Revision: 9ed3af88cb
Author: Hugo Ruscitti <
hugoru...@gmail.com>
Date: Mon May 24 12:27:13 2010
Log: limpiando el repositorio
http://code.google.com/p/sbfury/source/detail?r=9ed3af88cb
Deleted:
/AUTHORS
/COPYING
/README
/data/icon.ico
/data/logo.png
/data/shadow.png
/data/shaolin/attack1.png
/data/shaolin/attack2.png
/data/shaolin/attack3.png
/data/shaolin/attack4.png
/data/shaolin/attackjump.png
/data/shaolin/attackjumprun.png
/data/shaolin/attackjumpstand.png
/data/shaolin/attackjumpwalk.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/jumpstand.png
/data/shaolin/jumpwalk.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
/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
/deprecated_pygame_version/data/enemies/red/throwed_4.png
/deprecated_pygame_version/data/enemies/red/walk_4.png
/deprecated_pygame_version/data/energy_view.png
/deprecated_pygame_version/data/hits/hit0_6.png
/deprecated_pygame_version/data/hits/hit1_6.png
/deprecated_pygame_version/data/hits/hit2_6.png
/deprecated_pygame_version/data/icon.png
/deprecated_pygame_version/data/invisible.png
/deprecated_pygame_version/data/logo/ceferino.png
/deprecated_pygame_version/data/logo/ceferino_4.png
/deprecated_pygame_version/data/logo/ceferino_5.png
/deprecated_pygame_version/data/logo/juegos.png
/deprecated_pygame_version/data/logo/juegos_5.png
/deprecated_pygame_version/data/logo/juegos_anim.png
/deprecated_pygame_version/data/logo/losers.png
/deprecated_pygame_version/data/logo/losers_5.png
/deprecated_pygame_version/data/menu/cursor.png
/deprecated_pygame_version/data/menu/volume.png
/deprecated_pygame_version/data/music/menu.mp3
/deprecated_pygame_version/data/scenes/about.png
/deprecated_pygame_version/data/scenes/mainmenu.png
/deprecated_pygame_version/data/scenes/options.png
/deprecated_pygame_version/data/scenes/split_1.png
/deprecated_pygame_version/data/scenes/split_2.png
/deprecated_pygame_version/data/scenes/split_3.png
/deprecated_pygame_version/data/shadow.png
/deprecated_pygame_version/data/shadow_to_disolve.png
/deprecated_pygame_version/data/shaolin/attack1_2.png
/deprecated_pygame_version/data/shaolin/attack2_2.png
/deprecated_pygame_version/data/shaolin/attack3_2.png
/deprecated_pygame_version/data/shaolin/attack4_2.png
/deprecated_pygame_version/data/shaolin/attackjumprun_2.png
/deprecated_pygame_version/data/shaolin/attackjumpstand_2.png
/deprecated_pygame_version/data/shaolin/attackjumpwalk_2.png
/deprecated_pygame_version/data/shaolin/attackrun_1.png
/deprecated_pygame_version/data/shaolin/attacktake_1.png
/deprecated_pygame_version/data/shaolin/ground_1.png
/deprecated_pygame_version/data/shaolin/groundtostand_1.png
/deprecated_pygame_version/data/shaolin/hardhit_2.png
/deprecated_pygame_version/data/shaolin/hitstand1_2.png
/deprecated_pygame_version/data/shaolin/hitstand2_2.png
/deprecated_pygame_version/data/shaolin/info.ini
/deprecated_pygame_version/data/shaolin/jumpstand_3.png
/deprecated_pygame_version/data/shaolin/jumpwalk_3.png
/deprecated_pygame_version/data/shaolin/preview.png
/deprecated_pygame_version/data/shaolin/run_4.png
/deprecated_pygame_version/data/shaolin/special_5.png
/deprecated_pygame_version/data/shaolin/stand_4.png
/deprecated_pygame_version/data/shaolin/starting_3.png
/deprecated_pygame_version/data/shaolin/take_1.png
/deprecated_pygame_version/data/shaolin/throw_3.png
/deprecated_pygame_version/data/shaolin/walk_4.png
/deprecated_pygame_version/data/sounds/attack_run.wav
/deprecated_pygame_version/data/sounds/menu_change.wav
/deprecated_pygame_version/data/sounds/menu_select.wav
/deprecated_pygame_version/data/sounds/punch1.wav
/deprecated_pygame_version/data/sounds/punch2.wav
/deprecated_pygame_version/data/sounds/throw.wav
/deprecated_pygame_version/data/sounds/touch_flood.wav
/deprecated_pygame_version/data/stages/1/layer_0.png
/deprecated_pygame_version/data/stages/1/layer_1.png
/deprecated_pygame_version/data/stages/1/layer_2.png
/deprecated_pygame_version/data/stages/1/layer_3.png
/deprecated_pygame_version/data/stages/1/layer_4.png
/deprecated_pygame_version/data/stages/2/layer_0.png
/deprecated_pygame_version/data/stages/2/layer_1.png
/deprecated_pygame_version/data/stages/2/layer_2.png
/deprecated_pygame_version/data/stages/2/layer_3.png
/deprecated_pygame_version/data/stages/2/layer_4.png
/deprecated_pygame_version/data/stages/objects/border_back.png
/deprecated_pygame_version/data/stages/objects/border_front.png
/deprecated_pygame_version/data/stages/objects/box_1.png
/deprecated_pygame_version/data/stages/objects/box_2.png
/deprecated_pygame_version/data/stages/objects/box_3.png
/deprecated_pygame_version/data/stages/objects/box_4.png
/deprecated_pygame_version/data/stages/objects/camera_stop.png
/deprecated_pygame_version/data/stages/objects/dark.png
/deprecated_pygame_version/data/stages/objects/lamp.png
/deprecated_pygame_version/data/stages/objects/light.png
/deprecated_pygame_version/data/stages/objects/miscstonea.png
/deprecated_pygame_version/data/stages/objects/miscstoneb.png
/deprecated_pygame_version/data/stages/objects/miscstonec.png
/deprecated_pygame_version/data/stages/objects/stonea_1.png
/deprecated_pygame_version/data/stages/objects/stonea_2.png
/deprecated_pygame_version/data/stages/objects/stonea_3.png
/deprecated_pygame_version/data/stages/objects/stonea_4.png
/deprecated_pygame_version/data/stages/objects/stoneb.png
/deprecated_pygame_version/data/stages/stage_1.txt
/deprecated_pygame_version/data/stages/stage_2.txt
/deprecated_pygame_version/doc/Makefile
/deprecated_pygame_version/doc/README
/deprecated_pygame_version/doc/api/Makefile
/deprecated_pygame_version/doc/api/html/api-objects.txt
/deprecated_pygame_version/doc/api/html/class-tree.html
/deprecated_pygame_version/doc/api/html/crarr.png
/deprecated_pygame_version/doc/api/html/epydoc.css
/deprecated_pygame_version/doc/api/html/epydoc.js
/deprecated_pygame_version/doc/api/html/help.html
/deprecated_pygame_version/doc/api/html/identifier-index.html
/deprecated_pygame_version/doc/api/html/index.html
/deprecated_pygame_version/doc/api/html/module-tree.html
/deprecated_pygame_version/doc/api/html/redirect.html
/deprecated_pygame_version/doc/api/html/shaolin-module.html
/deprecated_pygame_version/doc/api/html/shaolin-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.animation-module.html
/deprecated_pygame_version/doc/api/html/shaolin.animation-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.animation.Animation-class.html
/deprecated_pygame_version/doc/api/html/shaolin.animation.SimpleAnimation-class.html
/deprecated_pygame_version/doc/api/html/shaolin.audio-module.html
/deprecated_pygame_version/doc/api/html/shaolin.audio-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.audio.Audio-class.html
/deprecated_pygame_version/doc/api/html/shaolin.common-module.html
/deprecated_pygame_version/doc/api/html/shaolin.common-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.config-module.html
/deprecated_pygame_version/doc/api/html/shaolin.config-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.control-module.html
/deprecated_pygame_version/doc/api/html/shaolin.control-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.control.Control-class.html
/deprecated_pygame_version/doc/api/html/shaolin.editor-module.html
/deprecated_pygame_version/doc/api/html/shaolin.editor-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.editor.button-module.html
/deprecated_pygame_version/doc/api/html/shaolin.editor.button-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.editor.button.Button-class.html
/deprecated_pygame_version/doc/api/html/shaolin.editor.camera-module.html
/deprecated_pygame_version/doc/api/html/shaolin.editor.camera-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.editor.camera.Camera-class.html
/deprecated_pygame_version/doc/api/html/shaolin.editor.cursor-module.html
/deprecated_pygame_version/doc/api/html/shaolin.editor.cursor-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.editor.cursor.Cursor-class.html
/deprecated_pygame_version/doc/api/html/shaolin.editor.editor-module.html
/deprecated_pygame_version/doc/api/html/shaolin.editor.editor-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.editor.editor.Editor-class.html
/deprecated_pygame_version/doc/api/html/shaolin.editor.mouse-module.html
/deprecated_pygame_version/doc/api/html/shaolin.editor.mouse-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.editor.mouse.Mouse-class.html
/deprecated_pygame_version/doc/api/html/shaolin.editor.status-module.html
/deprecated_pygame_version/doc/api/html/shaolin.editor.status-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.editor.status.Status-class.html
/deprecated_pygame_version/doc/api/html/shaolin.editor_test-module.html
/deprecated_pygame_version/doc/api/html/shaolin.editor_test-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.enemies-module.html
/deprecated_pygame_version/doc/api/html/shaolin.enemies-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.enemies.enemy-module.html
/deprecated_pygame_version/doc/api/html/shaolin.enemies.enemy-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.enemies.enemy.Enemy-class.html
/deprecated_pygame_version/doc/api/html/shaolin.enemies.state-module.html
/deprecated_pygame_version/doc/api/html/shaolin.enemies.state-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.enemies.state.Attack-class.html
/deprecated_pygame_version/doc/api/html/shaolin.enemies.state.AttackTake-class.html
/deprecated_pygame_version/doc/api/html/shaolin.enemies.state.Die-class.html
/deprecated_pygame_version/doc/api/html/shaolin.enemies.state.Ground-class.html
/deprecated_pygame_version/doc/api/html/shaolin.enemies.state.GroundToStand-class.html
/deprecated_pygame_version/doc/api/html/shaolin.enemies.state.HardHit-class.html
/deprecated_pygame_version/doc/api/html/shaolin.enemies.state.HitStand-class.html
/deprecated_pygame_version/doc/api/html/shaolin.enemies.state.HitTaked-class.html
/deprecated_pygame_version/doc/api/html/shaolin.enemies.state.NotImplemented-class.html
/deprecated_pygame_version/doc/api/html/shaolin.enemies.state.Stand-class.html
/deprecated_pygame_version/doc/api/html/shaolin.enemies.state.State-class.html
/deprecated_pygame_version/doc/api/html/shaolin.enemies.state.Taked-class.html
/deprecated_pygame_version/doc/api/html/shaolin.enemies.state.Throwed-class.html
/deprecated_pygame_version/doc/api/html/shaolin.enemies.state.WalkToPlayer-class.html
/deprecated_pygame_version/doc/api/html/shaolin.energy-module.html
/deprecated_pygame_version/doc/api/html/shaolin.energy-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.energy.EnergyModel-class.html
/deprecated_pygame_version/doc/api/html/shaolin.energy.EnergyView-class.html
/deprecated_pygame_version/doc/api/html/shaolin.font-module.html
/deprecated_pygame_version/doc/api/html/shaolin.font-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.font.Font-class.html
/deprecated_pygame_version/doc/api/html/shaolin.fps-module.html
/deprecated_pygame_version/doc/api/html/shaolin.fps-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.fps.FPS-class.html
/deprecated_pygame_version/doc/api/html/shaolin.frames-module.html
/deprecated_pygame_version/doc/api/html/shaolin.frames-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.frames.Frames-class.html
/deprecated_pygame_version/doc/api/html/shaolin.game-module.html
/deprecated_pygame_version/doc/api/html/shaolin.game-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.game.Game-class.html
/deprecated_pygame_version/doc/api/html/shaolin.game.GameTestLevel-class.html
/deprecated_pygame_version/doc/api/html/shaolin.group-module.html
/deprecated_pygame_version/doc/api/html/shaolin.group-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.group.Group-class.html
/deprecated_pygame_version/doc/api/html/shaolin.hit-module.html
/deprecated_pygame_version/doc/api/html/shaolin.hit-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.hit.Hit-class.html
/deprecated_pygame_version/doc/api/html/shaolin.menu-module.html
/deprecated_pygame_version/doc/api/html/shaolin.menu-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.menu.Cursor-class.html
/deprecated_pygame_version/doc/api/html/shaolin.menu.ItemMenu-class.html
/deprecated_pygame_version/doc/api/html/shaolin.menu.ItemMenuWithState-class.html
/deprecated_pygame_version/doc/api/html/shaolin.menu.ItemMenuWithVolume-class.html
/deprecated_pygame_version/doc/api/html/shaolin.menu.Menu-class.html
/deprecated_pygame_version/doc/api/html/shaolin.object-module.html
/deprecated_pygame_version/doc/api/html/shaolin.object-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.object.Object-class.html
/deprecated_pygame_version/doc/api/html/shaolin.options-module.html
/deprecated_pygame_version/doc/api/html/shaolin.options-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.options.Options-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player-module.html
/deprecated_pygame_version/doc/api/html/shaolin.player-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.player.bandage-module.html
/deprecated_pygame_version/doc/api/html/shaolin.player.bandage-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.player.bandage.Bandage-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.player-module.html
/deprecated_pygame_version/doc/api/html/shaolin.player.player-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.player.player.Player-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state-module.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state.Attack-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state.AttackJump-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state.AttackJumpRun-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state.AttackJumpStand-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state.AttackJumpWalk-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state.AttackRun-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state.AttackTake-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state.AttackTakeAndJump-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state.Ground-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state.GroundToStand-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state.HardHit-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state.HitStand-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state.HitTaked-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state.Jump-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state.JumpRun-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state.JumpStand-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state.JumpWalk-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state.NotImplemented-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state.Run-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state.Special-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state.Stand-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state.Starting-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state.State-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state.Take-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state.Taked-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state.Throw-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state.Throwed-class.html
/deprecated_pygame_version/doc/api/html/shaolin.player.state.Walk-class.html
/deprecated_pygame_version/doc/api/html/shaolin.scenes-module.html
/deprecated_pygame_version/doc/api/html/shaolin.scenes-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.scenes.about-module.html
/deprecated_pygame_version/doc/api/html/shaolin.scenes.about-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.scenes.about.About-class.html
