAction(null, null, s);
}
}
for (MazePlayer p : players.values())
p.dispose();
players.clear();
if (!fromserver) {
for (NetworkAction n : pendingActions)
n.onParentClosing();
while (!pendingActions.isEmpty())
update();
}
pendingActions.clear();
todoActions.clear();
actions.clear();
client.stop();
running = false;
}
}
/* CHECKING FOR NEW PLAYERS */
MazePlayerLocal p;
public ArrayList<MazePlayerLocal> localPlrQueue = new ArrayList<MazePlayerLocal>();
private void checkForNewPlayers() {
checkForNewPlayersDesktop();
checkForNewPlayersMobile();
}
private void checkForNewPlayersDesktop() {
if (AMazeIng.isDesktop()) {
// Search for keyboard players (WASD and ARROWS) on Desktop
if (PlayerUtils.wasdJustPressed()) {
p = PlayerUtils.getPlayerWithKeys(new HashSet<>(players.values()), PlayerUtils.WASDKEYS);
if (p != null) {
((NACRemovePlayer) getActionByClass(NACRemovePlayer.class)).startAction(null, null, p.uuid);
} else {
localPlrQueue.add(new MazePlayerLocal(PlayerUtils.WASDKEYS));
getActionByClass(NACLoginAO.class).startAction(null, null);
}
}
if (PlayerUtils.arrowsJustPressed()) {
p = PlayerUtils.getPlayerWithKeys(new HashSet<>(players.values()), PlayerUtils.ARROWKEYS);
if (p != null) {
((NACRemovePlayer) getActionByClass(NACRemovePlayer.class)).startAction(null, null, p.uuid);
} else {
localPlrQueue.add(new MazePlayerLocal(PlayerUtils.ARROWKEYS));
getActionByClass(NACLoginAO.class).startAction(null, null);
}
}
}
}
private void checkForNewPlayersMobile() {
if (AMazeIng.isMobile()) {
// Search for mobile players
if (updateMobilePlayers) {
for (int i = 0; i < MazeSettings.MAXPLAYERS; i++) {
p = PlayerUtils.getPlayerWithTouchCtrl(i, new HashSet<>(players.values()));
if (i < MazeSettings.MAXPLAYERS_MOBILE) {
// if the player wasn't there before, but wants to join: add it
if (p == null) {
localPlrQueue.add(new MazePlayerLocal(new Touchpad(0f, main.uiManager.skin), i));
getActionByClass(NACLoginAO.class).addToQueue();
}
} else {
// The player was there before, but has left: remove it
if (p != null && players.containsValue(p)) {
((NACRemovePlayer) getActionByClass(NACRemovePlayer.class)).startAction(null, null, p.uuid);
}
// Otherwise just do nothing
}
}
updateMobilePlayers = false;
}
}
}
public void setUpdateMobilePlayers() {
updateMobilePlayers = true;
}
public void requestUsePowerUp(MazePlayer p) {
if (p.currentPowerUp != null)
((NACPowerUpUseRequest) getActionByClass(NACPowerUpUseRequest.class)).startAction(null, null, p.uuid,
p.currentPowerUp.name);
}
}

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@ -1,159 +0,0 @@
package com.emamaker.amazeing.manager.network;
import java.io.IOException;
import java.util.Arrays;
import java.util.HashSet;
import java.util.concurrent.ConcurrentHashMap;
import com.emamaker.amazeing.manager.managers.GameManagerServer;
import com.emamaker.amazeing.manager.network.action.actions.server.game.NASGameStatusUpdate;
import com.emamaker.amazeing.manager.network.action.actions.server.game.NASUpdateMap;
import com.emamaker.amazeing.manager.network.action.actions.server.login.NASLoginAO2;
import com.emamaker.amazeing.manager.network.action.actions.server.login.NASLoginUUID;
import com.emamaker.amazeing.manager.network.action.actions.server.login.NASRemovePlayer;
import com.emamaker.amazeing.manager.network.action.actions.server.player.NASUpdatePlayerPos;
import com.emamaker.amazeing.manager.network.action.actions.server.player.NASUpdatePlayerPosForced;
import com.emamaker.amazeing.manager.network.action.actions.server.powerup.NASPowerUpAssignRequest;
import com.emamaker.amazeing.manager.network.action.actions.server.powerup.NASPowerUpRevokeRequest;
import com.emamaker.amazeing.manager.network.action.actions.server.powerup.NASPowerUpUseRequestOk;
import com.emamaker.amazeing.manager.network.action.actions.server.powerup.NASUpdatePowerUps;
import com.emamaker.amazeing.player.MazePlayer;
