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Revision: cfb674667d
Author: hugoruscitti
Date: Fri Jan 1 12:14:36 2010
Log: adding license.
http://code.google.com/p/sbfury/source/detail?r=cfb674667d

Revision: 706254a6a5
Author: hugoruscitti
Date: Fri Jan 1 12:26:13 2010
Log: adding deprecated versions.
http://code.google.com/p/sbfury/source/detail?r=706254a6a5

Revision: d5acda8787
Author: hugoruscitti
Date: Fri Jan 1 12:26:28 2010
Log: adding data.
http://code.google.com/p/sbfury/source/detail?r=d5acda8787

Revision: 76c5a0f4d9
Author: hugoruscitti
Date: Fri Jan 1 12:26:40 2010
Log: adding docs.
http://code.google.com/p/sbfury/source/detail?r=76c5a0f4d9

==============================================================================
Revision: cfb674667d
Author: hugoruscitti
Date: Fri Jan 1 12:14:36 2010
Log: adding license.
http://code.google.com/p/sbfury/source/detail?r=cfb674667d

Added:
/AUTHORS
/COPYING

=======================================
--- /dev/null
+++ /AUTHORS Fri Jan 1 12:14:36 2010
@@ -0,0 +1,2 @@
+Hugo Ruscitti - <hugoru...@gmail.com>
+Walter Velazquez <wgv_t...@yahoo.com.ar>
=======================================
--- /dev/null
+++ /COPYING Fri Jan 1 12:14:36 2010
@@ -0,0 +1,674 @@
+ GNU GENERAL PUBLIC LICENSE
+ Version 3, 29 June 2007
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+permissions. However, no additional obligations are imposed on any
+author or copyright holder as a result of your choosing to follow a
+later version.
+
+ 15. Disclaimer of Warranty.
+
+ THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
+APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
+HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
+OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
+THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
+IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
+ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
+
+ 16. Limitation of Liability.
+
+ IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
+THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
+GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
+USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
+DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
+PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+ 17. Interpretation of Sections 15 and 16.
+
+ If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+ <one line to give the program's name and a brief idea of what it does.>
+ Copyright (C) <year> <name of author>
+
+ This program is free software: you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation, either version 3 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License
+ along with this program. If not, see <http://www.gnu.org/licenses/>.
+
+Also add information on how to contact you by electronic and paper mail.
+
+ If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+ <program> Copyright (C) <year> <name of author>
+ This program comes with ABSOLUTELY NO WARRANTY; for details type `show
w'.
+ This is free software, and you are welcome to redistribute it
+ under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License. Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+ You should also get your employer (if you work as a programmer) or
school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+<http://www.gnu.org/licenses/>.
+
+ The GNU General Public License does not permit incorporating your program
+into proprietary programs. If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library. If this is what you want to do, use the GNU Lesser General
+Public License instead of this License. But first, please read
+<http://www.gnu.org/philosophy/why-not-lgpl.html>.

==============================================================================
Revision: 706254a6a5
Author: hugoruscitti
Date: Fri Jan 1 12:26:13 2010
Log: adding deprecated versions.
http://code.google.com/p/sbfury/source/detail?r=706254a6a5

Added:
/deprecated_cocos_version/data/dragon/body.png
/deprecated_cocos_version/data/dragon/head.png
/deprecated_cocos_version/data/dragon/head_touch.png
/deprecated_cocos_version/data/dragon/part.png
/deprecated_cocos_version/data/effects/hit.png
/deprecated_cocos_version/data/enemies/fat/ground.png
/deprecated_cocos_version/data/enemies/fat/ground_to_stand.png
/deprecated_cocos_version/data/enemies/fat/hardhit.png
/deprecated_cocos_version/data/enemies/fat/hitstand1.png
/deprecated_cocos_version/data/enemies/fat/hitstand2.png
/deprecated_cocos_version/data/enemies/fat/stand.png
/deprecated_cocos_version/data/none.png
/deprecated_cocos_version/data/scene/credits/background.png
/deprecated_cocos_version/data/scene/intro/background.png
/deprecated_cocos_version/data/scene/intro/ceferino.png
/deprecated_cocos_version/data/scene/intro/juegos.png
/deprecated_cocos_version/data/scene/intro/losers.png
/deprecated_cocos_version/data/scene/menu/background.png
/deprecated_cocos_version/data/scene/options/background.png
/deprecated_cocos_version/data/shadow.png
/deprecated_cocos_version/data/shaolin/attack1.png
/deprecated_cocos_version/data/shaolin/attack2.png
/deprecated_cocos_version/data/shaolin/attack3.png
/deprecated_cocos_version/data/shaolin/attack4.png
/deprecated_cocos_version/data/shaolin/attackjumprun.png
/deprecated_cocos_version/data/shaolin/attackjumpstand.png
/deprecated_cocos_version/data/shaolin/attackjumpwalk.png
/deprecated_cocos_version/data/shaolin/attackrun.png
/deprecated_cocos_version/data/shaolin/attacktake.png
/deprecated_cocos_version/data/shaolin/ground.png
/deprecated_cocos_version/data/shaolin/groundtostand.png
/deprecated_cocos_version/data/shaolin/hardhit.png
/deprecated_cocos_version/data/shaolin/hitstand1.png
/deprecated_cocos_version/data/shaolin/hitstand2.png
/deprecated_cocos_version/data/shaolin/jumpstand.png
/deprecated_cocos_version/data/shaolin/jumpwalk.png
/deprecated_cocos_version/data/shaolin/run.png
/deprecated_cocos_version/data/shaolin/special.png
/deprecated_cocos_version/data/shaolin/stand.png
/deprecated_cocos_version/data/shaolin/starting.png
/deprecated_cocos_version/data/shaolin/take.png
/deprecated_cocos_version/data/shaolin/test.png
/deprecated_cocos_version/data/shaolin/throw.png
/deprecated_cocos_version/data/shaolin/walk.png
/deprecated_cocos_version/doc/Makefile
/deprecated_cocos_version/doc/style.css
/deprecated_cocos_version/sbfury/__init__.py
/deprecated_cocos_version/sbfury/animation.py
/deprecated_cocos_version/sbfury/collision.py
/deprecated_cocos_version/sbfury/common.py
/deprecated_cocos_version/sbfury/config.py
/deprecated_cocos_version/sbfury/control.py
/deprecated_cocos_version/sbfury/enemies/__init__.py
/deprecated_cocos_version/sbfury/enemies/fat.py
