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729 Commits
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| edba97cfc7 | |||
| 4243f89dc0 |
21
.clang-format
Normal file
@@ -0,0 +1,21 @@
|
||||
BasedOnStyle: Google
|
||||
IndentWidth: 4
|
||||
IndentAccessModifiers: true
|
||||
ColumnLimit: 0 # Sin límite de longitud de línea
|
||||
BreakBeforeBraces: Attach # Llaves en la misma línea
|
||||
AllowShortIfStatementsOnASingleLine: true
|
||||
AllowShortBlocksOnASingleLine: true
|
||||
AllowShortFunctionsOnASingleLine: All
|
||||
AlignOperands: DontAlign
|
||||
AlignAfterOpenBracket: DontAlign
|
||||
BinPackArguments: false
|
||||
BinPackParameters: false
|
||||
ContinuationIndentWidth: 4
|
||||
ConstructorInitializerIndentWidth: 4
|
||||
IndentWrappedFunctionNames: false
|
||||
Cpp11BracedListStyle: true
|
||||
BreakConstructorInitializers: BeforeColon
|
||||
AllowAllConstructorInitializersOnNextLine: false
|
||||
PackConstructorInitializers: Never
|
||||
AllowAllArgumentsOnNextLine: false
|
||||
AllowAllParametersOfDeclarationOnNextLine: false
|
||||
83
.clang-tidy
Normal file
@@ -0,0 +1,83 @@
|
||||
Checks:
|
||||
- readability-*
|
||||
- modernize-*
|
||||
- performance-*
|
||||
- bugprone-unchecked-optional-access
|
||||
- bugprone-sizeof-expression
|
||||
- bugprone-suspicious-missing-comma
|
||||
- bugprone-suspicious-index
|
||||
- bugprone-undefined-memory-manipulation
|
||||
- bugprone-use-after-move
|
||||
- bugprone-out-of-bound-access
|
||||
- -readability-identifier-length
|
||||
- -readability-magic-numbers
|
||||
- -bugprone-narrowing-conversions
|
||||
- -performance-enum-size
|
||||
- -performance-inefficient-string-concatenation
|
||||
- -bugprone-integer-division
|
||||
- -bugprone-easily-swappable-parameters
|
||||
|
||||
WarningsAsErrors: '*'
|
||||
# Solo incluir archivos de tu código fuente
|
||||
HeaderFilterRegex: '^source/(sections|ui)/.*'
|
||||
FormatStyle: file
|
||||
|
||||
CheckOptions:
|
||||
# Variables locales en snake_case
|
||||
- { key: readability-identifier-naming.VariableCase, value: lower_case }
|
||||
|
||||
# Miembros privados en snake_case con sufijo _
|
||||
- { key: readability-identifier-naming.PrivateMemberCase, value: lower_case }
|
||||
- { key: readability-identifier-naming.PrivateMemberSuffix, value: _ }
|
||||
|
||||
# Miembros protegidos en snake_case con sufijo _
|
||||
- { key: readability-identifier-naming.ProtectedMemberCase, value: lower_case }
|
||||
- { key: readability-identifier-naming.ProtectedMemberSuffix, value: _ }
|
||||
|
||||
# Miembros públicos en snake_case (sin sufijo)
|
||||
- { key: readability-identifier-naming.PublicMemberCase, value: lower_case }
|
||||
|
||||
# Namespaces en CamelCase
|
||||
- { key: readability-identifier-naming.NamespaceCase, value: CamelCase }
|
||||
|
||||
# Variables estáticas privadas como miembros privados
|
||||
- { key: readability-identifier-naming.StaticVariableCase, value: lower_case }
|
||||
- { key: readability-identifier-naming.StaticVariableSuffix, value: _ }
|
||||
|
||||
# Constantes estáticas sin sufijo
|
||||
- { key: readability-identifier-naming.StaticConstantCase, value: UPPER_CASE }
|
||||
|
||||
# Constantes globales en UPPER_CASE
|