/deprecated_pygame_version/doc/api/html/shaolin.scenes.logo-module.html
/deprecated_pygame_version/doc/api/html/shaolin.scenes.logo-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.scenes.logo.Logo-class.html
/deprecated_pygame_version/doc/api/html/shaolin.scenes.logo.LogoSpriteAnimated-class.html
/deprecated_pygame_version/doc/api/html/shaolin.scenes.mainmenu-module.html
/deprecated_pygame_version/doc/api/html/shaolin.scenes.mainmenu-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.scenes.mainmenu.MainMenu-class.html
/deprecated_pygame_version/doc/api/html/shaolin.scenes.options-module.html
/deprecated_pygame_version/doc/api/html/shaolin.scenes.options-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.scenes.options.Options-class.html
/deprecated_pygame_version/doc/api/html/shaolin.scenes.transition-module.html
/deprecated_pygame_version/doc/api/html/shaolin.scenes.transition-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.scenes.transition.Transition-class.html
/deprecated_pygame_version/doc/api/html/shaolin.shadow-module.html
/deprecated_pygame_version/doc/api/html/shaolin.shadow-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.shadow.Shadow-class.html
/deprecated_pygame_version/doc/api/html/shaolin.sprite-module.html
/deprecated_pygame_version/doc/api/html/shaolin.sprite-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.sprite.Sprite-class.html
/deprecated_pygame_version/doc/api/html/shaolin.sprite.SpriteAnimated-class.html
/deprecated_pygame_version/doc/api/html/shaolin.stage-module.html
/deprecated_pygame_version/doc/api/html/shaolin.stage-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.stage.Stage-class.html
/deprecated_pygame_version/doc/api/html/shaolin.stageobject-module.html
/deprecated_pygame_version/doc/api/html/shaolin.stageobject-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.stageobject.DestroyableStageObject-class.html
/deprecated_pygame_version/doc/api/html/shaolin.stageobject.ObjectPart-class.html
/deprecated_pygame_version/doc/api/html/shaolin.stageobject.StageObject-class.html
/deprecated_pygame_version/doc/api/html/shaolin.test-module.html
/deprecated_pygame_version/doc/api/html/shaolin.test-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.text-module.html
/deprecated_pygame_version/doc/api/html/shaolin.text-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.text.Text-class.html
/deprecated_pygame_version/doc/api/html/shaolin.world-module.html
/deprecated_pygame_version/doc/api/html/shaolin.world-pysrc.html
/deprecated_pygame_version/doc/api/html/shaolin.world.World-class.html
/deprecated_pygame_version/doc/como_funciona.tar.gz
/deprecated_pygame_version/doc/como_funciona/Makefile
/deprecated_pygame_version/doc/como_funciona/como_funciona.html
/deprecated_pygame_version/doc/como_funciona/como_funciona.t2t
/deprecated_pygame_version/doc/como_funciona/ima/collision.png
/deprecated_pygame_version/doc/como_funciona/ima/energy_view.png
/deprecated_pygame_version/doc/como_funciona/ima/states.png
/deprecated_pygame_version/doc/como_funciona/secciones/audio.t2t
/deprecated_pygame_version/doc/como_funciona/secciones/colisiones.t2t
/deprecated_pygame_version/doc/como_funciona/secciones/controles.t2t
/deprecated_pygame_version/doc/como_funciona/secciones/debug.t2t
/deprecated_pygame_version/doc/como_funciona/secciones/escenarios.t2t
/deprecated_pygame_version/doc/como_funciona/secciones/estados.t2t
/deprecated_pygame_version/doc/como_funciona/secciones/indicador_de_energia.t2t
/deprecated_pygame_version/doc/como_funciona/secciones/intro.t2t
/deprecated_pygame_version/doc/como_funciona/secciones/opciones.t2t
/deprecated_pygame_version/doc/como_funciona/secciones/tomas.t2t
/deprecated_pygame_version/doc/como_funciona/style.css
/deprecated_pygame_version/shaolin/__init__.py
/deprecated_pygame_version/shaolin/animation.py
/deprecated_pygame_version/shaolin/audio.py
/deprecated_pygame_version/shaolin/common.py
/deprecated_pygame_version/shaolin/config.py
/deprecated_pygame_version/shaolin/control.py
/deprecated_pygame_version/shaolin/editor/__init__.py
/deprecated_pygame_version/shaolin/editor/button.py
/deprecated_pygame_version/shaolin/editor/camera.py
/deprecated_pygame_version/shaolin/editor/cursor.py
/deprecated_pygame_version/shaolin/editor/editor.py
/deprecated_pygame_version/shaolin/editor/mouse.py
/deprecated_pygame_version/shaolin/editor/status.py
/deprecated_pygame_version/shaolin/editor_test.py
/deprecated_pygame_version/shaolin/enemies/__init__.py
/deprecated_pygame_version/shaolin/enemies/enemy.py
/deprecated_pygame_version/shaolin/enemies/state.py
/deprecated_pygame_version/shaolin/enemies/state.py~
/deprecated_pygame_version/shaolin/energy.py
/deprecated_pygame_version/shaolin/font.py
/deprecated_pygame_version/shaolin/fps.py
/deprecated_pygame_version/shaolin/frames.py
/deprecated_pygame_version/shaolin/game.py
/deprecated_pygame_version/shaolin/group.py
/deprecated_pygame_version/shaolin/hit.py
/deprecated_pygame_version/shaolin/menu.py
/deprecated_pygame_version/shaolin/object.py
/deprecated_pygame_version/shaolin/options.py
/deprecated_pygame_version/shaolin/player/__init__.py
/deprecated_pygame_version/shaolin/player/bandage.py
/deprecated_pygame_version/shaolin/player/player.py
/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
/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
/sbfury/animation.py
/sbfury/common.py
/sbfury/control.py
/sbfury/sbfury.py
/sbfury/shadow.py
/sbfury/shaolin.py
/sbfury/sheet.py
/sbfury/states.py
/sbfury/test.py
=======================================
--- /AUTHORS Fri Jan 1 12:14:36 2010
+++ /dev/null
@@ -1,2 +0,0 @@
-Hugo Ruscitti - <
hugoru...@gmail.com>
-Walter Velazquez <
wgv_t...@yahoo.com.ar>
=======================================
--- /COPYING Fri Jan 1 12:14:36 2010
+++ /dev/null
@@ -1,674 +0,0 @@
- GNU GENERAL PUBLIC LICENSE
- Version 3, 29 June 2007
-
- Copyright (C) 2007 Free Software Foundation, Inc. <
http://fsf.org/>
- Everyone is permitted to copy and distribute verbatim copies
- of this license document, but changing it is not allowed.
-
- Preamble
-
- The GNU General Public License is a free, copyleft license for
-software and other kinds of works.
-
- The licenses for most software and other practical works are designed
-to take away your freedom to share and change the works. By contrast,
-the GNU General Public License is intended to guarantee your freedom to
-share and change all versions of a program--to make sure it remains free
-software for all its users. We, the Free Software Foundation, use the
-GNU General Public License for most of our software; it applies also to
-any other work released this way by its authors. You can apply it to
-your programs, too.
-
- When we speak of free software, we are referring to freedom, not
-price. Our General Public Licenses are designed to make sure that you
-have the freedom to distribute copies of free software (and charge for
-them if you wish), that you receive source code or can get it if you
-want it, that you can change the software or use pieces of it in new
-free programs, and that you know you can do these things.
-
- To protect your rights, we need to prevent others from denying you
-these rights or asking you to surrender the rights. Therefore, you have
-certain responsibilities if you distribute copies of the software, or if
-you modify it: responsibilities to respect the freedom of others.
-
- For example, if you distribute copies of such a program, whether
-gratis or for a fee, you must pass on to the recipients the same
-freedoms that you received. You must make sure that they, too, receive
-or can get the source code. And you must show them these terms so they
-know their rights.
-
- Developers that use the GNU GPL protect your rights with two steps:
-(1) assert copyright on the software, and (2) offer you this License
-giving you legal permission to copy, distribute and/or modify it.
-
- For the developers' and authors' protection, the GPL clearly explains
-that there is no warranty for this free software. For both users' and
-authors' sake, the GPL requires that modified versions be marked as
-changed, so that their problems will not be attributed erroneously to
-authors of previous versions.
-
- Some devices are designed to deny users access to install or run
-modified versions of the software inside them, although the manufacturer
-can do so. This is fundamentally incompatible with the aim of
-protecting users' freedom to change the software. The systematic
-pattern of such abuse occurs in the area of products for individuals to
-use, which is precisely where it is most unacceptable. Therefore, we
-have designed this version of the GPL to prohibit the practice for those
-products. If such problems arise substantially in other domains, we
-stand ready to extend this provision to those domains in future versions
-of the GPL, as needed to protect the freedom of users.
-
- Finally, every program is threatened constantly by software patents.
-States should not allow patents to restrict development and use of
-software on general-purpose computers, but in those that do, we wish to
-avoid the special danger that patents applied to a free program could
-make it effectively proprietary. To prevent this, the GPL assures that
-patents cannot be used to render the program non-free.
-
- The precise terms and conditions for copying, distribution and
-modification follow.
-
- TERMS AND CONDITIONS
-
- 0. Definitions.
-
- "This License" refers to version 3 of the GNU General Public License.
-
- "Copyright" also means copyright-like laws that apply to other kinds of
-works, such as semiconductor masks.
-
- "The Program" refers to any copyrightable work licensed under this
-License. Each licensee is addressed as "you". "Licensees" and
-"recipients" may be individuals or organizations.
-
- To "modify" a work means to copy from or adapt all or part of the work
-in a fashion requiring copyright permission, other than the making of an
-exact copy. The resulting work is called a "modified version" of the
-earlier work or a work "based on" the earlier work.
-
- A "covered work" means either the unmodified Program or a work based
-on the Program.
-
- To "propagate" a work means to do anything with it that, without
-permission, would make you directly or secondarily liable for
-infringement under applicable copyright law, except executing it on a
-computer or modifying a private copy. Propagation includes copying,
-distribution (with or without modification), making available to the
-public, and in some countries other activities as well.
-
- To "convey" a work means any kind of propagation that enables other
-parties to make or receive copies. Mere interaction with a user through
-a computer network, with no transfer of a copy, is not conveying.
-
- An interactive user interface displays "Appropriate Legal Notices"
-to the extent that it includes a convenient and prominently visible
-feature that (1) displays an appropriate copyright notice, and (2)
-tells the user that there is no warranty for the work (except to the
-extent that warranties are provided), that licensees may convey the
-work under this License, and how to view a copy of this License. If
-the interface presents a list of user commands or options, such as a
-menu, a prominent item in the list meets this criterion.
-
- 1. Source Code.
-
- The "source code" for a work means the preferred form of the work
-for making modifications to it. "Object code" means any non-source
-form of a work.
-
- A "Standard Interface" means an interface that either is an official
-standard defined by a recognized standards body, or, in the case of
-interfaces specified for a particular programming language, one that
-is widely used among developers working in that language.
-
- The "System Libraries" of an executable work include anything, other
-than the work as a whole, that (a) is included in the normal form of
-packaging a Major Component, but which is not part of that Major
-Component, and (b) serves only to enable use of the work with that
-Major Component, or to implement a Standard Interface for which an
-implementation is available to the public in source code form. A
-"Major Component", in this context, means a major essential component
-(kernel, window system, and so on) of the specific operating system
-(if any) on which the executable work runs, or a compiler used to
-produce the work, or an object code interpreter used to run it.
-
- The "Corresponding Source" for a work in object code form means all
-the source code needed to generate, install, and (for an executable
-work) run the object code and to modify the work, including scripts to
-control those activities. However, it does not include the work's
-System Libraries, or general-purpose tools or generally available free
-programs which are used unmodified in performing those activities but
-which are not part of the work. For example, Corresponding Source
-includes interface definition files associated with source files for
-the work, and the source code for shared libraries and dynamically
-linked subprograms that the work is specifically designed to require,
-such as by intimate data communication or control flow between those
-subprograms and other parts of the work.
-
- The Corresponding Source need not include anything that users
-can regenerate automatically from other parts of the Corresponding
-Source.
-
- The Corresponding Source for a work in source code form is that
-same work.
-
- 2. Basic Permissions.
-
- All rights granted under this License are granted for the term of
-copyright on the Program, and are irrevocable provided the stated
-conditions are met. This License explicitly affirms your unlimited
-permission to run the unmodified Program. The output from running a
-covered work is covered by this License only if the output, given its
-content, constitutes a covered work. This License acknowledges your
-rights of fair use or other equivalent, as provided by copyright law.
-
- You may make, run and propagate covered works that you do not
-convey, without conditions so long as your license otherwise remains
-in force. You may convey covered works to others for the sole purpose
-of having them make modifications exclusively for you, or provide you
-with facilities for running those works, provided that you comply with
-the terms of this License in conveying all material for which you do
-not control copyright. Those thus making or running the covered works
-for you must do so exclusively on your behalf, under your direction
-and control, on terms that prohibit them from making any copies of
-your copyrighted material outside their relationship with you.
-
- Conveying under any other circumstances is permitted solely under
-the conditions stated below. Sublicensing is not allowed; section 10
-makes it unnecessary.
-
- 3. Protecting Users' Legal Rights From Anti-Circumvention Law.
-
- No covered work shall be deemed part of an effective technological
-measure under any applicable law fulfilling obligations under article
-11 of the WIPO copyright treaty adopted on 20 December 1996, or
-similar laws prohibiting or restricting circumvention of such
-measures.
-
- When you convey a covered work, you waive any legal power to forbid
-circumvention of technological measures to the extent such circumvention
-is effected by exercising rights under this License with respect to
-the covered work, and you disclaim any intention to limit operation or
-modification of the work as a means of enforcing, against the work's
-users, your or third parties' legal rights to forbid circumvention of
-technological measures.
-
- 4. Conveying Verbatim Copies.