/deprecated_cocos_version/sbfury/enemies/hannia.py
/deprecated_cocos_version/sbfury/enemies/state.py
/deprecated_cocos_version/sbfury/image.py
/deprecated_cocos_version/sbfury/layer.py
/deprecated_cocos_version/sbfury/scene/__init__.py
/deprecated_cocos_version/sbfury/scene/credits.py
/deprecated_cocos_version/sbfury/scene/game.py
/deprecated_cocos_version/sbfury/scene/loading.py
/deprecated_cocos_version/sbfury/scene/logo.py
/deprecated_cocos_version/sbfury/scene/menu.py
/deprecated_cocos_version/sbfury/scene/options.py
/deprecated_cocos_version/sbfury/shadow.py
/deprecated_cocos_version/sbfury/shaolin/__init__.py
/deprecated_cocos_version/sbfury/shaolin/shaolin.py
/deprecated_cocos_version/sbfury/shaolin/state.py
/deprecated_cocos_version/sbfury/sprite.py
/deprecated_cocos_version/sbfury/stage.py
/deprecated_cocos_version/sbfury/test_collision.py
/deprecated_cocos_version/sbfury/test_scene_game.py
/deprecated_cocos_version/sbfury/test_scene_logo.py
/deprecated_cocos_version/sbfury/test_scene_menu.py
/deprecated_cocos_version/sbfury/tests/test_common.py
/deprecated_cocos_version/sbfury/tests/test_dragon.py
/deprecated_cocos_version/sbfury/tests/test_shaolin_and_control.py
/deprecated_cocos_version/sbfury/transition.py
/deprecated_cocos_version/utils/create_exe_file.py
/deprecated_cocos_version/utils/program.ico
/deprecated_cocos_version/utils/sbfury.py
/deprecated_cpp_version/Makefile
/deprecated_cpp_version/Makefile.mingw32
/deprecated_cpp_version/SDL_rotozoom.c
/deprecated_cpp_version/SDL_rotozoom.h
/deprecated_cpp_version/actor.cc
/deprecated_cpp_version/actor.h
/deprecated_cpp_version/animation.cc
/deprecated_cpp_version/animation.h
/deprecated_cpp_version/common.cc
/deprecated_cpp_version/common.h
/deprecated_cpp_version/config.cc
/deprecated_cpp_version/config.h
/deprecated_cpp_version/control.cc
/deprecated_cpp_version/control.h
/deprecated_cpp_version/director.cc
/deprecated_cpp_version/director.h
/deprecated_cpp_version/enemy.cc
/deprecated_cpp_version/enemy.h
/deprecated_cpp_version/game.cc
/deprecated_cpp_version/game.h
/deprecated_cpp_version/glSDL.c
/deprecated_cpp_version/glSDL.h
/deprecated_cpp_version/group.cc
/deprecated_cpp_version/group.h
/deprecated_cpp_version/ninja.cc
/deprecated_cpp_version/ninja.h
/deprecated_cpp_version/sbfury.cc
/deprecated_cpp_version/scene.cc
/deprecated_cpp_version/scene.h
/deprecated_cpp_version/shadow.cc
/deprecated_cpp_version/shadow.h
/deprecated_cpp_version/shaolin.cc
/deprecated_cpp_version/shaolin.h
/deprecated_cpp_version/smooth.c
/deprecated_cpp_version/sprite.cc
/deprecated_cpp_version/sprite.h
/deprecated_cpp_version/stage.cc
/deprecated_cpp_version/stage.h
/deprecated_cpp_version/states.cc
/deprecated_cpp_version/states.h
/deprecated_cpp_version/test_sprite.cc
/deprecated_cpp_version/test_sprite.h
/deprecated_cpp_version/test_stl.cc
/deprecated_cpp_version/test_wide.cc
/deprecated_first_python_version/AUTHORS
/deprecated_first_python_version/ChangeLog
/deprecated_first_python_version/README
/deprecated_first_python_version/bin/shaolin.py
/deprecated_first_python_version/config/config.ini
/deprecated_first_python_version/data/enemies/darkfat/attack1_2.png
/deprecated_first_python_version/data/enemies/darkfat/attack2_2.png
/deprecated_first_python_version/data/enemies/darkfat/attack3_5.png
/deprecated_first_python_version/data/enemies/darkfat/attackjumprun_2.png
/deprecated_first_python_version/data/enemies/darkfat/attackjumpstand_2.png
/deprecated_first_python_version/data/enemies/darkfat/attackjumpwalk_2.png
/deprecated_first_python_version/data/enemies/darkfat/attackrun_1.png
/deprecated_first_python_version/data/enemies/darkfat/ground_1.png
/deprecated_first_python_version/data/enemies/darkfat/ground_1.xcf
/deprecated_first_python_version/data/enemies/darkfat/groundtostand_3.png
/deprecated_first_python_version/data/enemies/darkfat/hardhit_4.png
/deprecated_first_python_version/data/enemies/darkfat/hit_1.xcf
/deprecated_first_python_version/data/enemies/darkfat/hit_2.xcf
/deprecated_first_python_version/data/enemies/darkfat/hitstand1_1.png
/deprecated_first_python_version/data/enemies/darkfat/hitstand2_1.png
/deprecated_first_python_version/data/enemies/darkfat/hittaked_1.png
/deprecated_first_python_version/data/enemies/darkfat/info.ini
/deprecated_first_python_version/data/enemies/darkfat/jumpstand_3.png
/deprecated_first_python_version/data/enemies/darkfat/jumpwalk_3.png
/deprecated_first_python_version/data/enemies/darkfat/run_4.png
/deprecated_first_python_version/data/enemies/darkfat/special_5.png
/deprecated_first_python_version/data/enemies/darkfat/stand_1.png
/deprecated_first_python_version/data/enemies/darkfat/stand_1.xcf
/deprecated_first_python_version/data/enemies/darkfat/taked_1.png
/deprecated_first_python_version/data/enemies/darkfat/taked_1.xcf
/deprecated_first_python_version/data/enemies/darkfat/throwed_4.png
/deprecated_first_python_version/data/enemies/darkfat/throwed_4.xcf
/deprecated_first_python_version/data/enemies/darkfat/walk_4.png
/deprecated_first_python_version/data/enemies/darkfat/walk_4.xcf
/deprecated_first_python_version/data/enemies/darkfat/walk_4_frames.xcf
/deprecated_first_python_version/data/hit0_6.png
/deprecated_first_python_version/data/hit1_6.png
/deprecated_first_python_version/data/hit2_6.png
/deprecated_first_python_version/data/music/menu.mp3
/deprecated_first_python_version/data/player/attack1_2.png
/deprecated_first_python_version/data/player/attack2_2.png
/deprecated_first_python_version/data/player/attack2_2.xcf
/deprecated_first_python_version/data/player/attack3_2.png
/deprecated_first_python_version/data/player/attack4_2.png
/deprecated_first_python_version/data/player/attackjumprun_2.png
/deprecated_first_python_version/data/player/attackjumpstand_2.png
/deprecated_first_python_version/data/player/attackjumpwalk_2.png
/deprecated_first_python_version/data/player/attackrun_1.png
/deprecated_first_python_version/data/player/attacktake_1.png
/deprecated_first_python_version/data/player/attacktake_2.xcf
/deprecated_first_python_version/data/player/attacktake_2_compuesto.xcf
/deprecated_first_python_version/data/player/ground_1.png
/deprecated_first_python_version/data/player/groundtostand_3.png
/deprecated_first_python_version/data/player/hardhit_4.png
/deprecated_first_python_version/data/player/hitstand1_2.png
/deprecated_first_python_version/data/player/hitstand2_2.png
/deprecated_first_python_version/data/player/info.ini
/deprecated_first_python_version/data/player/jumpstand_3.png
/deprecated_first_python_version/data/player/jumpwalk_3.png
/deprecated_first_python_version/data/player/run_4.png
/deprecated_first_python_version/data/player/special_5.png