||||
- { key: readability-identifier-naming.GlobalConstantCase, value: UPPER_CASE }
|
||||
|
||||
# Variables constexpr globales en UPPER_CASE
|
||||
- { key: readability-identifier-naming.ConstexprVariableCase, value: UPPER_CASE }
|
||||
|
||||
# Constantes locales en UPPER_CASE
|
||||
- { key: readability-identifier-naming.LocalConstantCase, value: UPPER_CASE }
|
||||
|
||||
# Constexpr miembros en UPPER_CASE (sin sufijo)
|
||||
- { key: readability-identifier-naming.ConstexprMemberCase, value: UPPER_CASE }
|
||||
|
||||
# Constexpr miembros privados/protegidos con sufijo _
|
||||
- { key: readability-identifier-naming.ConstexprMethodCase, value: UPPER_CASE }
|
||||
|
||||
# Clases, structs y enums en CamelCase
|
||||
- { key: readability-identifier-naming.ClassCase, value: CamelCase }
|
||||
- { key: readability-identifier-naming.StructCase, value: CamelCase }
|
||||
- { key: readability-identifier-naming.EnumCase, value: CamelCase }
|
||||
|
||||
# Valores de enums en UPPER_CASE
|
||||
- { key: readability-identifier-naming.EnumConstantCase, value: UPPER_CASE }
|
||||
|
||||
# Métodos en camelBack (sin sufijos)
|
||||
- { key: readability-identifier-naming.MethodCase, value: camelBack }
|
||||
- { key: readability-identifier-naming.PrivateMethodCase, value: camelBack }
|
||||
- { key: readability-identifier-naming.ProtectedMethodCase, value: camelBack }
|
||||
- { key: readability-identifier-naming.PublicMethodCase, value: camelBack }
|
||||
|
||||
# Funciones en camelBack
|
||||
- { key: readability-identifier-naming.FunctionCase, value: camelBack }
|
||||
|
||||
# Parámetros en lower_case
|
||||
- { key: readability-identifier-naming.ParameterCase, value: lower_case }
|
||||
30
.gitignore
vendored
@@ -1,12 +1,18 @@
|
||||
.vscode
|
||||
bin
|
||||
data/config.bin
|
||||
data/score.bin
|
||||
dll
|
||||
docs
|
||||
icon
|
||||
releases
|
||||
resources
|
||||
scripts
|
||||
*.opk
|
||||
*.DS_Store
|
||||
.vscode/
|
||||
*data/config/config.txt
|
||||
*stats.txt
|
||||
*.DS_Store
|
||||
thumbs.db
|
||||
*.exe
|
||||
*_macos
|
||||
*_linux
|
||||
*.dmg
|
||||
*.tar.gz
|
||||
*.zip
|
||||
*.app
|
||||
*_debug*
|
||||
jaildoctors_dilemma*
|
||||
todo
|
||||
build/
|
||||
linux_utils/
|
||||
.claude/
|
||||
788
CLAUDE.md
Normal file
@@ -0,0 +1,788 @@
|
||||
# CLAUDE.md
|
||||
|
||||
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
|
||||
|
||||
---
|
||||
|
||||
# JailDoctor's Dilemma - Codebase Architecture Guide
|
||||
|
||||
## Overview
|
||||
|
||||
**JailDoctor's Dilemma** is a retro-style 2D puzzle platformer game built in C++20 using SDL3 for graphics and audio. The game features 60+ rooms, collectible items, enemies, and an achievement system. It targets multiple platforms (Windows, macOS, Linux) with a focus on retro aesthetics and precise collision detection.
|
||||
|
||||
**Language:** C++20
|
||||
**Graphics:** SDL3, OpenGL
|
||||
**Audio:** SDL3 + custom jail_audio library
|
||||
**Build:** CMake 3.10+
|
||||
**Game Canvas:** 256x192 pixels (retro resolution)
|
||||
|
||||
---
|
||||
|
||||
## Build Commands
|
||||
|
||||
### Initial Setup & Build
|
||||
```bash
|
||||
# From project root
|
||||
mkdir -p build
|
||||
cd build
|
||||
cmake ..