-
- You may convey verbatim copies of the Program's source code as you
-receive it, in any medium, provided that you conspicuously and
-appropriately publish on each copy an appropriate copyright notice;
-keep intact all notices stating that this License and any
-non-permissive terms added in accord with section 7 apply to the code;
-keep intact all notices of the absence of any warranty; and give all
-recipients a copy of this License along with the Program.
-
- You may charge any price or no price for each copy that you convey,
-and you may offer support or warranty protection for a fee.
-
- 5. Conveying Modified Source Versions.
-
- You may convey a work based on the Program, or the modifications to
-produce it from the Program, in the form of source code under the
-terms of section 4, provided that you also meet all of these conditions:
-
- a) The work must carry prominent notices stating that you modified
- it, and giving a relevant date.
-
- b) The work must carry prominent notices stating that it is
- released under this License and any conditions added under section
- 7. This requirement modifies the requirement in section 4 to
- "keep intact all notices".
-
- c) You must license the entire work, as a whole, under this
- License to anyone who comes into possession of a copy. This
- License will therefore apply, along with any applicable section 7
- additional terms, to the whole of the work, and all its parts,
- regardless of how they are packaged. This License gives no
- permission to license the work in any other way, but it does not
- invalidate such permission if you have separately received it.
-
- d) If the work has interactive user interfaces, each must display
- Appropriate Legal Notices; however, if the Program has interactive
- interfaces that do not display Appropriate Legal Notices, your
- work need not make them do so.
-
- A compilation of a covered work with other separate and independent
-works, which are not by their nature extensions of the covered work,
-and which are not combined with it such as to form a larger program,
-in or on a volume of a storage or distribution medium, is called an
-"aggregate" if the compilation and its resulting copyright are not
-used to limit the access or legal rights of the compilation's users
-beyond what the individual works permit. Inclusion of a covered work
-in an aggregate does not cause this License to apply to the other
-parts of the aggregate.
-
- 6. Conveying Non-Source Forms.
-
- You may convey a covered work in object code form under the terms
-of sections 4 and 5, provided that you also convey the
-machine-readable Corresponding Source under the terms of this License,
-in one of these ways:
-
- a) Convey the object code in, or embodied in, a physical product
- (including a physical distribution medium), accompanied by the
- Corresponding Source fixed on a durable physical medium
- customarily used for software interchange.
-
- b) Convey the object code in, or embodied in, a physical product
- (including a physical distribution medium), accompanied by a
- written offer, valid for at least three years and valid for as
- long as you offer spare parts or customer support for that product
- model, to give anyone who possesses the object code either (1) a
- copy of the Corresponding Source for all the software in the
- product that is covered by this License, on a durable physical
- medium customarily used for software interchange, for a price no
- more than your reasonable cost of physically performing this
- conveying of source, or (2) access to copy the
- Corresponding Source from a network server at no charge.
-
- c) Convey individual copies of the object code with a copy of the
- written offer to provide the Corresponding Source. This
- alternative is allowed only occasionally and noncommercially, and
- only if you received the object code with such an offer, in accord
- with subsection 6b.
-
- d) Convey the object code by offering access from a designated
- place (gratis or for a charge), and offer equivalent access to the
- Corresponding Source in the same way through the same place at no
- further charge. You need not require recipients to copy the
- Corresponding Source along with the object code. If the place to
- copy the object code is a network server, the Corresponding Source
- may be on a different server (operated by you or a third party)
- that supports equivalent copying facilities, provided you maintain
- clear directions next to the object code saying where to find the
- Corresponding Source. Regardless of what server hosts the
- Corresponding Source, you remain obligated to ensure that it is
- available for as long as needed to satisfy these requirements.
-
- e) Convey the object code using peer-to-peer transmission, provided
- you inform other peers where the object code and Corresponding
- Source of the work are being offered to the general public at no
- charge under subsection 6d.
-
- A separable portion of the object code, whose source code is excluded
-from the Corresponding Source as a System Library, need not be
-included in conveying the object code work.
-
- A "User Product" is either (1) a "consumer product", which means any
-tangible personal property which is normally used for personal, family,
-or household purposes, or (2) anything designed or sold for incorporation
-into a dwelling. In determining whether a product is a consumer product,
-doubtful cases shall be resolved in favor of coverage. For a particular
-product received by a particular user, "normally used" refers to a
-typical or common use of that class of product, regardless of the status
-of the particular user or of the way in which the particular user
-actually uses, or expects or is expected to use, the product. A product
-is a consumer product regardless of whether the product has substantial
-commercial, industrial or non-consumer uses, unless such uses represent
-the only significant mode of use of the product.
-
- "Installation Information" for a User Product means any methods,
-procedures, authorization keys, or other information required to install
-and execute modified versions of a covered work in that User Product from
-a modified version of its Corresponding Source. The information must
-suffice to ensure that the continued functioning of the modified object
-code is in no case prevented or interfered with solely because
-modification has been made.
-
- If you convey an object code work under this section in, or with, or
-specifically for use in, a User Product, and the conveying occurs as
-part of a transaction in which the right of possession and use of the
-User Product is transferred to the recipient in perpetuity or for a
-fixed term (regardless of how the transaction is characterized), the
-Corresponding Source conveyed under this section must be accompanied
-by the Installation Information. But this requirement does not apply
-if neither you nor any third party retains the ability to install
-modified object code on the User Product (for example, the work has
-been installed in ROM).
-
- The requirement to provide Installation Information does not include a
-requirement to continue to provide support service, warranty, or updates
-for a work that has been modified or installed by the recipient, or for
-the User Product in which it has been modified or installed. Access to a
-network may be denied when the modification itself materially and
-adversely affects the operation of the network or violates the rules and
-protocols for communication across the network.
-
- Corresponding Source conveyed, and Installation Information provided,
-in accord with this section must be in a format that is publicly
-documented (and with an implementation available to the public in
-source code form), and must require no special password or key for
-unpacking, reading or copying.
-
- 7. Additional Terms.
-
- "Additional permissions" are terms that supplement the terms of this
-License by making exceptions from one or more of its conditions.
-Additional permissions that are applicable to the entire Program shall
-be treated as though they were included in this License, to the extent
-that they are valid under applicable law. If additional permissions
-apply only to part of the Program, that part may be used separately
-under those permissions, but the entire Program remains governed by
-this License without regard to the additional permissions.
-
- When you convey a copy of a covered work, you may at your option
-remove any additional permissions from that copy, or from any part of
-it. (Additional permissions may be written to require their own
-removal in certain cases when you modify the work.) You may place
-additional permissions on material, added by you to a covered work,
-for which you have or can give appropriate copyright permission.
-
- Notwithstanding any other provision of this License, for material you
-add to a covered work, you may (if authorized by the copyright holders of
-that material) supplement the terms of this License with terms:
-
- a) Disclaiming warranty or limiting liability differently from the
- terms of sections 15 and 16 of this License; or
-
- b) Requiring preservation of specified reasonable legal notices or
- author attributions in that material or in the Appropriate Legal
- Notices displayed by works containing it; or
-
- c) Prohibiting misrepresentation of the origin of that material, or
- requiring that modified versions of such material be marked in
- reasonable ways as different from the original version; or
-
- d) Limiting the use for publicity purposes of names of licensors or
- authors of the material; or
-
- e) Declining to grant rights under trademark law for use of some
- trade names, trademarks, or service marks; or
-
- f) Requiring indemnification of licensors and authors of that
- material by anyone who conveys the material (or modified versions of
- it) with contractual assumptions of liability to the recipient, for
- any liability that these contractual assumptions directly impose on
- those licensors and authors.
-
- All other non-permissive additional terms are considered "further
-restrictions" within the meaning of section 10. If the Program as you
-received it, or any part of it, contains a notice stating that it is
-governed by this License along with a term that is a further
-restriction, you may remove that term. If a license document contains
-a further restriction but permits relicensing or conveying under this
-License, you may add to a covered work material governed by the terms
-of that license document, provided that the further restriction does
-not survive such relicensing or conveying.
-
- If you add terms to a covered work in accord with this section, you
-must place, in the relevant source files, a statement of the
-additional terms that apply to those files, or a notice indicating
-where to find the applicable terms.
-
- Additional terms, permissive or non-permissive, may be stated in the
-form of a separately written license, or stated as exceptions;
-the above requirements apply either way.
-
- 8. Termination.
-
- You may not propagate or modify a covered work except as expressly
-provided under this License. Any attempt otherwise to propagate or
-modify it is void, and will automatically terminate your rights under
-this License (including any patent licenses granted under the third
-paragraph of section 11).
-
- However, if you cease all violation of this License, then your
-license from a particular copyright holder is reinstated (a)
-provisionally, unless and until the copyright holder explicitly and
-finally terminates your license, and (b) permanently, if the copyright
-holder fails to notify you of the violation by some reasonable means
-prior to 60 days after the cessation.
-
- Moreover, your license from a particular copyright holder is
-reinstated permanently if the copyright holder notifies you of the
-violation by some reasonable means, this is the first time you have
-received notice of violation of this License (for any work) from that
-copyright holder, and you cure the violation prior to 30 days after
-your receipt of the notice.
-
- Termination of your rights under this section does not terminate the
-licenses of parties who have received copies or rights from you under
-this License. If your rights have been terminated and not permanently
-reinstated, you do not qualify to receive new licenses for the same
-material under section 10.
-
- 9. Acceptance Not Required for Having Copies.
-
- You are not required to accept this License in order to receive or
-run a copy of the Program. Ancillary propagation of a covered work
-occurring solely as a consequence of using peer-to-peer transmission
-to receive a copy likewise does not require acceptance. However,
-nothing other than this License grants you permission to propagate or
-modify any covered work. These actions infringe copyright if you do
-not accept this License. Therefore, by modifying or propagating a
-covered work, you indicate your acceptance of this License to do so.
-
- 10. Automatic Licensing of Downstream Recipients.
-
- Each time you convey a covered work, the recipient automatically
-receives a license from the original licensors, to run, modify and
-propagate that work, subject to this License. You are not responsible
-for enforcing compliance by third parties with this License.
-
- An "entity transaction" is a transaction transferring control of an
-organization, or substantially all assets of one, or subdividing an
-organization, or merging organizations. If propagation of a covered
-work results from an entity transaction, each party to that
-transaction who receives a copy of the work also receives whatever
-licenses to the work the party's predecessor in interest had or could
-give under the previous paragraph, plus a right to possession of the
-Corresponding Source of the work from the predecessor in interest, if
-the predecessor has it or can get it with reasonable efforts.
-
- You may not impose any further restrictions on the exercise of the
-rights granted or affirmed under this License. For example, you may
-not impose a license fee, royalty, or other charge for exercise of
-rights granted under this License, and you may not initiate litigation
-(including a cross-claim or counterclaim in a lawsuit) alleging that
-any patent claim is infringed by making, using, selling, offering for
-sale, or importing the Program or any portion of it.
-
- 11. Patents.
-
- A "contributor" is a copyright holder who authorizes use under this
-License of the Program or a work on which the Program is based. The
-work thus licensed is called the contributor's "contributor version".
-
- A contributor's "essential patent claims" are all patent claims
-owned or controlled by the contributor, whether already acquired or
-hereafter acquired, that would be infringed by some manner, permitted
-by this License, of making, using, or selling its contributor version,
-but do not include claims that would be infringed only as a
-consequence of further modification of the contributor version. For
-purposes of this definition, "control" includes the right to grant
-patent sublicenses in a manner consistent with the requirements of
-this License.
-
- Each contributor grants you a non-exclusive, worldwide, royalty-free
-patent license under the contributor's essential patent claims, to
-make, use, sell, offer for sale, import and otherwise run, modify and
-propagate the contents of its contributor version.
-
- In the following three paragraphs, a "patent license" is any express
-agreement or commitment, however denominated, not to enforce a patent
-(such as an express permission to practice a patent or covenant not to
-sue for patent infringement). To "grant" such a patent license to a
-party means to make such an agreement or commitment not to enforce a
-patent against the party.
-
- If you convey a covered work, knowingly relying on a patent license,
-and the Corresponding Source of the work is not available for anyone
-to copy, free of charge and under the terms of this License, through a
-publicly available network server or other readily accessible means,
-then you must either (1) cause the Corresponding Source to be so
-available, or (2) arrange to deprive yourself of the benefit of the
-patent license for this particular work, or (3) arrange, in a manner
-consistent with the requirements of this License, to extend the patent
-license to downstream recipients. "Knowingly relying" means you have
-actual knowledge that, but for the patent license, your conveying the
-covered work in a country, or your recipient's use of the covered work
-in a country, would infringe one or more identifiable patents in that
-country that you have reason to believe are valid.
-
- If, pursuant to or in connection with a single transaction or
-arrangement, you convey, or propagate by procuring conveyance of, a
-covered work, and grant a patent license to some of the parties
-receiving the covered work authorizing them to use, propagate, modify
-or convey a specific copy of the covered work, then the patent license
-you grant is automatically extended to all recipients of the covered
-work and works based on it.
-
- A patent license is "discriminatory" if it does not include within
-the scope of its coverage, prohibits the exercise of, or is
-conditioned on the non-exercise of one or more of the rights that are
-specifically granted under this License. You may not convey a covered
-work if you are a party to an arrangement with a third party that is
-in the business of distributing software, under which you make payment
-to the third party based on the extent of your activity of conveying
-the work, and under which the third party grants, to any of the
-parties who would receive the covered work from you, a discriminatory
-patent license (a) in connection with copies of the covered work
-conveyed by you (or copies made from those copies), or (b) primarily
-for and in connection with specific products or compilations that
-contain the covered work, unless you entered into that arrangement,
-or that patent license was granted, prior to 28 March 2007.
-
- Nothing in this License shall be construed as excluding or limiting
-any implied license or other defenses to infringement that may
-otherwise be available to you under applicable patent law.
-
- 12. No Surrender of Others' Freedom.
-
- If conditions are imposed on you (whether by court order, agreement or
-otherwise) that contradict the conditions of this License, they do not
-excuse you from the conditions of this License. If you cannot convey a
-covered work so as to satisfy simultaneously your obligations under this
-License and any other pertinent obligations, then as a consequence you may
-not convey it at all. For example, if you agree to terms that obligate you
-to collect a royalty for further conveying from those to whom you convey
-the Program, the only way you could satisfy both those terms and this
-License would be to refrain entirely from conveying the Program.