/deprecated_first_python_version/data/player/special_5.xcf
/deprecated_first_python_version/data/player/special_5_compuesto.xcf
/deprecated_first_python_version/data/player/stand_4.png
/deprecated_first_python_version/data/player/take_1.png
/deprecated_first_python_version/data/player/throw_3.png
/deprecated_first_python_version/data/player/throw_3.xcf
/deprecated_first_python_version/data/player/throw_3_compuesta.xcf
/deprecated_first_python_version/data/player/walk_4.png
/deprecated_first_python_version/data/shadow.png
/deprecated_first_python_version/data/sounds/attack_run.wav
/deprecated_first_python_version/data/sounds/menu_change.wav
/deprecated_first_python_version/data/sounds/menu_select.wav
/deprecated_first_python_version/data/sounds/punch1.wav
/deprecated_first_python_version/data/sounds/punch2.wav
/deprecated_first_python_version/data/sounds/throw.wav
/deprecated_first_python_version/data/sounds/touch_flood.wav
/deprecated_first_python_version/data/stages/01.png
/deprecated_first_python_version/data/stages/objects/misc.png
/deprecated_first_python_version/data/stages/objects/stone.png
/deprecated_first_python_version/doc/README
/deprecated_first_python_version/doc/audio
/deprecated_first_python_version/doc/colisiones
/deprecated_first_python_version/doc/controles
/deprecated_first_python_version/doc/debug
/deprecated_first_python_version/doc/estados
/deprecated_first_python_version/doc/opciones
/deprecated_first_python_version/doc/tomas
/deprecated_first_python_version/shaolin/animation.py
/deprecated_first_python_version/shaolin/audio.py
/deprecated_first_python_version/shaolin/common.py
/deprecated_first_python_version/shaolin/control.py
/deprecated_first_python_version/shaolin/enemies/__init__.py
/deprecated_first_python_version/shaolin/enemies/enemy.py
/deprecated_first_python_version/shaolin/enemies/enemy_state.py
/deprecated_first_python_version/shaolin/energy.py
/deprecated_first_python_version/shaolin/font.py
/deprecated_first_python_version/shaolin/fps.py
/deprecated_first_python_version/shaolin/frames.py
/deprecated_first_python_version/shaolin/game.py
/deprecated_first_python_version/shaolin/group.py
/deprecated_first_python_version/shaolin/hit.py
/deprecated_first_python_version/shaolin/id.py
/deprecated_first_python_version/shaolin/object.py
/deprecated_first_python_version/shaolin/options.py
/deprecated_first_python_version/shaolin/player.py
/deprecated_first_python_version/shaolin/shadow.py
/deprecated_first_python_version/shaolin/sprite.py
/deprecated_first_python_version/shaolin/stage.py
/deprecated_first_python_version/shaolin/stageobject.py
/deprecated_first_python_version/shaolin/state.py
/deprecated_first_python_version/shaolin/test.py
/deprecated_first_python_version/shaolin/text.py
/deprecated_first_python_version/shaolin/world.py
/deprecated_first_python_version/todo.otl
/deprecated_pygame_version/AUTHORS
/deprecated_pygame_version/COPYING
/deprecated_pygame_version/ChangeLog
/deprecated_pygame_version/README
/deprecated_pygame_version/bin/shaolin
/deprecated_pygame_version/config/config.ini
/deprecated_pygame_version/data/bandage/attackrun_3.png
/deprecated_pygame_version/data/bandage/attacktake_1.png
/deprecated_pygame_version/data/bandage/ground_1.png
/deprecated_pygame_version/data/bandage/hardhit_2.png
/deprecated_pygame_version/data/bandage/info.ini
/deprecated_pygame_version/data/bandage/jumpstand_3.png
/deprecated_pygame_version/data/bandage/run_3.png
/deprecated_pygame_version/data/bandage/stand_4.png
/deprecated_pygame_version/data/bandage/starting_3.png
/deprecated_pygame_version/data/bandage/take_1.png
/deprecated_pygame_version/data/bandage/throw_3.png
/deprecated_pygame_version/data/bandage/tostand_2.png
/deprecated_pygame_version/data/bandage/towalk_2.png
/deprecated_pygame_version/data/bandage/walk_3.png
/deprecated_pygame_version/data/buttons/border_back.png
/deprecated_pygame_version/data/buttons/border_front.png
/deprecated_pygame_version/data/buttons/box.png
/deprecated_pygame_version/data/buttons/button_hover.png
/deprecated_pygame_version/data/buttons/button_normal.png
/deprecated_pygame_version/data/buttons/camera_stop.png
/deprecated_pygame_version/data/buttons/dark.png
/deprecated_pygame_version/data/buttons/fatninja.png
/deprecated_pygame_version/data/buttons/lamp.png
/deprecated_pygame_version/data/buttons/light.png
/deprecated_pygame_version/data/buttons/misc.png
/deprecated_pygame_version/data/buttons/miscstonea.png
/deprecated_pygame_version/data/buttons/miscstoneb.png
/deprecated_pygame_version/data/buttons/miscstonec.png
/deprecated_pygame_version/data/buttons/next.png
/deprecated_pygame_version/data/buttons/previous.png
/deprecated_pygame_version/data/buttons/quit.png
/deprecated_pygame_version/data/buttons/red.png
/deprecated_pygame_version/data/buttons/save.png
/deprecated_pygame_version/data/buttons/stone.png
/deprecated_pygame_version/data/buttons/stonea.png
/deprecated_pygame_version/data/buttons/stoneb.png
/deprecated_pygame_version/data/buttons/test.png
/deprecated_pygame_version/data/buttons/undo.png
/deprecated_pygame_version/data/cursor.png
/deprecated_pygame_version/data/enemies/fatninja/attack1_2.png
/deprecated_pygame_version/data/enemies/fatninja/attack2_2.png
/deprecated_pygame_version/data/enemies/fatninja/attack3_5.png
/deprecated_pygame_version/data/enemies/fatninja/attackjumprun_2.png
/deprecated_pygame_version/data/enemies/fatninja/attackjumpstand_2.png
/deprecated_pygame_version/data/enemies/fatninja/attackjumpwalk_2.png
/deprecated_pygame_version/data/enemies/fatninja/attackrun_1.png
/deprecated_pygame_version/data/enemies/fatninja/die_1.png
/deprecated_pygame_version/data/enemies/fatninja/ground_1.png
/deprecated_pygame_version/data/enemies/fatninja/groundtostand_3.png
/deprecated_pygame_version/data/enemies/fatninja/hardhit_4.png
/deprecated_pygame_version/data/enemies/fatninja/hitstand1_1.png
/deprecated_pygame_version/data/enemies/fatninja/hitstand2_1.png
/deprecated_pygame_version/data/enemies/fatninja/hittaked_1.png
/deprecated_pygame_version/data/enemies/fatninja/info.ini
/deprecated_pygame_version/data/enemies/fatninja/info.ini~
/deprecated_pygame_version/data/enemies/fatninja/jumpstand_3.png
/deprecated_pygame_version/data/enemies/fatninja/jumpwalk_3.png
/deprecated_pygame_version/data/enemies/fatninja/preview.png
/deprecated_pygame_version/data/enemies/fatninja/run_4.png
/deprecated_pygame_version/data/enemies/fatninja/special_5.png
/deprecated_pygame_version/data/enemies/fatninja/stand_1.png
/deprecated_pygame_version/data/enemies/fatninja/taked_1.png
/deprecated_pygame_version/data/enemies/fatninja/throwed_4.png
/deprecated_pygame_version/data/enemies/fatninja/walk_4.png