import com.emamaker.amazeing.player.powerups.PowerUp;
import com.emamaker.amazeing.utils.MathUtils.Constants;
import com.esotericsoftware.kryonet.Server;
public class GameServer extends NetworkHandler {
public Server server;
public ConcurrentHashMap<String, Boolean> positionUpdate = new ConcurrentHashMap<String, Boolean>();
// Returns true if the server started successfully
public boolean start(int port_) {
port = port_;
try {
server = new Server();
// For consistency, the classes to be sent over the network are
// registered by the same method for both the client and server.
NetworkCommon.register(server);
server.bind(port, port + 1);
server.start();
gameManager = new GameManagerServer();
registerActions();
startDefaultActions();
System.out.println("Server registered and running on port " + port);
running = true;
return true;
} catch (IOException e) {
e.printStackTrace();
}
return false;
}
@Override
public void registerActions() {
super.registerActions();
actions.add(new NASLoginUUID(this));
actions.add(new NASLoginAO2(this));
actions.add(new NASRemovePlayer(this));
actions.add(new NASGameStatusUpdate(this));
actions.add(new NASUpdateMap(this));
actions.add(new NASUpdatePowerUps(this));
actions.add(new NASUpdatePlayerPosForced(this));
actions.add(new NASUpdatePlayerPos(this));;
actions.add(new NASPowerUpAssignRequest(this));
actions.add(new NASPowerUpRevokeRequest(this));
actions.add(new NASPowerUpUseRequestOk(this));
}
@Override
public void startDefaultActions() {
getActionByClass(NASGameStatusUpdate.class).startAction(null, null);
getActionByClass(NASUpdatePowerUps.class).startAction(null, null);
// getActionByClass(NAServerUpdatePlayers.class).startAction(null, null);
}
@Override
public void update() {
super.update();
if (isRunning()) {
// Check if there's some player not responding that needs to be removed
for (String s : players.keySet()) {
if (System.currentTimeMillis()
- players.get(s).LAST_NETWORK_TIME > Constants.COMMUNICATION_TIMEOUT_MILLIS) {
players.get(s).dispose();
players.remove(s);
}
// System.out.println(Arrays.toString(players.values().toArray()));
}
}
}
@Override
public void periodicNonGameUpdate() {
}
@Override
public void periodicGameUpdate() {
getActionByClass(NASUpdateMap.class).startAction(null, null);
}
@Override
public boolean startGame() {
System.out.println("Starting game. Players are: " + Arrays.toString(players.values().toArray()));
if (!players.isEmpty()) {
this.gameManager.generateMaze(new HashSet<MazePlayer>(players.values()));
for (String s : players.keySet()) {
((NASUpdatePlayerPosForced) getActionByClass(NASUpdatePlayerPosForced.class)).startAction(null, null,
s);
}
return true;
}
return false;
}
@Override
public void stop() {
if (isRunning()) {
for (MazePlayer p : players.values()) {
p.dispose();
players.clear();
server.stop();
running = false;
pendingActions.clear();
todoActions.clear();
actions.clear();
}
}
}
public boolean canUpdatePos(String u) {
return positionUpdate.containsKey(u) && positionUpdate.get(u);
}
public void setUpdatePos(String uuid, boolean b) {
if (positionUpdate.containsKey(uuid))
positionUpdate.replace(uuid, b);
else
positionUpdate.put(uuid, b);
}
public void assignPowerUpRequest(MazePlayer p, PowerUp p1, boolean immediateUse) {
((NASPowerUpAssignRequest) getActionByClass(NASPowerUpAssignRequest.class)).startAction(null, null, p.uuid,
p1.name, immediateUse);
}
public void revokePowerUpRequest(MazePlayer p) {
System.out.println("Revoking powerup to " + p);
((NASPowerUpRevokeRequest) getActionByClass(NASPowerUpRevokeRequest.class)).startAction(null, null, p.uuid);
}
}

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package com.emamaker.amazeing.manager.network;
import com.esotericsoftware.kryo.Kryo;
import com.esotericsoftware.kryonet.Connection;
import com.esotericsoftware.kryonet.EndPoint;
public class NetworkCommon {
// This registers objects that are going to be sent over the network.