-
- 13. Use with the GNU Affero General Public License.
-
- Notwithstanding any other provision of this License, you have
-permission to link or combine any covered work with a work licensed
-under version 3 of the GNU Affero General Public License into a single
-combined work, and to convey the resulting work. The terms of this
-License will continue to apply to the part which is the covered work,
-but the special requirements of the GNU Affero General Public License,
-section 13, concerning interaction through a network will apply to the
-combination as such.
-
- 14. Revised Versions of this License.
-
- The Free Software Foundation may publish revised and/or new versions of
-the GNU General Public License from time to time. Such new versions will
-be similar in spirit to the present version, but may differ in detail to
-address new problems or concerns.
-
- Each version is given a distinguishing version number. If the
-Program specifies that a certain numbered version of the GNU General
-Public License "or any later version" applies to it, you have the
-option of following the terms and conditions either of that numbered
-version or of any later version published by the Free Software
-Foundation. If the Program does not specify a version number of the
-GNU General Public License, you may choose any version ever published
-by the Free Software Foundation.
-
- If the Program specifies that a proxy can decide which future
-versions of the GNU General Public License can be used, that proxy's
-public statement of acceptance of a version permanently authorizes you
-to choose that version for the Program.
-
- Later license versions may give you additional or different
-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>.
=======================================
--- /README Fri Jan 1 10:02:08 2010
+++ /dev/null
@@ -1,5 +0,0 @@
-Shaolin's Blind Fury - a fighting video game
-============================================
-
-Copyright: Hugo Ruscitti <
hugoru...@gmail.com>
-License: GPLv3 (see COPYING file)
=======================================
--- /data/icon.ico Fri Jan 1 20:14:55 2010
+++ /dev/null
Binary file, no diff available.
=======================================
--- /data/logo.png Fri Jan 1 13:21:54 2010
+++ /dev/null
Binary file, no diff available.
=======================================
--- /data/shadow.png Sat Jan 2 22:59:20 2010
+++ /dev/null
@@ -1,27 +0,0 @@
-‰PNG
-
-
-IHDR u ( À µ• sRGB ®Î
-é bKGD ÿ ÿ ÿ ½§“ pHYs .# .# x¥?v tIME Ø
- 6®5² ‹IDATxÚíÛ뮃0 `hÝû?ðQ{þ
-O Bi;«ÕAb4Ë.Æoô& x<.ÐÏ_ ä ¥ïyaÅùãA€©ð½ÉQåß–Žs¯á ° hRöÖk— ãÉ¿Ã1ðƒc @-ÌÖcí p+TéâK @`{é=Gc~ŠKÑ(ÞÊöIÙº"ãIˆA9Ö ¥ã
-}ikßje'ßVå¸ 2
-ðyšq
-. ¨Z³ZznW ~µŒ– WcŸ„ ?
-U‚¤{ºå kGµ£†5JæÀ
-‘n
-» 0Q Œìu« ½û
-¹µ¯– 7ÈE N5¸X‰I C&3±¡)ý–H ²–¹+ƒ.ÂÅ Pž ‘¡æF«
-åÈ ðB6žÁU¨RfNB†:d_àUÀ
-Ì}‹h€N Û‹ FÖ ¢ƒ
-:Å,
-ª™ •/ ôÅ0
-ò\`>»È޾'¥ $;'ÏÈËq!ÓÝ%ÞÇF ”f§ƒŽ‡Ë-vý*E¥ "Ú‡:蘰ڴh·ˆ
-”éŠÇx}-_3ø·
-™ 8è=`wNÁ¯ÏóB
-§ÜÄÖc˜E
-Õ) ó"_- t[aZè´& ¬j8ìØ ª8OåpÖMl ë@g TEå_’ƒö8 à}a € ÞìZ¨RíŒ í¸ç`. sËRs TŠ« Š
-ø8Èí / t FE·Þ4Ð Ê«ß
-¸
-Rº Ê1›n’CfªÃ— ¥{«^Îb#RH>ï\ c9Knª @^ ôÂ3 Pjýxõ
GìVx¦á ô) Å à ܤDTû,‚^†‘+êöbn½bÿ£jý§<v ›L(hF
-òØE+òè H ä Œ ø‚ ¤j‘ üQÆî ûŠð‡Ž ˆZsN5pG5¿%à—âÝ
u¤s÷" 1â å\§f¶0 • IEND®B`‚
=======================================
--- /data/shaolin/attack1.png Fri Jan 1 12:26:28 2010
+++ /dev/null
Binary file, no diff available.
=======================================
--- /data/shaolin/attack2.png Fri Jan 1 12:26:28 2010
+++ /dev/null
Binary file, no diff available.
=======================================
--- /data/shaolin/attack3.png Fri Jan 1 12:26:28 2010
+++ /dev/null
Binary file, no diff available.
=======================================
--- /data/shaolin/attack4.png Fri Jan 1 12:26:28 2010
+++ /dev/null
Binary file, no diff available.
=======================================
--- /data/shaolin/attackjump.png Fri Jan 1 12:26:28 2010
+++ /dev/null
Binary file, no diff available.
=======================================
--- /data/shaolin/attackjumprun.png Sat Jan 2 10:34:50 2010
+++ /dev/null
Binary file, no diff available.
=======================================
--- /data/shaolin/attackjumpstand.png Sat Jan 2 10:34:50 2010
+++ /dev/null
Binary file, no diff available.
=======================================
--- /data/shaolin/attackjumpwalk.png Sat Jan 2 10:34:50 2010
+++ /dev/null
Binary file, no diff available.
=======================================
--- /data/shaolin/attackrun.png Fri Jan 1 12:26:28 2010
+++ /dev/null
Binary file, no diff available.
=======================================
--- /data/shaolin/attacktake.png Fri Jan 1 12:26:28 2010
+++ /dev/null
Binary file, no diff available.
=======================================
--- /data/shaolin/ground.png Fri Jan 1 12:26:28 2010
+++ /dev/null
Binary file, no diff available.
=======================================
--- /data/shaolin/groundtostand.png Fri Jan 1 12:26:28 2010
+++ /dev/null
Binary file, no diff available.
=======================================
--- /data/shaolin/hardhit.png Fri Jan 1 12:26:28 2010
+++ /dev/null
Binary file, no diff available.
=======================================
--- /data/shaolin/hitstand1.png Fri Jan 1 12:26:28 2010
+++ /dev/null
Binary file, no diff available.
=======================================
--- /data/shaolin/hitstand2.png Fri Jan 1 12:26:28 2010
+++ /dev/null
Binary file, no diff available.
=======================================
--- /data/shaolin/jump.png Fri Jan 1 12:26:28 2010
+++ /dev/null
Binary file, no diff available.
=======================================
--- /data/shaolin/jumpstand.png Sat Jan 2 10:34:50 2010
+++ /dev/null
Binary file, no diff available.
=======================================
--- /data/shaolin/jumpwalk.png Sat Jan 2 10:34:50 2010
+++ /dev/null
Binary file, no diff available.
=======================================
--- /data/shaolin/run.png Fri Jan 1 12:26:28 2010
+++ /dev/null
Binary file, no diff available.
=======================================
--- /data/shaolin/special.png Fri Jan 1 12:26:28 2010
+++ /dev/null
Binary file, no diff available.
=======================================
--- /data/shaolin/stand.png Fri Jan 1 12:26:28 2010
+++ /dev/null
Binary file, no diff available.
=======================================
--- /data/shaolin/starting.png Fri Jan 1 12:26:28 2010
+++ /dev/null
Binary file, no diff available.
=======================================
--- /data/shaolin/take.png Fri Jan 1 12:26:28 2010
+++ /dev/null
Binary file, no diff available.
=======================================
--- /data/shaolin/throw.png Fri Jan 1 12:26:28 2010
+++ /dev/null
Binary file, no diff available.
=======================================
--- /data/shaolin/walk.png Fri Jan 1 12:26:28 2010
+++ /dev/null
Binary file, no diff available.
=======================================
--- /deprecated_cpp_version/Makefile Fri Jan 1 12:26:13 2010
+++ /dev/null
@@ -1,52 +0,0 @@
-# Puede compilar este programa de dos maneras diferentes:
-#
-# 1 - Con aceleración de video mediante OpenGL.
-# 2 - Sin aceleración de hardware usando SDL.
-#
-# Para generar estas versiones tiene que recompilar el programa
-# alterando el valor de CFLAGS y LDFLAGS, aquí dos ejemplos:
-#
-# * habilitar aceleración por hardware:
-#
-# CFLAGS=`sdl-config --cflags` -DHAVE_OPENGL $(DEBUG)
-# LDFLAGS=`sdl-config --libs` -lSDL_image -lGL -lGLU
-#
-# * deshabilitar aceleración por hardware, solo usar SDL:
-#
-# CFLAGS=`sdl-config --cflags` -DHAVE_OPENGL $(DEBUG)
-# LDFLAGS=`sdl-config --libs` -lSDL_image -lGL -lGLU
-#
-# (note que los ejemplos podrían estar desactualizados...)
-
-CC = g++
-DEBUG=-ggdb3
-CFLAGS=`sdl-config --cflags` -DHAVE_OPENGL $(DEBUG)
-LDFLAGS=`sdl-config --libs` -lSDL_image -lGL -lGLU
-
-CXXFLAGS=$(CFLAGS)
-
-BINS=sbfury
-OBJS= \
- director.o \
- scene.o \
- game.o \
- common.o \
- sprite.o \
- group.o \
- glSDL.o \
- shaolin.o \
- states.o \
- stage.o \
- shadow.o \
- animation.o \
- SDL_rotozoom.o \
- control.o \
- config.o \
- ninja.o \
- actor.o \
- enemy.o
-
-all: $(BINS)
-sbfury: sbfury.o $(OBJS)
-clean:
- $(RM) *.o $(BINS) *.exe
=======================================
--- /deprecated_cpp_version/Makefile.mingw32 Fri Jan 1 12:26:13 2010
+++ /dev/null
@@ -1,35 +0,0 @@
-CC = i586-mingw32msvc-g++
-CXX = i586-mingw32msvc-g++
-SDL = /usr/local/cross-tools/i386-mingw32/bin/sdl-config
-CFLAGS = `$(SDL) --cflags` -I/usr/local/cross-tools/i386-mingw32/include
-DHAVE_OPENGL
-CXXFLAGS = `$(SDL) --cflags` -I/usr/local/cross-tools/i386-mingw32/include
-DHAVE_OPENGL
-LDFLAGS = `$(SDL) --libs` -lSDL_image -lSDL_image -lSDL -lopengl32 -lglu32
-#-lGL -lGLU
-
-BINS=sbfury.exe
-OBJS= \
- director.o \
- scene.o \
- game.o \
- common.o \
- sprite.o \
- group.o \
- glSDL.o \
- shaolin.o \
- states.o \
- stage.o \
- shadow.o \
- animation.o \
- SDL_rotozoom.o \
- control.o \
- config.o \
- ninja.o \
- actor.o \
- enemy.o
-
-all: $(BINS)
-sbfury.exe: sbfury.o $(OBJS)
- $(CXX) -o sbfury.exe sbfury.o $(OBJS) $(LDFLAGS)
-
-clean:
- $(RM) *.o $(BINS) *.exe
=======================================
--- /deprecated_cpp_version/SDL_rotozoom.c Fri Jan 1 12:26:13 2010
+++ /dev/null
@@ -1,1351 +0,0 @@
-/*
-
- SDL_rotozoom.c - rotozoomer for 32bit or 8bit surfaces
-
- LGPL (c) A. Schiffler
-
-*/
-
-#ifdef WIN32
-#include <windows.h>
-#endif
-
-#include <stdlib.h>
-#include <string.h>
-
-#include "SDL_rotozoom.h"
-
-#define MAX(a,b) (((a) > (b)) ? (a) : (b))
-
-
-/*
-
- 32bit integer-factor averaging Shrinker
-
- Shrinks 32bit RGBA/ABGR 'src' surface to 'dst' surface.
-
-*/
-
-int shrinkSurfaceRGBA(SDL_Surface * src, SDL_Surface * dst, int factorx,
int factory)
-{
- int x, y, dx, dy, sgap, dgap, ra, ga, ba, aa;
- int n_average;
- tColorRGBA *sp, *osp, *oosp;
- tColorRGBA *dp;
-
- /*
- * Averaging integer shrink
- */
-
- /* Precalculate division factor */
- n_average = factorx*factory;
-
- /*
- * Scan destination
- */
- sp = (tColorRGBA *) src->pixels;
- sgap = src->pitch - src->w * 4;
-
- dp = (tColorRGBA *) dst->pixels;
- dgap = dst->pitch - dst->w * 4;
-
- for (y = 0; y < dst->h; y++) {
-
- osp=sp;
- for (x = 0; x < dst->w; x++) {
-
- /* Trace out source box and accumulate */
- oosp=sp;
- ra=ga=ba=aa=0;
- for (dy=0; dy < factory; dy++) {
- for (dx=0; dx < factorx; dx++) {
- ra += sp->r;
- ga += sp->g;
- ba += sp->b;
- aa += sp->a;
-
- sp++;
- } // src dx loop
- sp = (tColorRGBA *)((Uint8*)sp + (src->pitch - 4*factorx)); //
next y
- } // src dy loop
-
- // next box-x
- sp = (tColorRGBA *)((Uint8*)oosp + 4*factorx);
-
- /* Store result in destination */
- dp->r = ra/n_average;
- dp->g = ga/n_average;
- dp->b = ba/n_average;
- dp->a = aa/n_average;
-
- /*
- * Advance destination pointer
- */
- dp++;
- } // dst x loop
-
- // next box-y
- sp = (tColorRGBA *)((Uint8*)osp + src->pitch*factory);
-
- /*
- * Advance destination pointers
- */
- dp = (tColorRGBA *) ((Uint8 *) dp + dgap);
- } // dst y loop
-
- return (0);
-}
-
-/*
-
- 8bit integer-factor averaging Shrinker
-
- Shrinks 8bit Y 'src' surface to 'dst' surface.