/deprecated_pygame_version/data/enemies/red/attack1_4.png
/deprecated_pygame_version/data/enemies/red/attack2_2.png
/deprecated_pygame_version/data/enemies/red/attack3_5.png
/deprecated_pygame_version/data/enemies/red/attackjumprun_2.png
/deprecated_pygame_version/data/enemies/red/attackjumpstand_2.png
/deprecated_pygame_version/data/enemies/red/attackjumpwalk_2.png
/deprecated_pygame_version/data/enemies/red/attackrun_1.png
/deprecated_pygame_version/data/enemies/red/die_1.png
/deprecated_pygame_version/data/enemies/red/ground_1.png
/deprecated_pygame_version/data/enemies/red/groundtostand_3.png
/deprecated_pygame_version/data/enemies/red/hardhit_4.png
/deprecated_pygame_version/data/enemies/red/hitstand1_1.png
/deprecated_pygame_version/data/enemies/red/hitstand2_1.png
/deprecated_pygame_version/data/enemies/red/hittaked_1.png
/deprecated_pygame_version/data/enemies/red/info.ini
/deprecated_pygame_version/data/enemies/red/jumpstand_3.png
/deprecated_pygame_version/data/enemies/red/jumpwalk_3.png
/deprecated_pygame_version/data/enemies/red/preview.png
/deprecated_pygame_version/data/enemies/red/run_4.png
/deprecated_pygame_version/data/enemies/red/special_5.png
/deprecated_pygame_version/data/enemies/red/stand_1.png
/deprecated_pygame_version/data/enemies/red/taked_1.png
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/deprecated_pygame_version/shaolin/player/state.py
/deprecated_pygame_version/shaolin/scenes/__init__.py
/deprecated_pygame_version/shaolin/scenes/about.py
/deprecated_pygame_version/shaolin/scenes/logo.py
/deprecated_pygame_version/shaolin/scenes/mainmenu.py
/deprecated_pygame_version/shaolin/scenes/options.py
/deprecated_pygame_version/shaolin/scenes/transition.py
/deprecated_pygame_version/shaolin/shadow.py
/deprecated_pygame_version/shaolin/sprite.py
/deprecated_pygame_version/shaolin/stage.py
/deprecated_pygame_version/shaolin/stageobject.py
/deprecated_pygame_version/shaolin/tags
/deprecated_pygame_version/shaolin/test.py
/deprecated_pygame_version/shaolin/text.py
/deprecated_pygame_version/shaolin/world.py

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=======================================
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+++ /deprecated_cocos_version/doc/Makefile Fri Jan 1 12:26:13 2010
@@ -0,0 +1,5 @@
+all:
+ epydoc -v -o html/api --name epydoc --css style.css --url
http://epydoc.sourceforge.net --inheritance listed --graph all ../sbfury/
+
+clean:
+ rm html/api/* -R -f
=======================================
--- /dev/null
+++ /deprecated_cocos_version/doc/style.css Fri Jan 1 12:26:13 2010
@@ -0,0 +1,324 @@
+
+
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+ *
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+
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+ * - Set the default foreground & background color with 'body'; and
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+/* Page Header & Footer
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+ text-align: right;
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=======================================
--- /dev/null
+++ /deprecated_cocos_version/sbfury/__init__.py Fri Jan 1 12:26:13 2010
@@ -0,0 +1,15 @@
+# -*- encoding: utf-8 -*-
+# Shaolin's Blind Fury
+#
+# Copyright 2008 - Hugo Ruscitti
+# License: GPLv3 (see http://www.gnu.org/licenses/gpl.html)
+
+"""
+Shaolin's Blind Fury: A street fighting game.
+
+http://www.losersjuegos.com.ar
+"""
+
+__version__ = "0.4.0"
+__author__ = "Hugo Ruscitti / Walter Velazquez"
+version = __version__
=======================================
--- /dev/null
+++ /deprecated_cocos_version/sbfury/animation.py Fri Jan 1 12:26:13 2010
@@ -0,0 +1,115 @@
+# -*- encoding: utf-8 -*-
+# Shaolin's Blind Fury
+#
+# Copyright 2008 - Hugo Ruscitti
+# License: GPLv3 (see http://www.gnu.org/licenses/gpl.html)
+
+import pyglet
+import common
+
+# Anchor values
+CENTER, BOTTOM = 1, 2
+
+
+class Animation:
+ '''Represent an animation sequence.
+
+ Only `image` attribute are public.'''
+
+ def __init__(self, path, frames, delay=0.1, anchor=BOTTOM):
+ self._image_grid = self._load_image(path, frames, flip=False)
+ self._image_grid_flip = self._load_image(path, frames, flip=True)
+ self._delay = delay
+ self._frames = frames
+ self._step = 0
+ self._frame = 0
+ self.image = self._image_grid[0]
+ self._set_anchor(anchor)
+
+ def _set_anchor(self, anchor):
+ '''Set an `anchor` for any frame in animation.'''
+
+ w = self.image.width
+ h = self.image.height
+
+ if anchor == BOTTOM:
+ x = w / 2
+ y = 10
+ elif anchor == CENTER:
+ x = w / 2
+ y = h / 2
+ else:
+ raise Exception("invalid anchor %d" % anchor)
+
+ w = self.image.width
+
+ for image_frame in self._image_grid:
+ image_frame.anchor_x = x
+ image_frame.anchor_y = y
+
+ for image_frame in self._image_grid_flip:
+ image_frame.anchor_x = x
+ image_frame.anchor_y = y
+
+ def _load_image(self, path, frames, flip=False):
+ '''Creates the image grid.'''
+
+ image = common.load_image(path)
+
+ if flip:
+ image = image.get_texture().get_transform(flip_x=True)
+
+ return pyglet.image.ImageGrid(image, rows=1, columns=frames)
+
+ def update(self, dt, flip=False, repeat=True):
+ '''Update `image` attribute.
+
+ :Parameters:
+ `dt`: float
+ delta time.
+ `flip`: bool
+ if sprite must be horizontal flip.
+ `repeat`: bool
+ if animation must be restarted at end.
+
+ Returns True if animation was restarted.
+ '''
+ self._step += dt
+
+ if self._step > self._delay:
+ self._step -= self._delay
+ self._frame += 1
+
+ if self._frame >= self._frames:
+ if repeat:
+ self._frame = 0
+ else:
+ self._frame = self._frames -1
+
+ if flip:
+ self.image = self._image_grid_flip[self._frame]
+ else:
+ self.image = self._image_grid[self._frame]
+
+ return True
+ else:
+
+ if flip:
+ self.image = self._image_grid_flip[self._frame]
+ else:
+ self.image = self._image_grid[self._frame]
+
+ return False
+
+ if flip:
+ self.image = self._image_grid_flip[self._frame]
+ else:
+ self.image = self._image_grid[self._frame]
+
+ return False
+
+ def set_frame(self, index, flip=False):
+ if flip:
+ self.image = self._image_grid_flip[index]
+ else:
+ self.image = self._image_grid[index]
=======================================
--- /dev/null
+++ /deprecated_cocos_version/sbfury/collision.py Fri Jan 1 12:26:13 2010
@@ -0,0 +1,103 @@
+# -*- encoding: utf-8 -*-
+# Shaolin's Blind Fury
+#
+# Copyright 2008 - Hugo Ruscitti
+# License: GPLv3 (see http://www.gnu.org/licenses/gpl.html)
+
+from random import randint
+
+import cocos.layer
+from cocos.actions import *
+from pyglet.gl import *
+
+import common
+
+
+class HitEffect(cocos.sprite.Sprite):
+ """Show a impact effect for collisions."""