|
||||
cmake --build .
|
||||
```
|
||||
|
||||
### Rebuild After Changes
|
||||
```bash
|
||||
# From build directory
|
||||
cmake --build .
|
||||
|
||||
# Or from project root
|
||||
cmake --build build
|
||||
```
|
||||
|
||||
### Clean Build
|
||||
```bash
|
||||
# From build directory
|
||||
cmake --build . --clean-first
|
||||
|
||||
# Or from project root
|
||||
cmake --build build --clean-first
|
||||
```
|
||||
|
||||
### Run the Game
|
||||
```bash
|
||||
# Executable is placed in project root
|
||||
./jaildoctors_dilemma
|
||||
```
|
||||
|
||||
**Important:** The build directory is `/Users/sergio/Gitea/jaildoctors_dilemma/build` and the output executable is placed in the project root directory.
|
||||
|
||||
### Linter (clang-tidy)
|
||||
|
||||
**IMPORTANT:** Always run the linter on specific files, NOT on the entire project, to avoid long execution times and errors in unrelated files.
|
||||
|
||||
```bash
|
||||
# Analyze a specific file (RECOMMENDED)
|
||||
tools/linter/run_clang-tidy.sh source/game/entities/player.cpp
|
||||
|
||||
# Analyze multiple specific files
|
||||
tools/linter/run_clang-tidy.sh source/game/entities/player.cpp source/game/entities/enemy.cpp
|
||||
|
||||
# Apply fixes automatically to a specific file
|
||||
tools/linter/run_clang-tidy.sh --fix source/game/entities/player.cpp
|
||||
|
||||
# Analyze entire project (SLOW, may have errors in defaults.hpp)
|
||||
tools/linter/run_clang-tidy.sh
|
||||
```
|
||||
|
||||
**Note:** Running the linter on the entire project can produce errors in files like `defaults.hpp` that are unrelated to your changes. Always target specific files you're working on.
|
||||
|
||||
---
|
||||
|
||||
## 1. High-Level Architecture Overview
|
||||
|
||||
The architecture follows a **layered, modular design** with clear separation of concerns:
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────┐
|
||||
│ Application Layer │
|
||||
│ (Director, Scene Manager) │
|
||||
└─────────────────────────────────────┘
|
||||
↓
|
||||
┌─────────────────────────────────────┐
|
||||
│ Game Logic Layer │
|
||||
│ (Game Scene, Entities, Gameplay) │
|
||||
└─────────────────────────────────────┘
|
||||
↓
|
||||
┌─────────────────────────────────────┐
|
||||
│ Core Systems Layer │
|
||||
│ (Rendering, Audio, Input, Resources)│
|
||||
└─────────────────────────────────────┘
|
||||
↓
|
||||
┌─────────────────────────────────────┐
|
||||
│ SDL3 & External Libraries │
|
||||
│ (jail_audio, stb_image, stb_vorbis) │
|
||||
└─────────────────────────────────────┘
|
||||
```
|
||||
|
||||
### Key Design Principles
|
||||
|
||||
- **Singleton Pattern:** Core systems (Director, Screen, Audio, Input, Resource, Asset) use singleton pattern for global access
|
||||
- **Scene-Based Architecture:** Game flow managed through discrete scenes (Logo, Title, Loading, Game, Ending, etc.)