-
-*/
-
-int shrinkSurfaceY(SDL_Surface * src, SDL_Surface * dst, int factorx, int
factory)
-{
- int x, y, dx, dy, sgap, dgap, a;
- int n_average;
- Uint8 *sp, *osp, *oosp;
- Uint8 *dp;
-
- /*
- * Averaging integer shrink
- */
-
- /* Precalculate division factor */
- n_average = factorx*factory;
-
- /*
- * Scan destination
- */
- sp = (Uint8 *) src->pixels;
- sgap = src->pitch - src->w;
-
- dp = (Uint8 *) dst->pixels;
- dgap = dst->pitch - dst->w;
-
- for (y = 0; y < dst->h; y++) {
-
- osp=sp;
- for (x = 0; x < dst->w; x++) {
-
- /* Trace out source box and accumulate */
- oosp=sp;
- a=0;
- for (dy=0; dy < factory; dy++) {
- for (dx=0; dx < factorx; dx++) {
- a += (*sp);
- sp++; // next x
- } // src dx loop
- sp = (Uint8 *)((Uint8*)sp + (src->pitch - factorx)); // next y
- } // src dy loop
-
- // next box-x
- sp = (Uint8 *)((Uint8*)oosp + factorx);
-
- /* Store result in destination */
- *dp = a/n_average;
-
- /*
- * Advance destination pointer
- */
- dp++;
- } // dst x loop
-
- // next box-y
- sp = (Uint8 *)((Uint8*)osp + src->pitch*factory);
-
- /*
- * Advance destination pointers
- */
- dp = (Uint8 *)((Uint8 *)dp + dgap);
- } // dst y loop
-
- return (0);
-}
-
-/*
-
- 32bit Zoomer with optional anti-aliasing by bilinear interpolation.
-
- Zoomes 32bit RGBA/ABGR 'src' surface to 'dst' surface.
-
-*/
-
-int zoomSurfaceRGBA(SDL_Surface * src, SDL_Surface * dst, int flipx, int
flipy, int smooth)
-{
- int x, y, sx, sy, *sax, *say, *csax, *csay, csx, csy, ex, ey, t1, t2,
sstep;
- tColorRGBA *c00, *c01, *c10, *c11;
- tColorRGBA *sp, *csp, *dp;
- int dgap;
-
- /*
- * Variable setup
- */
- if (smooth) {
- /*
- * For interpolation: assume source dimension is one pixel
- */
- /*
- * smaller to avoid overflow on right and bottom edge.
- */
- sx = (int) (65536.0 * (float) (src->w - 1) / (float) dst->w);
- sy = (int) (65536.0 * (float) (src->h - 1) / (float) dst->h);
- } else {
- sx = (int) (65536.0 * (float) src->w / (float) dst->w);
- sy = (int) (65536.0 * (float) src->h / (float) dst->h);
- }
-
- /*
- * Allocate memory for row increments
- */
- if ((sax = (int *) malloc((dst->w + 1) * sizeof(Uint32))) == NULL) {
- return (-1);
- }
- if ((say = (int *) malloc((dst->h + 1) * sizeof(Uint32))) == NULL) {
- free(sax);
- return (-1);
- }
-
- /*
- * Precalculate row increments
- */
- sp = csp = (tColorRGBA *) src->pixels;
- dp = (tColorRGBA *) dst->pixels;
-
- if (flipx) csp += (src->w-1);
- if (flipy) csp = (tColorRGBA*)( (Uint8*)csp + src->pitch*(src->h-1) );
-
- csx = 0;
- csax = sax;
- for (x = 0; x <= dst->w; x++) {
- *csax = csx;
- csax++;
- csx &= 0xffff;
- csx += sx;
- }
- csy = 0;
- csay = say;
- for (y = 0; y <= dst->h; y++) {
- *csay = csy;
- csay++;
- csy &= 0xffff;
- csy += sy;
- }
-
- dgap = dst->pitch - dst->w * 4;
-
- /*
- * Switch between interpolating and non-interpolating code
- */
- if (smooth) {
-
- /*
- * Interpolating Zoom
- */
-
- /*
- * Scan destination
- */
- csay = say;
- for (y = 0; y < dst->h; y++) {
- /*
- * Setup color source pointers
- */
- c00 = csp;
- c01 = csp;
- c01++;
- c10 = (tColorRGBA *) ((Uint8 *) csp + src->pitch);
- c11 = c10;
- c11++;
- csax = sax;
- for (x = 0; x < dst->w; x++) {
-
- /*
- * Interpolate colors
- */
- ex = (*csax & 0xffff);
- ey = (*csay & 0xffff);
- t1 = ((((c01->r - c00->r) * ex) >> 16) + c00->r) & 0xff;
- t2 = ((((c11->r - c10->r) * ex) >> 16) + c10->r) & 0xff;
- dp->r = (((t2 - t1) * ey) >> 16) + t1;
- t1 = ((((c01->g - c00->g) * ex) >> 16) + c00->g) & 0xff;
- t2 = ((((c11->g - c10->g) * ex) >> 16) + c10->g) & 0xff;
- dp->g = (((t2 - t1) * ey) >> 16) + t1;
- t1 = ((((c01->b - c00->b) * ex) >> 16) + c00->b) & 0xff;
- t2 = ((((c11->b - c10->b) * ex) >> 16) + c10->b) & 0xff;
- dp->b = (((t2 - t1) * ey) >> 16) + t1;
- t1 = ((((c01->a - c00->a) * ex) >> 16) + c00->a) & 0xff;
- t2 = ((((c11->a - c10->a) * ex) >> 16) + c10->a) & 0xff;
- dp->a = (((t2 - t1) * ey) >> 16) + t1;
-
- /*
- * Advance source pointers
- */
- csax++;
- sstep = (*csax >> 16);
- c00 += sstep;
- c01 += sstep;
- c10 += sstep;
- c11 += sstep;
- /*
- * Advance destination pointer
- */
- dp++;
- }
- /*
- * Advance source pointer
- */
- csay++;
- csp = (tColorRGBA *) ((Uint8 *) csp + (*csay >> 16) * src->pitch);
- /*
- * Advance destination pointers
- */
- dp = (tColorRGBA *) ((Uint8 *) dp + dgap);
- }
-
- } else {
-
- /*
- * Non-Interpolating Zoom
- */
-
- csay = say;
- for (y = 0; y < dst->h; y++) {
- sp = csp;
- csax = sax;
- for (x = 0; x < dst->w; x++) {
- /*
- * Draw
- */
- *dp = *sp;
- /*
- * Advance source pointers
- */
- csax++;
- sstep = (*csax >> 16);
- if (flipx) sstep = -sstep;
- sp += sstep;
- /*
- * Advance destination pointer
- */
- dp++;
- }
- /*
- * Advance source pointer
- */
- csay++;
- sstep = (*csay >> 16) * src->pitch;
- if (flipy) sstep = -sstep;
- csp = (tColorRGBA *) ((Uint8 *) csp + sstep);
-
- /*
- * Advance destination pointers
- */
- dp = (tColorRGBA *) ((Uint8 *) dp + dgap);
- }
-
- }
-
- /*
- * Remove temp arrays
- */
- free(sax);
- free(say);
-
- return (0);
-}
-
-/*
-
- 8bit Zoomer without smoothing.
-
- Zoomes 8bit palette/Y 'src' surface to 'dst' surface.
-
-*/
-
-int zoomSurfaceY(SDL_Surface * src, SDL_Surface * dst, int flipx, int
flipy)
-{
- Uint32 x, y, sx, sy, *sax, *say, *csax, *csay, csx, csy;
- Uint8 *sp, *dp, *csp;
- int dgap;
-
- /*
- * Variable setup
- */
- sx = (Uint32) (65536.0 * (float) src->w / (float) dst->w);
- sy = (Uint32) (65536.0 * (float) src->h / (float) dst->h);
-
- /*
- * Allocate memory for row increments
- */
- if ((sax = (Uint32 *) malloc(dst->w * sizeof(Uint32))) == NULL) {
- return (-1);
- }
- if ((say = (Uint32 *) malloc(dst->h * sizeof(Uint32))) == NULL) {
- if (sax != NULL) {
- free(sax);
- }
- return (-1);
- }
-
- /*
- * Precalculate row increments
- */
- csx = 0;
- csax = sax;
- for (x = 0; x < dst->w; x++) {
- csx += sx;
- *csax = (csx >> 16);
- csx &= 0xffff;
- csax++;
- }
- csy = 0;
- csay = say;
- for (y = 0; y < dst->h; y++) {
- csy += sy;
- *csay = (csy >> 16);
- csy &= 0xffff;
- csay++;
- }
-
- csx = 0;
- csax = sax;
- for (x = 0; x < dst->w; x++) {
- csx += (*csax);
- csax++;
- }
- csy = 0;
- csay = say;
- for (y = 0; y < dst->h; y++) {
- csy += (*csay);
- csay++;
- }
-
- /*
- * Pointer setup
- */
- sp = csp = (Uint8 *) src->pixels;
- dp = (Uint8 *) dst->pixels;
- dgap = dst->pitch - dst->w;
-
- /*
- * Draw
- */
- csay = say;
- for (y = 0; y < dst->h; y++) {
- csax = sax;
- sp = csp;
- for (x = 0; x < dst->w; x++) {
- /*
- * Draw
- */
- *dp = *sp;
- /*
- * Advance source pointers
- */
- sp += (*csax);
- csax++;
- /*
- * Advance destination pointer
- */
- dp++;
- }
- /*
- * Advance source pointer (for row)
- */
- csp += ((*csay) * src->pitch);
- csay++;
- /*
- * Advance destination pointers
- */
- dp += dgap;
- }
-
- /*
- * Remove temp arrays
- */
- free(sax);
- free(say);
-
- return (0);
-}
-
-/*
-
- 32bit Rotozoomer with optional anti-aliasing by bilinear interpolation.
-
- Rotates and zoomes 32bit RGBA/ABGR 'src' surface to 'dst' surface.
-
-*/
-
-void transformSurfaceRGBA(SDL_Surface * src, SDL_Surface * dst, int cx,
int cy, int isin, int icos, int flipx, int flipy, int smooth)
-{
- int x, y, t1, t2, dx, dy, xd, yd, sdx, sdy, ax, ay, ex, ey, sw, sh;
- tColorRGBA c00, c01, c10, c11;
- tColorRGBA *pc, *sp;
- int gap;
-
- /*
- * Variable setup
- */
- xd = ((src->w - dst->w) << 15);
- yd = ((src->h - dst->h) << 15);
- ax = (cx << 16) - (icos * cx);
- ay = (cy << 16) - (isin * cx);
- sw = src->w - 1;
- sh = src->h - 1;
- pc = (tColorRGBA*) dst->pixels;
- gap = dst->pitch - dst->w * 4;
-
- /*
- * Switch between interpolating and non-interpolating code
- */
- if (smooth) {
- for (y = 0; y < dst->h; y++) {
- dy = cy - y;
- sdx = (ax + (isin * dy)) + xd;
- sdy = (ay - (icos * dy)) + yd;
- for (x = 0; x < dst->w; x++) {
- dx = (sdx >> 16);
- dy = (sdy >> 16);
- if ((dx >= -1) && (dy >= -1) && (dx < src->w) && (dy < src->h)) {
- if ((dx >= 0) && (dy >= 0) && (dx < sw) && (dy < sh)) {
- sp = (tColorRGBA *) ((Uint8 *) src->pixels + src->pitch * dy);
- sp += dx;
- c00 = *sp;
- sp += 1;
- c01 = *sp;
- sp = (tColorRGBA *) ((Uint8 *) sp + src->pitch);
- sp -= 1;
- c10 = *sp;
- sp += 1;
- c11 = *sp;
- } else if ((dx == sw) && (dy == sh)) {
- sp = (tColorRGBA *) ((Uint8 *) src->pixels + src->pitch * dy);
- sp += dx;
- c00 = *sp;
- c01 = *sp;
- c10 = *sp;
- c11 = *sp;
- } else if ((dx == -1) && (dy == -1)) {
- sp = (tColorRGBA *) (src->pixels);
- c00 = *sp;
- c01 = *sp;
- c10 = *sp;
- c11 = *sp;
- } else if ((dx == -1) && (dy == sh)) {
- sp = (tColorRGBA *) (src->pixels);
- sp = (tColorRGBA *) ((Uint8 *) src->pixels + src->pitch * dy);
- c00 = *sp;
- c01 = *sp;
- c10 = *sp;
- c11 = *sp;
- } else if ((dx == sw) && (dy == -1)) {
- sp = (tColorRGBA *) (src->pixels);
- sp += dx;
- c00 = *sp;
- c01 = *sp;
- c10 = *sp;
- c11 = *sp;
- } else if (dx == -1) {
- sp = (tColorRGBA *) ((Uint8 *) src->pixels + src->pitch * dy);
- c00 = *sp;
- c01 = *sp;
- c10 = *sp;
- sp = (tColorRGBA *) ((Uint8 *) sp + src->pitch);
- c11 = *sp;
- } else if (dy == -1) {
- sp = (tColorRGBA *) (src->pixels);
- sp += dx;
- c00 = *sp;
- c01 = *sp;
- c10 = *sp;
- sp += 1;
- c11 = *sp;
- } else if (dx == sw) {
- sp = (tColorRGBA *) ((Uint8 *) src->pixels + src->pitch * dy);
- sp += dx;
- c00 = *sp;
- c01 = *sp;
- sp = (tColorRGBA *) ((Uint8 *) sp + src->pitch);
- c10 = *sp;
- c11 = *sp;
- } else if (dy == sh) {
- sp = (tColorRGBA *) ((Uint8 *) src->pixels + src->pitch * dy);
- sp += dx;
- c00 = *sp;
- sp += 1;
- c01 = *sp;
- c10 = *sp;
- c11 = *sp;
- }
- /*
- * Interpolate colors
- */
- ex = (sdx & 0xffff);
- ey = (sdy & 0xffff);
- t1 = ((((c01.r - c00.r) * ex) >> 16) + c00.r) & 0xff;
- t2 = ((((c11.r - c10.r) * ex) >> 16) + c10.r) & 0xff;
- pc->r = (((t2 - t1) * ey) >> 16) + t1;
- t1 = ((((c01.g - c00.g) * ex) >> 16) + c00.g) & 0xff;
- t2 = ((((c11.g - c10.g) * ex) >> 16) + c10.g) & 0xff;
- pc->g = (((t2 - t1) * ey) >> 16) + t1;
- t1 = ((((c01.b - c00.b) * ex) >> 16) + c00.b) & 0xff;
- t2 = ((((c11.b - c10.b) * ex) >> 16) + c10.b) & 0xff;
- pc->b = (((t2 - t1) * ey) >> 16) + t1;
- t1 = ((((c01.a - c00.a) * ex) >> 16) + c00.a) & 0xff;
- t2 = ((((c11.a - c10.a) * ex) >> 16) + c10.a) & 0xff;
- pc->a = (((t2 - t1) * ey) >> 16) + t1;
- }
- sdx += icos;
- sdy += isin;
- pc++;
- }
- pc = (tColorRGBA *) ((Uint8 *) pc + gap);
- }
- } else {
- for (y = 0; y < dst->h; y++) {
- dy = cy - y;
- sdx = (ax + (isin * dy)) + xd;
- sdy = (ay - (icos * dy)) + yd;
- for (x = 0; x < dst->w; x++) {
- dx = (short) (sdx >> 16);
- dy = (short) (sdy >> 16);
- if (flipx) dx = (src->w-1)-dx;
- if (flipy) dy = (src->h-1)-dy;
- if ((dx >= 0) && (dy >= 0) && (dx < src->w) && (dy < src->h)) {
- sp = (tColorRGBA *) ((Uint8 *) src->pixels + src->pitch * dy);
- sp += dx;
- *pc = *sp;
- }
- sdx += icos;
- sdy += isin;
- pc++;
- }
- pc = (tColorRGBA *) ((Uint8 *) pc + gap);
- }
- }
-}
-
-/*
-
- 8bit Rotozoomer without smoothing
-
- Rotates and zoomes 8bit palette/Y 'src' surface to 'dst' surface.