+
+ def __init__(self, x, y):
+ image = common.load_image('effects/hit.png')
+
+ r = randint(200, 255)
+ g = randint(200, 255)
+ b = randint(200, 255)
+
+ super(HitEffect, self).__init__(image, color=(r, g, b))
+ self.position = x, y
+ speed = 0.3
+ self.scale = 0
+ self.do(RotateBy(130, duration=speed) |
+ ScaleTo(2, duration=speed) |
+ FadeOut(duration=speed) +
+ CallFunc(self._kill))
+
+ def draw(self):
+ # FIX: this is a bugfix for nvidia old drivers.
+ glColor4f(1, 1, 1, 1)
+ cocos.sprite.Sprite.draw(self)
+ glColor4f(1, 1, 1, 1)
+
+ def _kill(self):
+ self.parent.remove(self)
+
+
+class CollisionManager(cocos.layer.Layer):
+ """Handle collision between sprite objects."""
+
+ def __init__(self):
+ super(CollisionManager, self).__init__()
+ self.objects_group_a = []
+ self.objects_group_b = []
+ self.schedule(self.update)
+
+ def add_player(self, sprite):
+ self.objects_group_a.append(sprite)
+
+ def add_enemy(self, sprite):
+ self.objects_group_b.append(sprite)
+
+ def update(self, dt):
+ """Do collision check."""
+
+ for a in self.objects_group_a:
+ for b in self.objects_group_b:
+
+ if self._get_collision(send=a, receive=b):
+ a.on_collision_send(b)
+
+ if b.on_collision_receive(a, a.collision_force):
+ self._create_collision_effect((b.x, b.y))
+
+ elif self._get_collision(send=b, receive=a):
+ b.on_collision_send(a)
+
+ if a.on_collision_receive(b, b.collision_force):
+ self._create_collision_effect((a.x, a.y))
+
+ def _create_collision_effect(self, (x, y)):
+ x += randint(-30, 30)
+ y += randint(-20, 20)
+ self.add(HitEffect(x, y + 110))
+
+ def _get_collision(self, send, receive):
+ """Checks collision between two sprites.
+
+ :Parameters:
+ `send`: Sprite
+ Sprite that send a rectangle collision.
+ `receive`: Sprite
+ Sprite that receive the attack of sprite `a`.
+ """
+
+ if send.rect_collision and self.are_close_in_z_plane(send,
receive):
+ x0, y0, w0, h0 = send.get_rect_collision_world_position()
+ x1, y1, w1, h1 = receive.get_collision_receive_area()
+
+ if (x0 < x1 < x0 + w0) or (x1 < x0 < x1 + w1):
+ if (y0 < y1 < y0 + h0) or (y1 < y0 < y1 + h1):
+ return True
+
+ def are_close_in_z_plane(self, sprite_a, sprite_b):
+ if abs(sprite_a.y - sprite_b.y) < 30:
+ return True
=======================================
--- /dev/null
+++ /deprecated_cocos_version/sbfury/common.py Fri Jan 1 12:26:13 2010
@@ -0,0 +1,67 @@
+# -*- encoding: utf-8 -*-
+# Shaolin's Blind Fury
+#
+# Copyright 2008 - Hugo Ruscitti
+# License: GPLv3 (see http://www.gnu.org/licenses/gpl.html)
+
+import os
+import pyglet
+from pyglet.gl import *
+
+import cocos
+from cocos.director import director
+from cocos.scenes import *
+
+
+def load_image(filename):
+ """Creates a texture of the graphic file.
+
+ :Parameters:
+ `filename`: str
+ path, relative to data directory, to the request file.
+ """
+
+ dirname = os.path.abspath(os.path.dirname(__file__))
+ path = os.path.join(dirname, '..', 'data', filename)
+
+ return pyglet.image.load(path).get_texture(rectangle=True)
+
+
+def load_animation(filename):
+ """Creates a animation from file
+
+ :Parameters:
+ `filename`: str
+ path, relative to data directory, to the request file.
+ """
+
+ dirname = os.path.abspath(os.path.dirname(__file__))
+ path = os.path.join(dirname, '..', 'data', filename)
+
+ return pyglet.image.load_animation(path)
+
+def draw_collision(x, y, w, h):
+ glColor4f(1, 1, 1, 0.5)
+ pyglet.graphics.draw(4, pyglet.gl.GL_POLYGON,
+ ('v2f', (x, y,
+ x + w, y,
+ x + w, y - h,
+ x, y - h)))
+ glColor4f(1, 1, 1, 1)
+
+def draw_point(x, y):
+ pyglet.graphics.draw(1, pyglet.gl.GL_POINTS, ('v2f', (x, y)))
+
+def change_scene(new_scene, transition=None):
+ if not transition:
+ transition = FadeTransition
+
+ director.replace(transition(new_scene, duration=0.6))
+
+def fix_alpha():
+ """Restore alpha value for old nvidia cards driver."""
+ glColor4f(1, 1, 1, 1)
+
+def in_range(value, min, max):
+ """Evaluate if value are in (min, max)"""
+ return min < value < max
=======================================
***Additional files exist in this changeset.***

==============================================================================
Revision: d5acda8787
Author: hugoruscitti
Date: Fri Jan 1 12:26:28 2010
Log: adding data.
http://code.google.com/p/sbfury/source/detail?r=d5acda8787

Added:
/data/shaolin/attack1.png
/data/shaolin/attack2.png
/data/shaolin/attack3.png
/data/shaolin/attack4.png
/data/shaolin/attackjump.png
/data/shaolin/attackrun.png
/data/shaolin/attacktake.png
/data/shaolin/ground.png
/data/shaolin/groundtostand.png
/data/shaolin/hardhit.png
/data/shaolin/hitstand1.png
/data/shaolin/hitstand2.png
/data/shaolin/jump.png
/data/shaolin/run.png
/data/shaolin/special.png
/data/shaolin/stand.png
/data/shaolin/starting.png
/data/shaolin/take.png
/data/shaolin/throw.png
/data/shaolin/walk.png

=======================================
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+++ /data/shaolin/attack1.png Fri Jan 1 12:26:28 2010
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--- /dev/null
+++ /data/shaolin/attack2.png Fri Jan 1 12:26:28 2010
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=======================================
--- /dev/null
+++ /data/shaolin/attackjump.png Fri Jan 1 12:26:28 2010
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=======================================
--- /dev/null
+++ /data/shaolin/attackrun.png Fri Jan 1 12:26:28 2010
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=======================================
--- /dev/null
+++ /data/shaolin/attacktake.png Fri Jan 1 12:26:28 2010
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=======================================
--- /dev/null
+++ /data/shaolin/ground.png Fri Jan 1 12:26:28 2010
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=======================================
--- /dev/null
+++ /data/shaolin/groundtostand.png Fri Jan 1 12:26:28 2010
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=======================================
--- /dev/null
+++ /data/shaolin/hardhit.png Fri Jan 1 12:26:28 2010
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=======================================
--- /dev/null
+++ /data/shaolin/hitstand1.png Fri Jan 1 12:26:28 2010
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=======================================
--- /dev/null
+++ /data/shaolin/hitstand2.png Fri Jan 1 12:26:28 2010
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=======================================
--- /dev/null
+++ /data/shaolin/jump.png Fri Jan 1 12:26:28 2010
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=======================================
--- /dev/null
+++ /data/shaolin/run.png Fri Jan 1 12:26:28 2010
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=======================================
--- /dev/null
+++ /data/shaolin/special.png Fri Jan 1 12:26:28 2010
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=======================================
--- /dev/null
+++ /data/shaolin/stand.png Fri Jan 1 12:26:28 2010
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=======================================
--- /dev/null
+++ /data/shaolin/starting.png Fri Jan 1 12:26:28 2010
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=======================================
--- /dev/null
+++ /data/shaolin/take.png Fri Jan 1 12:26:28 2010
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--- /dev/null
+++ /data/shaolin/throw.png Fri Jan 1 12:26:28 2010
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=======================================
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+++ /data/shaolin/walk.png Fri Jan 1 12:26:28 2010
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==============================================================================
Revision: 76c5a0f4d9
Author: hugoruscitti
Date: Fri Jan 1 12:26:40 2010
Log: adding docs.