|
||||
- **Component-Based Entities:** Player, enemies, and items are discrete entities with render/update patterns
|
||||
- **Resource Management:** All assets (textures, sounds, animations, tilemaps) cached through Resource singleton
|
||||
- **Delta Time:** Frame-rate independent physics using DeltaTimer class
|
||||
|
||||
---
|
||||
|
||||
## 2. Directory Structure
|
||||
|
||||
```
|
||||
source/
|
||||
├── core/ # Core engine systems
|
||||
│ ├── audio/ # Audio management
|
||||
│ │ └── audio.hpp/cpp # Audio singleton (music, sounds, volumes)
|
||||
│ ├── input/ # Input handling
|
||||
│ │ ├── input.hpp/cpp # Input manager (keyboard, gamepad)
|
||||
│ │ ├── global_inputs.hpp # Global input state
|
||||
│ │ └── mouse.hpp # Mouse input
|
||||
│ ├── rendering/ # Graphics rendering
|
||||
│ │ ├── screen.hpp/cpp # Screen/window singleton, SDL renderer
|
||||
│ │ ├── surface.hpp/cpp # 8-bit indexed color surface abstraction
|
||||
│ │ ├── surface_sprite.hpp # Static sprite rendering
|
||||
│ │ ├── surface_animated_sprite.hpp # Animated sprite with frame data
|
||||
│ │ ├── surface_moving_sprite.hpp # Moving sprite with velocity
|
||||
│ │ ├── texture.hpp/cpp # SDL texture wrapper
|
||||
│ │ ├── text.hpp/cpp # Text rendering system
|
||||
│ │ ├── gif.hpp/cpp # GIF image loader
|
||||
│ │ ├── opengl/ # OpenGL shader backend
|
||||
│ │ │ └── opengl_shader.hpp/cpp # CRT shader effects
|
||||
│ │ └── shader_backend.hpp # Abstract shader interface
|
||||
│ ├── resources/ # Asset & Resource management
|
||||
│ │ ├── asset.hpp/cpp # Asset registry (file path mapping)
|
||||
│ │ └── resource.hpp/cpp # Resource singleton (loads/caches assets)
|
||||
│ └── system/ # System management
|
||||
│ ├── director.hpp/cpp # Main application controller
|
||||
│ ├── debug.hpp/cpp # Debug info overlay
|
||||
│ └── global_events.hpp/cpp # Global event broadcasting
|
||||
├── game/ # Game-specific logic
|
||||
│ ├── entities/ # Game objects
|
||||
│ │ ├── player.hpp/cpp # Player entity with physics
|
||||
│ │ ├── enemy.hpp/cpp # Enemy entities
|
||||
│ │ └── item.hpp/cpp # Collectible items
|
||||
│ ├── gameplay/ # Core gameplay systems
|
||||
│ │ ├── room.hpp/cpp # Room/level logic, tilemap, collision
|
||||
│ │ ├── room_tracker.hpp/cpp # Tracks visited rooms
|
||||
│ │ ├── scoreboard.hpp/cpp # Score display & data
|
||||
│ │ ├── item_tracker.hpp/cpp # Tracks collected items
|
||||
│ │ ├── stats.hpp/cpp # Game statistics
|
||||
│ │ └── cheevos.hpp/cpp # Achievement system
|
||||
│ ├── scenes/ # Game scenes (flow states)
|
||||
│ │ ├── logo.hpp/cpp # JailGames logo screen
|
||||
│ │ ├── loading_screen.hpp/cpp # Resource loading progress
|
||||
│ │ ├── title.hpp/cpp # Title screen & menus
|
||||
│ │ ├── game.hpp/cpp # Main gameplay loop
|
||||
│ │ ├── game_over.hpp/cpp # Game over screen
|
||||
│ │ ├── ending.hpp/cpp # Ending sequence 1
|
||||
│ │ ├── ending2.hpp/cpp # Ending sequence 2
|
||||
│ │ └── credits.hpp/cpp # Credits screen
|
||||
│ ├── ui/ # User interface
|
||||
│ │ └── notifier.hpp/cpp # Achievement/notification display
|
||||
│ ├── options.hpp/cpp # Game configuration/options
|
||||
│ ├── scene_manager.hpp # Scene flow state machine
|
||||