-
-*/
-
-void transformSurfaceY(SDL_Surface * src, SDL_Surface * dst, int cx, int
cy, int isin, int icos)
-{
- int x, y, dx, dy, xd, yd, sdx, sdy, ax, ay, sw, sh;
- tColorY *pc, *sp;
- int gap;
-
- /*
- * Variable setup
- */
- xd = ((src->w - dst->w) << 15);
- yd = ((src->h - dst->h) << 15);
- ax = (cx << 16) - (icos * cx);
- ay = (cy << 16) - (isin * cx);
- sw = src->w - 1;
- sh = src->h - 1;
- pc = (tColorY *) dst->pixels;
- gap = dst->pitch - dst->w;
- /*
- * Clear surface to colorkey
- */
- memset(pc, (unsigned char) (src->format->colorkey & 0xff), dst->pitch
* dst->h);
- /*
- * Iterate through destination surface
- */
- for (y = 0; y < dst->h; y++) {
- dy = cy - y;
- sdx = (ax + (isin * dy)) + xd;
- sdy = (ay - (icos * dy)) + yd;
- for (x = 0; x < dst->w; x++) {
- dx = (short) (sdx >> 16);
- dy = (short) (sdy >> 16);
- if ((dx >= 0) && (dy >= 0) && (dx < src->w) && (dy < src->h)) {
- sp = (tColorY *) (src->pixels);
- sp += (src->pitch * dy + dx);
- *pc = *sp;
- }
- sdx += icos;
- sdy += isin;
- pc++;
- }
- pc += gap;
- }
-}
-
-
-/*
-
- 32bit specialized 90degree rotator
-
- Rotates and zooms 'src' surface to 'dst' surface in 90degree increments.
-
- (contributed by Jeff Schiller)
-
-*/
-SDL_Surface* rotateSurface90Degrees(SDL_Surface* pSurf, int
numClockwiseTurns)
-{
- int row, col;
-
- // Has to be a valid surface pointer and only 32-bit surfaces (for now)
- if (!pSurf || pSurf->format->BitsPerPixel != 32) { return NULL; }
-
- // normalize numClockwiseTurns
- while(numClockwiseTurns < 0) { numClockwiseTurns += 4; }
- numClockwiseTurns = (numClockwiseTurns % 4);
-
- // if it's even, our new width will be the same as the source surface
- int newWidth = (numClockwiseTurns % 2) ? (pSurf->h) : (pSurf->w);
- int newHeight = (numClockwiseTurns % 2) ? (pSurf->w) : (pSurf->h);
- SDL_Surface* pSurfOut = SDL_CreateRGBSurface( pSurf->flags, newWidth,
newHeight, pSurf->format->BitsPerPixel,
- pSurf->format->Rmask,
- pSurf->format->Gmask,
- pSurf->format->Bmask,
- pSurf->format->Amask);
- if(!pSurfOut) {
- return NULL;
- }
-
- if(numClockwiseTurns != 0) {
- SDL_LockSurface(pSurf);
- SDL_LockSurface(pSurfOut);
- switch(numClockwiseTurns) {
- // rotate clockwise
- case 1: // rotated 90 degrees clockwise
- {
- Uint32* srcBuf = NULL;
- Uint32* dstBuf = NULL;
-
- for (row = 0; row < pSurf->h; ++row) {
- srcBuf = (Uint32*)(pSurf->pixels) + (row*pSurf->pitch/4);
- dstBuf = (Uint32*)(pSurfOut->pixels) + (pSurfOut->w - row - 1);
- for (col = 0; col < pSurf->w; ++col) {
- *dstBuf = *srcBuf;
- ++srcBuf;
- dstBuf += pSurfOut->pitch/4;
- } // for(col)
- } // for(row)
- }
- break;
-
- case 2: // rotated 180 degrees clockwise
- {
- Uint32* srcBuf = NULL;
- Uint32* dstBuf = NULL;
-
- for(row = 0; row < pSurf->h; ++row) {
- srcBuf = (Uint32*)(pSurf->pixels) + (row*pSurf->pitch/4);
- dstBuf = (Uint32*)(pSurfOut->pixels) + ((pSurfOut->h - row -
1)*pSurfOut->pitch/4) + (pSurfOut->w - 1);
- for(col = 0; col < pSurf->w; ++col) {
- *dstBuf = *srcBuf;
- ++srcBuf;
- --dstBuf;
- } // for(col)
- } // for(row)
- }
- break;
-
- case 3:
- {
- Uint32* srcBuf = NULL;
- Uint32* dstBuf = NULL;
-
- for(row = 0; row < pSurf->h; ++row) {
- srcBuf = (Uint32*)(pSurf->pixels) + (row*pSurf->pitch/4);
- dstBuf = (Uint32*)(pSurfOut->pixels) + row + ((pSurfOut->h -
1)*pSurfOut->pitch/4);
- for(col = 0; col < pSurf->w; ++col) {
- *dstBuf = *srcBuf;
- ++srcBuf;
- dstBuf -= pSurfOut->pitch/4;
- } // for(col)
- } // for(row)
- }
- break;
- } // switch
-
- SDL_UnlockSurface(pSurf);
- SDL_UnlockSurface(pSurfOut);
- } // if numClockwiseTurns > 0
- else {
- // simply copy surface to output
- if(SDL_BlitSurface(pSurf, NULL, pSurfOut, NULL)) {
- return NULL;
- }
- }
- return pSurfOut;
-}
-
-/*
-
- rotozoomSurface()
-
- Rotates and zoomes a 32bit or 8bit 'src' surface to newly created 'dst'
surface.
- 'angle' is the rotation in degrees. 'zoom' a scaling factor. If 'smooth'
is 1
- then the destination 32bit surface is anti-aliased. If the surface is not
8bit
- or 32bit RGBA/ABGR it will be converted into a 32bit RGBA format on the
fly.
-
-*/
-
-#define VALUE_LIMIT 0.001
-
-
-/* Local rotozoom-size function with trig result return */
-
-void rotozoomSurfaceSizeTrig(int width, int height, double angle, double
zoomx, double zoomy, int *dstwidth, int *dstheight,
- double *canglezoom, double *sanglezoom)
-{
- double x, y, cx, cy, sx, sy;
- double radangle;
- int dstwidthhalf, dstheighthalf;
-
- /*
- * Determine destination width and height by rotating a centered
source box
- */
- radangle = angle * (M_PI / 180.0);
- *sanglezoom = sin(radangle);
- *canglezoom = cos(radangle);
- *sanglezoom *= zoomx;
- *canglezoom *= zoomx;
- x = width / 2;
- y = height / 2;
- cx = *canglezoom * x;
- cy = *canglezoom * y;
- sx = *sanglezoom * x;
- sy = *sanglezoom * y;
-
- dstwidthhalf = MAX((int)
- ceil(MAX(MAX(MAX(fabs(cx + sy), fabs(cx - sy)), fabs(-cx + sy)),
fabs(-cx - sy))), 1);
- dstheighthalf = MAX((int)
- ceil(MAX(MAX(MAX(fabs(sx + cy), fabs(sx - cy)), fabs(-sx + cy)),
fabs(-sx - cy))), 1);
- *dstwidth = 2 * dstwidthhalf;
- *dstheight = 2 * dstheighthalf;
-}
-
-
-/* Publically available rotozoom-size function */
-
-void rotozoomSurfaceSizeXY(int width, int height, double angle, double
zoomx, double zoomy, int *dstwidth, int *dstheight)
-{
- double dummy_sanglezoom, dummy_canglezoom;
-
- rotozoomSurfaceSizeTrig(width, height, angle, zoomx, zoomy, dstwidth,
dstheight, &dummy_sanglezoom, &dummy_canglezoom);
-}
-
-/* Publically available rotozoom-size function */
-
-void rotozoomSurfaceSize(int width, int height, double angle, double zoom,
int *dstwidth, int *dstheight)
-{
- double dummy_sanglezoom, dummy_canglezoom;
-
- rotozoomSurfaceSizeTrig(width, height, angle, zoom, zoom, dstwidth,
dstheight, &dummy_sanglezoom, &dummy_canglezoom);
-}
-
-/* Publically available rotozoom function */
-
-SDL_Surface *rotozoomSurface(SDL_Surface * src, double angle, double zoom,
int smooth)
-{
- return rotozoomSurfaceXY(src, angle, zoom, zoom, smooth);
-}
-
-/* Publically available rotozoom function */
-
-SDL_Surface *rotozoomSurfaceXY(SDL_Surface * src, double angle, double
zoomx, double zoomy, int smooth)
-{
- SDL_Surface *rz_src;
- SDL_Surface *rz_dst;
- double zoominv;
- double sanglezoom, canglezoom, sanglezoominv, canglezoominv;
- int dstwidthhalf, dstwidth, dstheighthalf, dstheight;
- int is32bit;
- int i, src_converted;
- int flipx,flipy;
-
- /*
- * Sanity check
- */
- if (src == NULL)
- return (NULL);
-
- /*
- * Determine if source surface is 32bit or 8bit
- */
- is32bit = (src->format->BitsPerPixel == 32);
- if ((is32bit) || (src->format->BitsPerPixel == 8)) {
- /*
- * Use source surface 'as is'
- */
- rz_src = src;
- src_converted = 0;
- } else {
- /*
- * New source surface is 32bit with a defined RGBA ordering
- */
- rz_src =
- SDL_CreateRGBSurface(SDL_SWSURFACE, src->w, src->h, 32,
-#if SDL_BYTEORDER == SDL_LIL_ENDIAN
- 0x000000ff, 0x0000ff00, 0x00ff0000,
0xff000000
-#else
- 0xff000000, 0x00ff0000, 0x0000ff00,
0x000000ff
-#endif
- );
- SDL_BlitSurface(src, NULL, rz_src, NULL);
- src_converted = 1;
- is32bit = 1;
- }
-
- /*
- * Sanity check zoom factor
- */
- flipx = (zoomx<0);
- if (flipx) zoomx=-zoomx;
- flipy = (zoomy<0);
- if (flipy) zoomy=-zoomy;
- if (zoomx < VALUE_LIMIT) zoomx = VALUE_LIMIT;
- if (zoomy < VALUE_LIMIT) zoomy = VALUE_LIMIT;
- zoominv = 65536.0 / (zoomx * zoomx);
-
- /*
- * Check if we have a rotozoom or just a zoom
- */
- if (fabs(angle) > VALUE_LIMIT) {
-
- /*
- * Angle!=0: full rotozoom
- */
- /*
- * -----------------------
- */
-
- /* Determine target size */
- rotozoomSurfaceSizeTrig(rz_src->w, rz_src->h, angle, zoomx, zoomy,
&dstwidth, &dstheight, &canglezoom, &sanglezoom);
-
- /*
- * Calculate target factors from sin/cos and zoom
- */
- sanglezoominv = sanglezoom;
- canglezoominv = canglezoom;
- sanglezoominv *= zoominv;
- canglezoominv *= zoominv;
-
- /* Calculate half size */
- dstwidthhalf = dstwidth / 2;
- dstheighthalf = dstheight / 2;
-
- /*
- * Alloc space to completely contain the rotated surface
- */
- rz_dst = NULL;
- if (is32bit) {
- /*
- * Target surface is 32bit with source RGBA/ABGR ordering
- */
- rz_dst =
- SDL_CreateRGBSurface(SDL_SWSURFACE, dstwidth, dstheight, 32,
- rz_src->format->Rmask, rz_src->format->Gmask,
- rz_src->format->Bmask, rz_src->format->Amask);
- } else {
- /*
- * Target surface is 8bit
- */
- rz_dst = SDL_CreateRGBSurface(SDL_SWSURFACE, dstwidth, dstheight, 8,
0, 0, 0, 0);
- }
-
- /*
- * Lock source surface
- */
- SDL_LockSurface(rz_src);
- /*
- * Check which kind of surface we have
- */
- if (is32bit) {
- /*
- * Call the 32bit transformation routine to do the rotation (using
alpha)
- */
- transformSurfaceRGBA(rz_src, rz_dst, dstwidthhalf, dstheighthalf,
- (int) (sanglezoominv), (int) (canglezoominv),
- flipx, flipy,
- smooth);
- /*
- * Turn on source-alpha support
- */
- SDL_SetAlpha(rz_dst, SDL_SRCALPHA, 255);
- } else {
- /*
- * Copy palette and colorkey info
- */
- for (i = 0; i < rz_src->format->palette->ncolors; i++) {
- rz_dst->format->palette->colors[i] = rz_src->format->palette->colors[i];
- }
- rz_dst->format->palette->ncolors = rz_src->format->palette->ncolors;
- /*
- * Call the 8bit transformation routine to do the rotation
- */
- transformSurfaceY(rz_src, rz_dst, dstwidthhalf, dstheighthalf,
- (int) (sanglezoominv), (int) (canglezoominv));
- SDL_SetColorKey(rz_dst, SDL_SRCCOLORKEY | SDL_RLEACCEL,
rz_src->format->colorkey);
- }
- /*
- * Unlock source surface
***The diff for this file has been truncated for email.***
=======================================
--- /deprecated_cpp_version/SDL_rotozoom.h Fri Jan 1 12:26:13 2010
+++ /dev/null
@@ -1,127 +0,0 @@
-
-/*
-
- SDL_rotozoom - rotozoomer
-
- LGPL (c) A. Schiffler
-
-*/
-
-#ifndef _SDL_rotozoom_h
-#define _SDL_rotozoom_h
-
-#include <math.h>
-
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-#ifndef M_PI
-#define M_PI 3.141592654
-#endif
-
-#include "SDL.h"
-
-/* ---- Defines */
-
-#define SMOOTHING_OFF 0
-#define SMOOTHING_ON 1
-
-/* ---- Structures */
-
- typedef struct tColorRGBA {
- Uint8 r;
- Uint8 g;
- Uint8 b;
- Uint8 a;
- } tColorRGBA;
-
- typedef struct tColorY {
- Uint8 y;
- } tColorY;
-
-
-/* ---- Prototypes */
-
-#ifdef WIN32
-#ifdef BUILD_DLL
-//#define DLLINTERFACE __declspec(dllexport)
-#define DLLINTERFACE
-#else
-//#define DLLINTERFACE __declspec(dllimport)
-#define DLLINTERFACE
-#endif
-#else
-#define DLLINTERFACE
-#endif
-
-/*
-
- rotozoomSurface()
-
- Rotates and zoomes a 32bit or 8bit 'src' surface to newly created 'dst'
surface.