http://code.google.com/p/sbfury/source/detail?r=76c5a0f4d9

Added:
/doc/documento_de_diseno.html
/doc/documento_de_diseno.t2t
/doc/images/collision.png
/doc/images/game_screen.jpg
/doc/images/scroll.png
/doc/images/shaolin.png

=======================================
--- /dev/null
+++ /doc/documento_de_diseno.html Fri Jan 1 12:26:40 2010
@@ -0,0 +1,305 @@
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
+<HTML>
+<HEAD>
+<META NAME="generator" CONTENT="http://txt2tags.sf.net">
+<META HTTP-EQUIV="Content-Type" CONTENT="text/html; charset=utf-8">
+<LINK REL="stylesheet" TYPE="text/css" HREF="style.css">
+<TITLE>Documento de diseño: Shaolin's Blind Fury, </TITLE>
+</HEAD>
+<BODY>
+
+<DIV CLASS="header" ID="header">
+<H1>Documento de diseño: Shaolin's Blind Fury, </H1>
+<H2>Hugo Ruscitti</H2>
+<H3>0.2</H3>
+</DIV>
+
+<DIV CLASS="toc" ID="toc">
+ <OL>
+ <LI><A HREF="#toc1">Introducción</A>
+ <UL>
+ <LI><A HREF="#toc2">1.1. Modo de juego</A>
+ <UL>
+ <LI><A HREF="#toc3">1.1.1. Objetivo</A>
+ <LI><A HREF="#toc4">1.1.2. Aspecto</A>
+ <LI><A HREF="#toc5">1.1.3. Controles</A>
+ </UL>
+ <LI><A HREF="#toc6">1.2. Personajes</A>
+ <UL>
+ <LI><A HREF="#toc7">1.2.1. Shaolin</A>
+ </UL>
+ </UL>
+ <LI><A HREF="#toc8">Implementación</A>
+ <UL>
+ <LI><A HREF="#toc9">2.1. Integración OpenGL</A>
+ <LI><A HREF="#toc10">2.2. Opciones</A>
+ <LI><A HREF="#toc11">2.3. Desplazamiento o Scroll</A>
+ <UL>
+ <LI><A HREF="#toc12">2.3.1. Bordes de pantalla</A>
+ <LI><A HREF="#toc13">2.3.2. Controles</A>
+ <LI><A HREF="#toc14">2.3.3. Estados del personaje</A>
+ <LI><A HREF="#toc15">2.3.4. Gestión de tiempo</A>
+ <LI><A HREF="#toc16">2.3.5. Sombra</A>
+ <LI><A HREF="#toc17">2.3.6. Colisiones</A>
+ </UL>
+ </UL>
+ </OL>
+
+</DIV>
+<DIV CLASS="body" ID="body">
+<A NAME="toc1"></A>
+<H1>1. Introducción</H1>
+<P>
+Shaolin's Blind Fury es un videojuego de acción estilo Final Fight, el
jugador
+controla un personaje que puede golpear y saltar.
+</P>
+<A NAME="toc2"></A>
+<H2>1.1. Modo de juego</H2>
+<A NAME="toc3"></A>
+<H3>1.1.1. Objetivo</H3>
+<P>
+El jugador controla un estudiante de artes marciales. Su objetivo es
+condicirlo a través del escenario golpeando a todos los personajes
+que se crucen en su camino.
+</P>
+<A NAME="toc4"></A>
+<H3>1.1.2. Aspecto</H3>
+<P>
+La pantalla de juego principal muestra los elementos mas imporantes
+para el jugador.
+</P>
+<P>
+<IMG ALIGN="middle" SRC="images/game_screen.jpg" BORDER="0" ALT="">
+</P>
+<P>
+En la parte inferior se encuentran los personajes del juego, el shaolin
+se controla con un teclado o joystick, mientras que los enemigos tienen
+autonomía.
+</P>
+<A NAME="toc5"></A>
+<H3>1.1.3. Controles</H3>
+<P>
+El usuario puede utilizar los direccionales del teclado o directamente
+un joystick. El sistema de controles se
+</P>
+<A NAME="toc6"></A>
+<H2>1.2. Personajes</H2>
+<A NAME="toc7"></A>
+<H3>1.2.1. Shaolin</H3>
+<P>
+<IMG ALIGN="middle" SRC="images/shaolin.png" BORDER="0" ALT="">
+</P>
+<P>
+Es el protagonista del juego.
+</P>
+<A NAME="toc8"></A>
+<H1>2. Implementación</H1>
+<A NAME="toc9"></A>
+<H2>2.1. Integración OpenGL</H2>
+<P>
+La biblioteca multimedia utilizada principalmente es SDL, aunque mediante
+la constante HAVE_OPENGL se puede obtener aceleración de Hardware y
+soporte para la biblioteca OpenGL.
+</P>
+<A NAME="toc10"></A>
+<H2>2.2. Opciones</H2>
+<P>
+El programa se configura directamente desde los argumentos del
+programa. El objeto Director espera recibir una estructura
+de tipo Config por parte del programa principal.
+</P>
+<P>
+Estas son algunas de las opciones que puede usar al iniciar
+el programa:
+</P>
+<PRE>
+usage: ./sbfury [OPTIONS]
+
+ -fs enable fullscreen mode
+ -wide enable wide screen mode
+</PRE>
+<P></P>
+<A NAME="toc11"></A>
+<H2>2.3. Desplazamiento o Scroll</H2>
+<P>
+El desplazamiento del escenario se realiza gracias a la cooperación
+de dos objetos, Stage y Group.
+</P>
+<P>
+Al momento de crear el objeto Stage se le envía una referencia al objeto
+Shaolin, para que lo siga. Stage tiene una variable interna que intenta
+aproximar a la posición del sprite que sigue, esto permite simular un
+seguimiento similar al que realizaría una cámara de video.
+</P>
+<P>
+<IMG ALIGN="middle" SRC="images/scroll.png" BORDER="0" ALT="">
+</P>
+<P>
+IMPORTANTE: la imagen no está actualizada, la coordenada x tiene signo
+positivo siempre.
+</P>
+<P>
+Otro objeto que coopera para realizar el desplazamiento es Group. Group
+es un contenedor que tiene a todos los objetos del juego: Shaolin, los
+enemigos, objetos del escenario.. etc. Para simular el desplazamiento,
+Group tiene un parámetro <I>x</I> en su método draw. Este parámetro x es
+un desplazamiento horizontal que aplicará a todos los objetos del juego.
Por
+ejemplo, si se llama a draw con x=100, esto significará que la cámara está
+mirando el escenario unos 100 pixeles a la derecha, por lo tanto Group
+imprime todos los personajes del juego desplazados hacia la izquierda
+unos 100 pixeles.
+</P>
+<P>
+La relación entre estos dos objetos se produce al momento de imprimir
+toda la pantalla. Stage le tiene que pasar su variable x a Group para que
+este imprima los personajes de manera consistente.