│ ├── defaults.hpp # Game defaults constants
|
||||
│ └── gameplay.hpp # Gameplay constants
|
||||
├── external/ # Third-party libraries
|
||||
│ ├── jail_audio.hpp/cpp # Custom audio library
|
||||
│ ├── jail_audio.h # C interface for jail_audio
|
||||
│ ├── stb_image.h # Image loading library
|
||||
│ └── stb_vorbis.h # OGG Vorbis audio decoding
|
||||
├── utils/ # Utility code
|
||||
│ ├── delta_timer.hpp/cpp # Frame-rate independent timing
|
||||
│ ├── defines.hpp # Game constants (resolutions, block sizes)
|
||||
│ └── utils.hpp/cpp # Helper functions (colors, math)
|
||||
└── main.cpp # Application entry point
|
||||
|
||||
data/ # Game assets
|
||||
├── font/ # Bitmap fonts + descriptors
|
||||
├── palette/ # Color palettes (.pal files)
|
||||
├── shaders/ # GLSL vertex/fragment shaders
|
||||
├── room/ # Tilemaps & room definitions (01.tmx-60.tmx)
|
||||
├── tilesets/ # Tileset graphics
|
||||
├── enemies/ # Enemy sprites & animations
|
||||
├── player/ # Player sprites & animations
|
||||
├── items/ # Item sprite sheets
|
||||
├── music/ # Background music (OGG)
|
||||
├── sound/ # Sound effects (WAV)
|
||||
├── logo/ # Logo images
|
||||
├── loading/ # Loading screen graphics
|
||||
├── title/ # Title screen graphics
|
||||
├── ending/ # Ending sequence images
|
||||
└── credits/ # Credits screen assets
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 3. Key Architectural Patterns
|
||||
|
||||
### 3.1 Singleton Pattern (Core Systems)
|
||||
|
||||
Most core systems use thread-safe singleton pattern:
|
||||
|
||||
```cpp
|
||||
class Screen {
|
||||
private:
|
||||
static Screen* screen_; // Singleton instance
|
||||
Screen(); // Private constructor
|
||||
~Screen();
|
||||
public:
|
||||
static void init(); // Creates singleton
|
||||
static void destroy(); // Destroys singleton
|
||||
static Screen* get(); // Accesses singleton
|
||||
};
|
||||
```
|
||||
|
||||
**Singleton Systems:**
|
||||
- `Screen` - Rendering, window management, palette/shader effects
|
||||
- `Input` - Keyboard & gamepad input binding and checking
|
||||
- `Audio` - Music and sound effect playback
|
||||
- `Resource` - Asset loading, caching, streaming
|
||||
- `Asset` - Asset path registry and verification
|
||||
- `Director` - Main application controller
|
||||
- `Cheevos` - Achievement state management
|
||||
- `Debug` - Debug information overlay
|
||||
|
||||
### 3.2 Scene-Based State Machine
|
||||
|
||||
The game uses a scene manager to control application flow:
|
||||
|
||||
```cpp
|
||||
// namespace SceneManager
|
||||
enum class Scene {
|
||||
LOGO, LOADING_SCREEN, TITLE, CREDITS, GAME, DEMO,
|
||||
GAME_OVER, ENDING, ENDING2, QUIT
|
||||
};
|
||||
|
||||
inline Scene current = Scene::LOGO; // Global scene state
|
||||
inline Options options = ...; // Transition options
|
||||
```
|
||||
|
||||
**Scene Hierarchy:**
|
||||
- Each scene runs its own update/render loop
|
||||
- `Director` switches between scenes based on `SceneManager::current`
|
||||
- Scenes can request transitions via `SceneManager::current` assignment
|
||||
|
||||
### 3.3 Entity-Component Pattern (Simplified)
|
||||
|
||||
Entities (Player, Enemies, Items) have:
|
||||