- 'angle' is the rotation in degrees. 'zoom' a scaling factor. If 'smooth'
is 1
- then the destination 32bit surface is anti-aliased. If the surface is not
8bit
- or 32bit RGBA/ABGR it will be converted into a 32bit RGBA format on the
fly.
-
-*/
-
- DLLINTERFACE SDL_Surface *rotozoomSurface(SDL_Surface * src, double
angle, double zoom, int smooth);
-
- DLLINTERFACE SDL_Surface *rotozoomSurfaceXY
- (SDL_Surface * src, double angle, double zoomx, double zoomy, int
smooth);
-
-/* Returns the size of the target surface for a rotozoomSurface() call */
-
- DLLINTERFACE void rotozoomSurfaceSize(int width, int height, double
angle, double zoom, int *dstwidth,
- int *dstheight);
-
- DLLINTERFACE void rotozoomSurfaceSizeXY
- (int width, int height, double angle, double zoomx, double zoomy,
- int *dstwidth, int *dstheight);
-
-/*
-
- zoomSurface()
-
- Zoomes a 32bit or 8bit 'src' surface to newly created 'dst' surface.
- 'zoomx' and 'zoomy' are scaling factors for width and height. If 'smooth'
is 1
- then the destination 32bit surface is anti-aliased. If the surface is not
8bit
- or 32bit RGBA/ABGR it will be converted into a 32bit RGBA format on the
fly.
-
-*/
-
- DLLINTERFACE SDL_Surface *zoomSurface(SDL_Surface * src, double zoomx,
double zoomy, int smooth);
-
-/* Returns the size of the target surface for a zoomSurface() call */
-
- void zoomSurfaceSize(int width, int height, double zoomx, double
zoomy, int *dstwidth, int *dstheight);
-
-
-/*
- shrinkSurface()
-
- Shrinks a 32bit or 8bit 'src' surface ti a newly created 'dst' surface.
- 'factorx' and 'factory' are the shrinking ratios (i.e. 2=1/2 the size,
- 3=1/3 the size, etc.) The destination surface is antialiased by
averaging
- the source box RGBA or Y information. If the surface is not 8bit
- or 32bit RGBA/ABGR it will be converted into a 32bit RGBA format on
the fly.
-*/
-
- DLLINTERFACE SDL_Surface *shrinkSurface(SDL_Surface * src, int
factorx, int factory);
-
-/*
-
- Other functions
-
-*/
-
- DLLINTERFACE SDL_Surface* rotateSurface90Degrees(SDL_Surface* pSurf,
int numClockwiseTurns);
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-
-#endif /* _SDL_rotozoom_h */
=======================================
--- /deprecated_cpp_version/actor.cc Fri Jan 1 12:26:13 2010
+++ /dev/null
@@ -1,55 +0,0 @@
-/*
- * Shaolin's Blind Fury
- *
- * Copyright 2008, 2009 - Hugo Ruscitti
- * License: GPLv3 (see
http://www.gnu.org/licenses/gpl.html)
- */
-
-#include "actor.h"
-#include "states.h"
-
-
-Actor :: Actor(float x, float y) : Sprite(x, y)
-{
- this->state = NULL;
-}
-
-Actor :: ~Actor()
-{
- map<string,Animation*>::iterator iter;
-
- for (iter = animations.begin(); iter != animations.end(); ++iter)
- delete iter->second;
-
- // TODO: problema de invocación.
- //delete state;
-}
-
-void Actor :: load_animations(void)
-{
-}
-
-void Actor :: change_state(State * new_state)
-{
- if (state)
- delete state;
-
- state = new_state;
-}
-
-Animation * Actor :: get_animation(string name)
-{
- animations[name]->reset();
- return animations[name];
-}
-
-void Actor :: update(float dt)
-{
- int animation_done;
-
- animation_done = animation->update(dt);
- state->update(dt);
-
- if (animation_done)
- state->on_animation_done();
-}
=======================================
--- /deprecated_cpp_version/actor.h Fri Jan 1 12:26:13 2010
+++ /dev/null
@@ -1,47 +0,0 @@
-/*
- * Shaolin's Blind Fury
- *
- * Copyright 2008, 2009 - Hugo Ruscitti
- * License: GPLv3 (see
http://www.gnu.org/licenses/gpl.html)
- */
-
-#ifndef _ACTOR_H
-#define _ACTOR_H
-
-#include "common.h"
-#include <map>
-#include "sprite.h"
-#include "animation.h"
-
-class State;
-
-/**
- * Representa un personaje que tiene estados y animaciones.
- *
- * Esta clase define los aspectos generales de un personaje del escenario,
- * contiene una lista de estados y animaciones para cada uno de estos
estados.
- *
- * La clase que herede de aquí debe redefinir el método ''load_animations''
- * para cargar sus propias animaciones.
- */
-class Actor : public Sprite
-{
- public:
- Actor(float x, float y);
- virtual ~Actor();
-
- void change_state(State * new_state);
- virtual void update(float dt);
-
- Animation * get_animation(string name);
-
-
- protected:
-
- State * state;
- map <string,Animation*> animations;
-
- virtual void load_animations(void);
-};
-
-#endif
=======================================
--- /deprecated_cpp_version/animation.cc Fri Jan 1 12:26:13 2010
+++ /dev/null
@@ -1,90 +0,0 @@
-/*
- * Shaolin's Blind Fury
- *
- * Copyright 2008, 2009 - Hugo Ruscitti
- * License: GPLv3 (see
http://www.gnu.org/licenses/gpl.html)
- */
-
-#include <iostream>
-#include "animation.h"
-#include "common.h"
-#include "SDL_rotozoom.h"
-
-using namespace std;
-
-Animation :: Animation(SDL_Surface * image, int frames, float speed)
-{
- // si la superficie es externa no la libera.
- must_free_surface = false;
- init(image, frames, speed);
-}
-
-Animation :: Animation(const char * path, int frames, float speed)
-{
- // si la superficie es interna la libera.
- must_free_surface = true;
- SDL_Surface * image = load_image(path, false);
- init(image, frames, speed);
-}
-
-void Animation :: init(SDL_Surface * image, int frames, float speed)
-{
- this->frame_width = image->w / frames;
- this->frame_height = image->h;
- this->w = this->frame_width;
- this->h = this->frame_height;
- this->image_width = image->w;
-
- this->frames = frames;
- this->step = 0;
- this->speed = speed;
-
- this->image = image;
- this->image_flip = rotozoomSurfaceXY(image, 0, -1, 1, 0);
-}
-
-void Animation :: reset(void)
-{
- this->step = 0;
-}
-
-Animation :: ~Animation()
-{
- //if (must_free_surface)
- // SDL_FreeSurface(image);
-
- // la segunda superficie simpre es interna, se debe liberar.
- //SDL_FreeSurface(image_flip);
-}
-
-int Animation :: update(float dt)
-{
- step += dt * speed;
-
- if (step >= frames)
- {
- step = 0;
- return 1;
- }
-
- return 0;
-}
-
-void Animation :: draw(SDL_Surface * screen, int x, int y, bool flip, int
dx)
-{
- SDL_Rect src = {int(step) * frame_width, 0, frame_width, frame_height};
- SDL_Rect dst = {x + dx, y, 0, 0};
-
- if (!flip)
- SDL_BlitSurface(image, &src, screen, &dst);
- else
- {
- src.x = image_width - int(step + 1) * frame_width;
- SDL_BlitSurface(image_flip, &src, screen, &dst);
- }
-}
-
-void Animation :: set_frame(int index)
-{
- step = (float) index;
-}
=======================================
--- /deprecated_cpp_version/animation.h Fri Jan 1 12:26:13 2010
+++ /dev/null
@@ -1,58 +0,0 @@
-/*
- * Shaolin's Blind Fury
- *
- * Copyright 2008, 2009 - Hugo Ruscitti
- * License: GPLv3 (see
http://www.gnu.org/licenses/gpl.html)
- */
-
-#ifndef _ANIMATION_H
-#define _ANIMATION_H
-
-
-#include "SDL/SDL.h"
-
-/**
- * Representa una animación almacenada en una grilla de cuadros.
- *
- * Gestiona una animación a partir de un archivo que contiene todos
- * los cuadros de animación en disposición horizontal. En el archivo
- * gráfico se deben colocar todos los cuadros de animación en el
- * órden que se quieren mostrar, a menos que use el método ''set_frame''
- * manualmente.
- *
- * En el constructor se debe especificar la cantidad de cuadros que
- * tiene la imagen original junto a la velocidad de animación.
- */
-class Animation
-{
- public:
- Animation(SDL_Surface * image, int frames, float speed);
- Animation(const char * path, int frames, float speed);
- ~Animation();
-
- void init(SDL_Surface * image, int frames, float speed);
- int update(float dt);
- void draw(SDL_Surface * screen, int x, int y, bool flip, int dx);
- void reset(void);
- void set_frame(int index);
-
- // TODO: Eliminar estas variables, ya que cumplen la misma
- // función que las variables frame_width y frame_height.
- int w;
- int h;
-
- int frame_width;
- int frame_height;
-
- private:
- SDL_Surface * image;
- SDL_Surface * image_flip;
-
- int image_width;
- float step;
- float speed;
- int frames;
- bool must_free_surface;
-};
-
-#endif
=======================================
--- /deprecated_cpp_version/common.cc Fri Jan 1 12:26:13 2010
+++ /dev/null
@@ -1,88 +0,0 @@
-/*
- * Shaolin's Blind Fury
- *
- * Copyright 2008, 2009 - Hugo Ruscitti
- * License: GPLv3 (see
http://www.gnu.org/licenses/gpl.html)
- */
-
-#include <iostream>
-#include "SDL/SDL_image.h"
-#include "common.h"
-
-// Es importante eliminar la barra final '/' de la siguiente constante.
-#define PREFIX "../data"
-
-using namespace std;
-
-/**
- * Carga una imagen desde un archivo para generar una superficie.
- *
- * @param path: la ruta al archivo, sin incluir el prefijo.
- * @param convert: si debe eliminar el canal alpha.
- */
-SDL_Surface * load_image(const char * path, bool convert)
-{
- SDL_Surface * original;
- SDL_Surface * tmp;
- char full_path[2048];
-
- sprintf(full_path, "%s/%s", PREFIX, path);
-
- cout << "Loading: " << full_path << endl;
-
- original = IMG_Load(full_path);
-
- if (! original)
- {
- printf("Can't open file: '%s' \n", path);
- printf("SDL_Error: %s\n", SDL_GetError());
- }
-
- // convierte la imagen al modo de video de la pantalla. Esta
- // operación agiliza la impresión de gráficos cuando se utiliza
- // SDL como visualizador por Software.
- if (convert)
- tmp = SDL_DisplayFormat(original);
- else
- tmp = SDL_DisplayFormatAlpha(original);
-
- if (! tmp)
- {
- printf("Can't convert file to display: '%s' \n", path);
- printf("SDL_Error: %s\n", SDL_GetError());
- }
-
- SDL_FreeSurface(original);
-
- return tmp;
-}
-
-
-/**
- * Compara cuan alejados están dos personajes entre sí.
- *
- * Esta rutina se utiliza para ordenar varios sprites en
- * base a la distancia que tienen con la cámara del juego. Por
- * ejemplo en un grupo de sprites que se deben imprimir sobre
- * la pantalla.
- */
-int compare_sprites(Sprite * a, Sprite * b)
-{
- if (a->y < b->y)
- return 1;
- else
- return 0;
-}
-
-
-/**
- * Retorna true si dos rectángulos están en colisión entre sí.
- */
-bool are_in_collision(SDL_Rect * a, SDL_Rect * b)
-{
- if ((a->x > b->x + b->w) || (a->y > b->y + b->h) ||
- (b->x > a->x + a->w) || (b->y > a->y + a->h))
- return false;
- else
- return true;
-}
=======================================
--- /deprecated_cpp_version/common.h Fri Jan 1 12:26:13 2010
+++ /dev/null
@@ -1,24 +0,0 @@
-/*
- * Shaolin's Blind Fury
- *
- * Copyright 2008, 2009 - Hugo Ruscitti
- * License: GPLv3 (see
http://www.gnu.org/licenses/gpl.html)
- */
-
-#ifndef _COMMON_H
-#define _COMMON_H
-
-#include "glSDL.h"
-#include "SDL/SDL.h"
-#include <iostream>
-#include "sprite.h"
-
-
-using namespace std;
-
-SDL_Surface * load_image(const char * path, bool convert);
-int compare_sprites(Sprite * a, Sprite * b);
-bool are_in_collision(SDL_Rect * a, SDL_Rect * b);
-
-
-#endif
=======================================
--- /deprecated_cpp_version/config.cc Fri Jan 1 12:26:13 2010
+++ /dev/null
@@ -1,79 +0,0 @@
-/*
- * Shaolin's Blind Fury
- *
- * Copyright 2008, 2009 - Hugo Ruscitti
- * License: GPLv3 (see
http://www.gnu.org/licenses/gpl.html)
- */
-
-#include <stdio.h>
-#include "config.h"
-#include <string.h>
-
-/**
- * Analiza los argumentos del programa y define la configuración.