+</P>
+<P>
+No hay otra relación para construir el desplazamiento, todos los objetos
+del juego desconocen la posición de la cámara. Para ellos la posición
+en pantalla es absoluta, por ejemplo, el shaolin podría tener la posición
+(2000, 300), como si la pantalla fuera realmente grande.
+</P>
+<A NAME="toc12"></A>
+<H3>2.3.1. Bordes de pantalla</H3>
+<P>
+El objetivo del desplazamiento es mostrar al personaje dentro de pantalla
+de juego en todo momento.
+</P>
+<P>
+El movimiento solo se inicia cuando el personaje llega a los bordes de
+la pantalla. Para esto se verifica si el modo de video es wide o no.
+</P>
+<A NAME="toc13"></A>
+<H3>2.3.2. Controles</H3>
+<H4>2.3.2.1. Objeto Control</H4>
+<P>
+El objeto Control representa todas las entradas de teclado y joystick. El
+objetivo del módulo es proveer variables simples como 'up', 'down', 'jump',
+'attack'.
+</P>
+<P>
+Este módulo reside en el objeto Director, dado que se espera que todos
+los eventos de entrada se consulten ahí. Por ejemplo, el menú principal
+pude obtener una referencia a este objeto y comenzar a consultar su
+estado.
+</P>
+<H4>2.3.2.2. Controlando al personaje Shaolin</H4>
+<P>
+El protagonista del juego obtiene una referencia al objeto Control y
+consulta su estado desde cada uno de sus estados, como Walk o Stand.
+</P>
+<A NAME="toc14"></A>
+<H3>2.3.3. Estados del personaje</H3>
+<P>
+Shaolin realiza distintas acciones o estados como caminar, saltar, o
golpear.
+</P>
+<P>
+Para implementar esto se ha optado por la solución que propone el patrón de
+comportamiento Strategy. Cada estado del personaje está representado
+por un objeto individual que hereda de State. Cada uno de estos objetos
+debe tener métodos constructor, update y on_animation_done. Estos métodos
+se llaman directamente desde la clase Shaolin.
+</P>
+<P>
+Esto permite desacoplar el comportamiento en un momento dado del personaje
+que representa el movimiento.
+</P>
+<P>
+La mayor relación entre estos objetos se da en el método Shaolin::update,
+donde se actualiza la animación y se delega todo comportamiento a la
+instancia de objeto State.
+</P>
+<P>
+Note que esta estrategia es la misma que se utiliza para gestionar las
+escenas en el objeto Director. Ahí, Director intercambia escenas como
+si se tratara de estados individuales.
+</P>
+<H4>2.3.3.1. Animaciones</H4>
+<P>
+Cada estado generalmente muestra distintas animaciones, todas estas
+animaciones se construyen en el método 'load_animations' de la clase
+Shaolin. De forma que la carga de imágenes se haga una sola vez, y
+no en cada momento que se cambia de estado.
+</P>
+<P>
+Cada sprite debe tener al menos una referencia a un objeto Animation
+para poder observarse. Este objeto Animation se tiene que vincular
+al sprite usando el método "set_animation", de forma que este método
+defina correctamente las coordenadas del sprite como los puntos
+de control (anchor_x, anchor_y).
+</P>
+<A NAME="toc15"></A>
+<H3>2.3.4. Gestión de tiempo</H3>
+<P>
+El bucle principal de juego controla la velocidad constante del juego,
+y dentro de ese bucle se genera una variable para interpolar movimientos
+llamada 'dt'.
+</P>
+<P>
+La unidad de esta variable representa una centena de segundo y se
+notifica a toda escena usando el método Scene::update.
+</P>
+<P>
+Consulte mas detalles en el método Director::run.
+</P>
+<A NAME="toc16"></A>
+<H3>2.3.5. Sombra</H3>
+<P>
+La sombra del personaje es un sprite separado, que consulta al
+objeto Sprite cada vez que se actualiza. Este objeto Shadow no solo
+consulta las coordenadas de posición, además consulta la variable
+'distance_to_floor' para representar la separación entre el
+personaje y el suelo reduciendo el tamaño del sprite que muesta. Esta
+última característica solo se observa si utiliza el soporte para
+opengl.
+</P>
+<A NAME="toc17"></A>
+<H3>2.3.6. Colisiones</H3>
+<P>
+Cada personaje del juego tiene un rectángulo llamado ''collision_send''
+que representa el area de ataque o emisión de golpe para otros personajes.
+</P>
+<P>
+Por ejemplo, en la siguiente imagen se muestra el area de colisión para
+el personaje "shaolin":
+</P>
+<P>
+<IMG ALIGN="middle" SRC="images/collision.png" BORDER="0" ALT="">
+</P>
+<P>
+Note que hay solo tres valores representativos para definir
+el area de colisión:
+</P>
+ <UL>
+ <LI>el ancho del rectángulo, nombre ''width''.
+ <LI>el alto del rectángulo, nombre ''height''.
+ <LI>la altura respecto del punto (x, y)
+ </UL>
+
+<P>
+El resto de los valores se calculan a partir del personaje que
+emite la colisión. Por ejemplo, ''width'' se calcula desde el centro
+del sprite, por lo tanto si el personaje está mirando hacia la
+derecha el rectángulo sobresale en esa dirección (como se ve en
+la imagen). En cambio si el personaje está mirando hacia la
+izquiera el rectángulo sobresaldrá hacia la izquierda.
+</P>
+<H4>2.3.6.1. ¿como detectar colisiones?</H4>
+<P>
+Por convensión quienes consultan la existencia de colisión son
+los objetos receptores, para esto hacen uso del método ''are_hit_me'' y
+le pasan como argumento una referencia a otro sprite.
+</P>
+<P>
+Si este método retorna <I>true</I>es porque el personaje ha sido
+golpeado por el otro sprite y entran en colisión su area en pantalla
+con la zona de colisión del personaje emisor. (también se verifica si
+ambos estan cerca en el plano de profundidad 'z' con el método
+interno ''are_close_to_other_sprite_in_z_plane''.).
+</P>
+</DIV>
+
+<!-- html code generated by txt2tags 2.3 (http://txt2tags.sf.net) -->
+<!-- cmdline: txt2tags -\-css-sugar -\-encoding utf-8 -n -\-toc -t html
-\-style style.css documento_de_diseno.t2t -->
+</BODY></HTML>
=======================================
--- /dev/null
+++ /doc/documento_de_diseno.t2t Fri Jan 1 12:26:40 2010
@@ -0,0 +1,244 @@
+Documento de diseño: Shaolin's Blind Fury,
+Hugo Ruscitti
+0.2
+
+= Introducción =
+
+Shaolin's Blind Fury es un videojuego de acción estilo Final Fight, el
jugador
+controla un personaje que puede golpear y saltar.
+
+== Modo de juego ==
+
+
+=== Objetivo ===
+
+El jugador controla un estudiante de artes marciales. Su objetivo es
+condicirlo a través del escenario golpeando a todos los personajes
+que se crucen en su camino.
+
+
+=== Aspecto ===
+
+La pantalla de juego principal muestra los elementos mas imporantes
+para el jugador.
+
+[images/game_screen.jpg]
+
+En la parte inferior se encuentran los personajes del juego, el shaolin
+se controla con un teclado o joystick, mientras que los enemigos tienen
+autonomía.
+
+
+
+=== Controles ===
+
+El usuario puede utilizar los direccionales del teclado o directamente
+un joystick. El sistema de controles se
+
+== Personajes ==
+
+=== Shaolin ===
+
+[images/shaolin.png]
+
+Es el protagonista del juego.