- **Update** - Logic, physics, animation
|
||||
- **Render** - Draw to screen surface
|
||||
- **Collision** - Hit detection (player collides with room, enemies, items)
|
||||
|
||||
### 3.4 Surface-Based Rendering Pipeline
|
||||
|
||||
The rendering system uses a **8-bit indexed color** pipeline:
|
||||
|
||||
```
|
||||
SurfaceData (pixel buffer)
|
||||
↓
|
||||
Surface (palette + rendering operations)
|
||||
↓
|
||||
SDL_Texture (GPU texture)
|
||||
↓
|
||||
SDL_Renderer (to SDL_Window)
|
||||
↓
|
||||
Display
|
||||
```
|
||||
|
||||
**Key Components:**
|
||||
- `Surface` - 8-bit indexed pixel buffer with palette support
|
||||
- `SurfaceSprite` - Renders a fixed region of a surface
|
||||
- `SurfaceAnimatedSprite` - Frame-based animation on top of sprite
|
||||
- `SurfaceMovingSprite` - Adds velocity/position to animated sprite
|
||||
- Supports color replacement, palette swapping, and shader effects (CRT)
|
||||
|
||||
### 3.5 Tile-Based Collision System
|
||||
|
||||
Rooms use a sophisticated collision detection system:
|
||||
|
||||
```cpp
|
||||
class Room {
|
||||
std::vector<LineHorizontal> bottom_floors_; // Ground surfaces
|
||||
std::vector<LineHorizontal> top_floors_; // Ceiling surfaces
|
||||
std::vector<LineVertical> left_walls_; // Left walls
|
||||
std::vector<LineVertical> right_walls_; // Right walls
|
||||
std::vector<LineDiagonal> left_slopes_; // Ramps going left
|
||||
std::vector<LineDiagonal> right_slopes_; // Ramps going right
|
||||
std::vector<LineHorizontal> conveyor_belt_floors_; // Moving platforms
|
||||
};
|
||||
```
|
||||
|
||||
**Collision Detection:**
|
||||
- Player has collision points and "feet" points for fine-grained detection
|
||||
- Room provides `check*Surfaces()` methods for collision resolution
|
||||
- Supports ramps, slopes, conveyor belts, and auto-surfaces
|
||||
- Enemies have axis-aligned bounding boxes
|
||||
|
||||
### 3.6 Sprite Animation System
|
||||
|
||||
Animation is data-driven:
|
||||
|
||||
```cpp
|
||||
struct AnimationData {
|
||||
std::string name;
|
||||
std::vector<SDL_FRect> frames; // Frame rectangles
|
||||
int speed; // Milliseconds per frame
|
||||
int loop; // Frame to return to (-1 = no loop)
|
||||
bool completed;
|
||||
int current_frame;
|
||||
int counter;
|
||||
};
|
||||
|
||||
// Loaded from .ani files (list of animation names)
|
||||
// Rendered with SurfaceAnimatedSprite
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 4. System Interactions & Data Flow
|
||||
|
||||
### 4.1 Application Lifecycle
|
||||
|
||||
```
|
||||
main()
|
||||
↓
|
||||
Director::Director() [Initialization]
|
||||
├─ Options::init() - Load game configuration
|
||||
├─ Asset::init() - Register asset paths
|
||||
├─ Screen::init() - Create window, SDL renderer
|
||||
├─ Audio::init() - Initialize SDL audio
|
||||
├─ Input::init() - Bind keyboard/gamepad controls
|
||||
├─ Resource::init() - Load all game resources
|
||||
└─ Cheevos::init() - Load achievement state
|
||||
|
||||
Director::run() [Main loop]
|
||||
├─ while (SceneManager::current != QUIT)
|
||||
│ ├─ Logo::run()
|
||||
│ ├─ LoadingScreen::run()
|
||||
│ ├─ Title::run()
|
||||
│ ├─ Game::run()
|
||||
│ ├─ Ending::run()
|
||||
│ └─ ...