- *
- */
-int config_parse_arguments(struct Config * config, int argc, char * argv[])
-{
- int i = 1;
- char * string;
- char * program_name = argv[0];
-
- // valores iniciales por defecto.
- config->widescreen = false;
- config->fullscreen = false;
- config->small = false;
- config->flat_floor = false;
-
- for (i; i < argc; i ++)
- {
- string = argv[i];
-
- if (strcmp(string, "--help") == 0)
- {
- config_show_help(program_name);
- return 1;
- }
- else
- {
- if (strcmp(string, "-fs") == 0)
- config->fullscreen = true;
- else
- {
- if (strcmp(string, "-wide") == 0)
- config->widescreen = true;
- else
- {
- if (strcmp(string, "-small") == 0)
- config->small = true;
- else
- {
-
- if (strcmp(string, "-flat") == 0)
- config->flat_floor = true;
- else
- {
- printf("Error, %s isn't a valid option.\n",
string);
- printf("run: '%s --help' for help\n",
program_name);
- return 1;
- }
- }
- }
- }
- }
- }
-
- return 0;
-}
-
-
-void config_show_help(char * name)
-{
- printf("usage: %s [OPTIONS]\n", name);
- printf("\n");
- printf("\t-fs\tenable fullscreen mode.\n");
- printf("\t-wide\tenable wide screen mode.\n");
- printf("\t-small\treduce window size.\n");
- printf("\t-flat\tset a flat floor.\n");
- printf("\n");
-}
=======================================
--- /deprecated_cpp_version/config.h Fri Jan 1 12:26:13 2010
+++ /dev/null
@@ -1,22 +0,0 @@
-/*
- * Shaolin's Blind Fury
- *
- * Copyright 2008, 2009 - Hugo Ruscitti
- * License: GPLv3 (see
http://www.gnu.org/licenses/gpl.html)
- */
-
-#ifndef _CONFIG_H
-#define _CONFIG_H
-
-struct Config
-{
- bool fullscreen;
- bool widescreen;
- bool small;
- bool flat_floor;
-};
-
-int config_parse_arguments(struct Config * config, int argc, char *
argv[]);
-void config_show_help(char * name);
-
-#endif
=======================================
--- /deprecated_cpp_version/control.cc Fri Jan 1 12:26:13 2010
+++ /dev/null
@@ -1,36 +0,0 @@
-/*
- * Shaolin's Blind Fury
- *
- * Copyright 2008, 2009 - Hugo Ruscitti
- * License: GPLv3 (see
http://www.gnu.org/licenses/gpl.html)
- */
-
-#include "SDL/SDL.h"
-#include "control.h"
-
-Control :: Control()
-{
- up = false;
- down = false;
- left = false;
- right = false;
- attack = false;
- jump = false;
-
- move = false;
-}
-
-void Control :: update(float dt)
-{
- key = SDL_GetKeyState(NULL);
-
- up = (key[SDLK_UP] || key[SDLK_k]);
- down = (key[SDLK_DOWN] || key[SDLK_j]);
- left = (key[SDLK_LEFT] || key[SDLK_h]);
- right = (key[SDLK_RIGHT] || key[SDLK_l]);
-
- move = (up || down || left || right);
-
- attack = (key[SDLK_s]);
- jump = (key[SDLK_a]);
-}
=======================================
--- /deprecated_cpp_version/control.h Fri Jan 1 12:26:13 2010
+++ /dev/null
@@ -1,32 +0,0 @@
-/*
- * Shaolin's Blind Fury
- *
- * Copyright 2008, 2009 - Hugo Ruscitti
- * License: GPLv3 (see
http://www.gnu.org/licenses/gpl.html)
- */
-
-#ifndef _CONTROL_H
-#define _CONTROL_H
-
-class Control
-{
- public:
- Control();
-
- void update(float dt);
-
- bool up;
- bool down;
- bool left;
- bool right;
- bool attack;
- bool jump;
-
- // Specials
- bool move;
-
- private:
- Uint8 * key;
-};
-
-#endif
=======================================
--- /deprecated_cpp_version/director.cc Fri Jan 1 12:26:13 2010
+++ /dev/null
@@ -1,185 +0,0 @@
-/*
- * Shaolin's Blind Fury
- *
- * Copyright 2008, 2009 - Hugo Ruscitti
- * License: GPLv3 (see
http://www.gnu.org/licenses/gpl.html)
- */
-
-#include <iostream>
-#include "director.h"
-
-#ifdef HAVE_OPENGL
- #include "SDL/SDL_opengl.h"
-#endif
-
-using namespace std;
-
-Director :: Director(struct Config * config)
-{
- int flags = SDL_DOUBLEBUF | SDL_GLSDL;
- int width = 640;
- int height = 480;
-
- if (config->fullscreen)
- {
- flags |= SDL_FULLSCREEN;
- flags |= SDL_HWSURFACE;
- }
-
- this->running = true;
-
- if (SDL_Init(SDL_INIT_EVERYTHING) < 0)
- cout << "Failed to create video" << endl;
-
- if (config->widescreen)
- {
- width = int(width * 1.2f);
- printf("el ancho ahora es de: %d\n", width);
- }
-
- if (config->small)
- {
- width /= 2;
- height /= 2;
- }
-
- this->small_video_mode = config->small;
- this->flat_floor = config->flat_floor;
-
- screen = SDL_SetVideoMode(width, height, 0, flags);
-
- if (! screen)
- printf("Can't set video mode: %s \n", SDL_GetError());
-
- SDL_WM_SetCaption("Shaolin's Blind Fury - C test", NULL);
- set_2d_camera();
-}
-
-
-Director :: ~Director()
-{
- SDL_Quit();
-}
-
-
-void Director :: change_scene(Scene * scene)
-{
- this->scene = scene;
-}
-
-// Time based loop
-
-void Director :: run(void)
-{
- long tick1, tick2;
- float dt = 0.01;
- long last_tick;
- int fps = 0;
-
- tick1 = SDL_GetTicks();
- last_tick = tick1;
-
- while (this->running)
- {
- tick2 = SDL_GetTicks();
-
- dt += ((tick2 - tick1) * 0.001f - dt) * 0.1;
- tick1 = tick2;
-
- process_events();
- control.update(dt);
- this->scene->update(dt);
-
- if (tick2 - last_tick > 1000.0)
- {
- char buffer [128];
-#ifdef HAVE_OPENGL
- sprintf(buffer, "OpenGL, FPS: %d", fps);
-#else
- sprintf(buffer, "SDL, FPS: %d", fps);
-#endif
- SDL_WM_SetCaption(buffer, NULL);
- fps = 0;
- last_tick += 1000.0;
- }
-
- // Draw
- this->scene->draw(screen);
- SDL_Flip(screen);
- fps += 1;
- }
-
- delete this->scene;
-}
-
-void Director :: process_events(void)
-{
- while (SDL_PollEvent(&event))
- {
- switch (event.type)
- {
- case SDL_QUIT:
- this->running = false;
- break;
-
- case SDL_KEYDOWN:
- if (event.key.keysym.sym == SDLK_ESCAPE)
- this->running = false;
- break;
- }
- }
-}
-
-void Director :: run_without_time(void)
-{
-}
-
-
-void Director :: set_2d_camera(void)
-{
-#ifdef HAVE_OPENGL
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
-
- if (small_video_mode)
- glOrtho(0, screen->w * 2.0f, screen->h * 2.0f, 0, -1.0, 1.0);
- else
- glOrtho(0, screen->w, screen->h, 0, -1.0, 1.0);
-
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glTranslatef(0.0f, 0.0f, 0.0f);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_CULL_FACE);
- glFlush();
-#endif
-}
-
-void Director :: set_3d_camera(void)
-{
-#ifdef HAVE_OPENGL
- int width = screen->w;
- int height = screen->h;
- int ow = width;
- int oh = height;
- float scale = 1.0;
-
- glViewport(0, 0, width, height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
-
- if (small_video_mode)
- scale = 0.5;
-
- gluPerspective(60, scale*width/height, 0.1, 3000.0);
-
- glMatrixMode(GL_MODELVIEW);
-
-
- gluLookAt(ow/2.0, oh/2.0, oh/1.1566, \
- ow / 2.0, oh / 2.0, 0, \
- 0.0, 1.0, 0.0);
- glFlush();
-#endif
-}
=======================================
--- /deprecated_cpp_version/director.h Fri Jan 1 12:26:13 2010
+++ /dev/null
@@ -1,46 +0,0 @@
-/*
- * Shaolin's Blind Fury
- *
- * Copyright 2008, 2009 - Hugo Ruscitti
- * License: GPLv3 (see
http://www.gnu.org/licenses/gpl.html)
- */
-
-#ifndef _DIRECTOR_H
-#define _DIRECTOR_H
-
-#include "SDL/SDL.h"
-#include "glSDL.h"
-
-#include "scene.h"
-#include "control.h"
-
-#include "config.h"
-
-class Director
-{
- public:
- SDL_Surface * screen;
- SDL_Event event;
- Control control;
-
- Director(struct Config * config);
- ~Director();
-
- void change_scene(Scene * scene);
- void run_without_time(void);
- void run();
-
- void set_2d_camera(void);
- void set_3d_camera(void);
-
- bool flat_floor;
-
- private:
- bool running;
- Scene * scene;
- bool small_video_mode;
-
- void process_events();
-};
-
-#endif
=======================================
--- /deprecated_cpp_version/enemy.cc Fri Jan 1 12:26:13 2010
+++ /dev/null
@@ -1,19 +0,0 @@
-/*
- * Shaolin's Blind Fury
- *
- * Copyright 2008, 2009 - Hugo Ruscitti
- * License: GPLv3 (see
http://www.gnu.org/licenses/gpl.html)
- */
-
-#include "enemy.h"
-
-Enemy :: Enemy(Shaolin * shaolin, Group * enemies, Group * objects) :
Actor(0, 0)
-{
- this->shaolin = shaolin;
- this->enemies = enemies;
- this->objects = objects;
-}
-
-Enemy :: ~Enemy()
-{
-}
=======================================
--- /deprecated_cpp_version/enemy.h Fri Jan 1 12:26:13 2010
+++ /dev/null
@@ -1,50 +0,0 @@
-/*
- * Shaolin's Blind Fury
- *
- * Copyright 2008, 2009 - Hugo Ruscitti
- * License: GPLv3 (see
http://www.gnu.org/licenses/gpl.html)
- */
-
-#ifndef _ENEMY_C
-#define _ENEMY_C
-
-#include "SDL/SDL.h"
-#include "actor.h"
-#include "animation.h"
-
-// referencia a otros
-#include "shaolin.h"
-#include "group.h"
-
-class State;
-
-/**
- * Representa a todos los enemigos del juego.
- *
- * Un enemigo conoce a los siguientes objetos para relacionarse:
- *
- * - shaolin: el protagonista que controla el jugador.
- * - enemies: el resto de los enemigos.
- * - objetos: todos los objetos del escenario.
- *
- * La referencia la protagonista la necesita para controlar sus
- * movimientos y para comprobar si recibe un golpe de su parte.
- *
- * Las referencias a los grupos de enemigos y objetos las utiliza
- * para colisiones, por ejemplo, si el personaje es arrojado al
- * escenario, este debería golpear con el cuerpo a otros enemigos
- * e incluso destruir cualquier objeto del escenario como cajas
- * o cestos de basura.
- */
-class Enemy : public Actor
-{
- public:
- Enemy(Shaolin * shaolin, Group * enemies, Group * objects);
- ~Enemy();
-
- Shaolin * shaolin;
- Group * enemies;
- Group * objects;
-};
-
-#endif
=======================================
--- /deprecated_cpp_version/game.cc Fri Jan 1 12:26:13 2010
+++ /dev/null
@@ -1,61 +0,0 @@
-/*
- * Shaolin's Blind Fury
- *
- * Copyright 2008, 2009 - Hugo Ruscitti
- * License: GPLv3 (see
http://www.gnu.org/licenses/gpl.html)
- */
-
-#include <iostream>
-#include <GL/gl.h>
-#include "game.h"
-#include "shaolin.h"
-#include "shadow.h"
-
-// temporal
-#include "ninja.h"
-
-#include "test_sprite.h"
-
-using namespace std;
-
-Game :: Game(Director * director) : Scene(director)
-{
- Sprite * tmp;
-
- shaolin = new Shaolin(director);
-
- group.add(shaolin);
- group.add(new Shadow(shaolin));
-
- stage = new Stage(director, shaolin);
- // temporal
- tmp = new Ninja(shaolin, & enemies, NULL);
- group.add(tmp);
- enemies.add(tmp);
- group.add(new Shadow(tmp));
-}
-
-
-Game :: ~Game()
-{
- // delete shaolin (ya se libera desde el grupo)
- // TODO: no liberar los elementos de enemies, ya que
- // todos estos forman parte del grupo 'group', y
- // por lo tanto se liberan dos veces.
-
- delete stage;
-}
-
-void Game :: update(float dt)
-{
- group.update(dt);
- stage->update(dt);
-}
-
-void Game :: draw(SDL_Surface * screen)
-{
- stage->draw(screen);
-
- group.sort();
- group.draw(screen, -stage->x);
-}
=======================================
***Additional files exist in this changeset.***
--
Has recibido este mensaje porque estás suscrito al grupo "losersjuegos-alerts" de Grupos de Google.
Para publicar una entrada en este grupo, envía un correo electrónico a
losersjue...@googlegroups.com.
Para anular tu suscripción a este grupo, envía un correo electrónico a
losersjuegos-al...@googlegroups.com
Para tener acceso a más opciones, visita el grupo en
http://groups.google.com/group/losersjuegos-alerts?hl=es.