public static void register(EndPoint endPoint) {
Kryo kryo = endPoint.getKryo();
kryo.register(ClientLoginAO.class);
kryo.register(ServerLoginUUID.class);
kryo.register(ClientLoginAO2.class);
kryo.register(ServerLoginAO2.class);
kryo.register(RemovePlayer.class);
kryo.register(PlayerRemoved.class);
kryo.register(String[].class);
kryo.register(GameStatusUpdate.class);
kryo.register(UpdateMap.class);
kryo.register(PowerUpUpdate.class);
kryo.register(PowerUpAssignRequest.class);
kryo.register(PowerUpAssignRequestOk.class);
kryo.register(PowerUpUseRequest.class);
kryo.register(PowerUpUseRequestOk.class);
kryo.register(PowerUpRevokeRequest.class);
kryo.register(PowerUpRevokeRequestOk.class);
kryo.register(UpdatePlayerPosition.class);
kryo.register(UpdateForcedPlayerPosition.class);
kryo.register(UpdateForcedPlayerPositionOk.class);
kryo.register(ServerClosed.class);
}
/** PLAYER PACKETS **/
/*LOGIN*/
public static class ClientLoginAO {
}
public static class ServerLoginUUID {
public String uuid;
}
public static class ClientLoginAO2 {
public String uuid;
}
public static class ServerLoginAO2 {
public String uuid;
}
/*REMOVAL*/
public static class RemovePlayer{
public String uuid;
}
public static class PlayerRemoved{
public String uuid;
}
/*PLAYER POSITION UPDATE*/
public static class UpdatePlayerPosition{
public String uuid;
public float px, py, pz;
}
public static class UpdateForcedPlayerPosition{
public String uuid;
public float px, py, pz;
}
public static class UpdateForcedPlayerPositionOk{
public String uuid;
}
/** SERVER TO CLIENT UPDATES **/
//Game Status is used to broadcast to clients infos about the game and players
public static class GameStatusUpdate{
public boolean gameStarted;
public boolean anyoneWon;
public String[] playersUUIDs;
}
//Run-lenght encoding of the map
public static class UpdateMap{
public String map;
}
/** POWER UPS **/
public static class PowerUpUpdate {
public String[] powerups;
}
public static class PowerUpAssignRequest{
public String uuid, pupname;
public boolean immediateUse;
}
public static class PowerUpAssignRequestOk{
public String uuid;
}
public static class PowerUpUseRequest{
public String uuid, pupname;
}
public static class PowerUpUseRequestOk{
public String uuid;
public boolean canuse;
}
public static class PowerUpRevokeRequest{
public String uuid;
}
public static class PowerUpRevokeRequestOk{
public String uuid;
}
/** MISC **/
public static class ServerClosed{ }
}
class ConnectionPlayer extends Connection {
public String uuid;
}

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