+
+
+
+
+
+
+
+
+
+
+
+
+
+= Implementación =
+
+== Integración OpenGL ==
+
+La biblioteca multimedia utilizada principalmente es SDL, aunque mediante
+la constante HAVE_OPENGL se puede obtener aceleración de Hardware y
+soporte para la biblioteca OpenGL.
+
+== Opciones ==
+
+El programa se configura directamente desde los argumentos del
+programa. El objeto Director espera recibir una estructura
+de tipo Config por parte del programa principal.
+
+Estas son algunas de las opciones que puede usar al iniciar
+el programa:
+
+```
+usage: ./sbfury [OPTIONS]
+
+ -fs enable fullscreen mode
+ -wide enable wide screen mode
+```
+
+== Desplazamiento o Scroll ==
+
+El desplazamiento del escenario se realiza gracias a la cooperación
+de dos objetos, Stage y Group.
+
+Al momento de crear el objeto Stage se le envía una referencia al objeto
+Shaolin, para que lo siga. Stage tiene una variable interna que intenta
+aproximar a la posición del sprite que sigue, esto permite simular un
+seguimiento similar al que realizaría una cámara de video.
+
+[images/scroll.png]
+
+IMPORTANTE: la imagen no está actualizada, la coordenada x tiene signo
+positivo siempre.
+
+Otro objeto que coopera para realizar el desplazamiento es Group. Group
+es un contenedor que tiene a todos los objetos del juego: Shaolin, los
+enemigos, objetos del escenario.. etc. Para simular el desplazamiento,
+Group tiene un parámetro //x// en su método draw. Este parámetro x es
+un desplazamiento horizontal que aplicará a todos los objetos del juego.
Por
+ejemplo, si se llama a draw con x=100, esto significará que la cámara está
+mirando el escenario unos 100 pixeles a la derecha, por lo tanto Group
+imprime todos los personajes del juego desplazados hacia la izquierda
+unos 100 pixeles.
+
+La relación entre estos dos objetos se produce al momento de imprimir
+toda la pantalla. Stage le tiene que pasar su variable x a Group para que
+este imprima los personajes de manera consistente.
+
+No hay otra relación para construir el desplazamiento, todos los objetos
+del juego desconocen la posición de la cámara. Para ellos la posición
+en pantalla es absoluta, por ejemplo, el shaolin podría tener la posición
+(2000, 300), como si la pantalla fuera realmente grande.
+
+=== Bordes de pantalla ===
+
+El objetivo del desplazamiento es mostrar al personaje dentro de pantalla
+de juego en todo momento.
+
+El movimiento solo se inicia cuando el personaje llega a los bordes de
+la pantalla. Para esto se verifica si el modo de video es wide o no.
+
+
+
+
+
+
+=== Controles ===
+
+==== Objeto Control ====
+
+El objeto Control representa todas las entradas de teclado y joystick. El
+objetivo del módulo es proveer variables simples como 'up', 'down', 'jump',
+'attack'.
+
+Este módulo reside en el objeto Director, dado que se espera que todos
+los eventos de entrada se consulten ahí. Por ejemplo, el menú principal
+pude obtener una referencia a este objeto y comenzar a consultar su
+estado.
+
+==== Controlando al personaje Shaolin ====
+
+El protagonista del juego obtiene una referencia al objeto Control y
+consulta su estado desde cada uno de sus estados, como Walk o Stand.
+
+
+
+
+
+=== Estados del personaje ===
+
+Shaolin realiza distintas acciones o estados como caminar, saltar, o
golpear.
+
+Para implementar esto se ha optado por la solución que propone el patrón de
+comportamiento Strategy. Cada estado del personaje está representado
+por un objeto individual que hereda de State. Cada uno de estos objetos
+debe tener métodos constructor, update y on_animation_done. Estos métodos
+se llaman directamente desde la clase Shaolin.
+
+Esto permite desacoplar el comportamiento en un momento dado del personaje
+que representa el movimiento.
+
+La mayor relación entre estos objetos se da en el método Shaolin::update,
+donde se actualiza la animación y se delega todo comportamiento a la
+instancia de objeto State.
+
+Note que esta estrategia es la misma que se utiliza para gestionar las
+escenas en el objeto Director. Ahí, Director intercambia escenas como
+si se tratara de estados individuales.
+
+==== Animaciones ====
+
+Cada estado generalmente muestra distintas animaciones, todas estas
+animaciones se construyen en el método 'load_animations' de la clase
+Shaolin. De forma que la carga de imágenes se haga una sola vez, y
+no en cada momento que se cambia de estado.
+
+Cada sprite debe tener al menos una referencia a un objeto Animation
+para poder observarse. Este objeto Animation se tiene que vincular
+al sprite usando el método "set_animation", de forma que este método
+defina correctamente las coordenadas del sprite como los puntos
+de control (anchor_x, anchor_y).
+
+
+=== Gestión de tiempo ===
+
+El bucle principal de juego controla la velocidad constante del juego,
+y dentro de ese bucle se genera una variable para interpolar movimientos
+llamada 'dt'.
+
+La unidad de esta variable representa una centena de segundo y se
+notifica a toda escena usando el método Scene::update.
+
+Consulte mas detalles en el método Director::run.
+
+=== Sombra ===
+
+La sombra del personaje es un sprite separado, que consulta al
+objeto Sprite cada vez que se actualiza. Este objeto Shadow no solo
+consulta las coordenadas de posición, además consulta la variable
+'distance_to_floor' para representar la separación entre el
+personaje y el suelo reduciendo el tamaño del sprite que muesta. Esta
+última característica solo se observa si utiliza el soporte para
+opengl.
+
+
+
+=== Colisiones ===
+
+Cada personaje del juego tiene un rectángulo llamado ''collision_send''
+que representa el area de ataque o emisión de golpe para otros personajes.
+
+Por ejemplo, en la siguiente imagen se muestra el area de colisión para
+el personaje "shaolin":
+
+[images/collision.png]
+
+Note que hay solo tres valores representativos para definir
+el area de colisión:
+
+ - el ancho del rectángulo, nombre ''width''.
+ - el alto del rectángulo, nombre ''height''.
+ - la altura respecto del punto (x, y)
+
+
+El resto de los valores se calculan a partir del personaje que
+emite la colisión. Por ejemplo, ''width'' se calcula desde el centro
+del sprite, por lo tanto si el personaje está mirando hacia la
+derecha el rectángulo sobresale en esa dirección (como se ve en
+la imagen). En cambio si el personaje está mirando hacia la
+izquiera el rectángulo sobresaldrá hacia la izquierda.
+
+==== ¿como detectar colisiones? ====
+
+Por convensión quienes consultan la existencia de colisión son
+los objetos receptores, para esto hacen uso del método ''are_hit_me'' y
+le pasan como argumento una referencia a otro sprite.
+
+Si este método retorna //true//es porque el personaje ha sido
+golpeado por el otro sprite y entran en colisión su area en pantalla
+con la zona de colisión del personaje emisor. (también se verifica si
+ambos estan cerca en el plano de profundidad 'z' con el método
+interno ''are_close_to_other_sprite_in_z_plane''.).
=======================================
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+++ /doc/images/collision.png Fri Jan 1 12:26:40 2010
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+++ /doc/images/scroll.png Fri Jan 1 12:26:40 2010
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+++ /doc/images/shaolin.png Fri Jan 1 12:26:40 2010
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