|
||||
└─ return 0
|
||||
|
||||
Director::~Director() [Cleanup]
|
||||
├─ Options::saveToFile() - Save game settings
|
||||
├─ Resource::destroy()
|
||||
├─ Audio::destroy()
|
||||
├─ Input::destroy()
|
||||
├─ Screen::destroy()
|
||||
└─ Asset::destroy()
|
||||
```
|
||||
|
||||
### 4.2 Game Scene Flow (Core Gameplay Loop)
|
||||
|
||||
```cpp
|
||||
Game::run() {
|
||||
while (game is running) {
|
||||
// Update
|
||||
Input::checkInput() - Get player commands
|
||||
Player::update() - Physics, animation, collision
|
||||
Room::update() - Enemy AI, animated tiles
|
||||
checkCollisions() - Player vs enemies, items, room
|
||||
checkGameOver() - Win/lose conditions
|
||||
|
||||
// Render
|
||||
Screen::start() - Prepare for drawing
|
||||
Room::renderMap() - Draw tilemap
|
||||
Room::renderEnemies() - Draw enemy sprites
|
||||
Room::renderItems() - Draw item sprites
|
||||
Player::render() - Draw player sprite
|
||||
renderScoreboard() - Draw HUD
|
||||
Screen::render() - Flush to GPU
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 4.3 Resource Loading & Caching
|
||||
|
||||
```
|
||||
Director::setFileList()
|
||||
├─ Asset::add(file, type) - Register all assets
|
||||
└─ Asset::check() - Verify files exist
|
||||
|
||||
Game Scene initialization
|
||||
└─ Resource::init() - Loads all resources
|
||||
├─ loadSounds() - WAV files
|
||||
├─ loadMusics() - OGG files
|
||||
├─ loadSurfaces() - GIF/PNG images
|
||||
├─ loadAnimations() - .ani animation definitions
|
||||
├─ loadTileMaps() - .room tilemap data
|
||||
└─ loadRooms() - Room metadata
|
||||
|
||||
During gameplay
|
||||
└─ Resource::get*(name) - Return cached resource
|
||||
```
|
||||
|
||||
### 4.4 Input Flow
|
||||
|
||||
```
|
||||
SDL_Event (from OS)
|
||||
↓
|
||||
Input::checkInput(action)
|
||||
├─ Check keyboard bindings - SDL_Scancode → InputAction
|
||||
├─ Check gamepad bindings - SDL_GamepadButton → InputAction
|
||||
└─ Return true if action active
|
||||
|
||||
Game logic uses checked inputs
|
||||
└─ Player responds to actions
|
||||
```
|
||||
|
||||
### 4.5 Audio Control Flow
|
||||
|
||||
```
|
||||
Game code
|
||||
├─ Audio::playMusic(name, loop)
|
||||
├─ Audio::playSound(name, group)
|
||||
└─ Audio::stopMusic()
|
||||
↓
|
||||
Audio [wrapper/manager]
|
||||
├─ Resource::getMusic(name)
|
||||
├─ Resource::getSound(name)
|
||||
└─ jail_audio C library
|
||||
└─ SDL3 Audio device
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 5. Important Design Patterns & Conventions
|
||||
|
||||
### 5.1 Naming Conventions
|
||||
|
||||
**Classes:**
|
||||
- `PascalCase` for classes: `Player`, `Room`, `Screen`, `Director`
|
||||
- Suffix `Sprite` for sprite classes: `SurfaceSprite`, `SurfaceAnimatedSprite`
|
||||
|
||||
**Methods:**
|
||||
- `get*()` for getters: `getWidth()`, `getRect()`
|
||||
- `set*()` for setters: `setColor()`, `setPos()`
|
||||
- `check*()` for boolean checks: `checkInput()`, `checkCollision()`
|
||||
- `update()` for game logic updates
|
||||
- `render()` for drawing
|
||||
|
||||
**Variables:**
|
||||
- `snake_case` for member variables with `_` suffix: `x_`, `y_`, `sprite_`
|
||||
- `UPPER_CASE` for constants: `BLOCK`, `MAX_VY`, `WIDTH`
|
||||
- Private members: `private_member_`
|
||||
|
||||
**Structs for Data:**
|
||||
- `XxxData` suffix: `PlayerData`, `RoomData`, `AnimationData`
|
||||
- Used as initialization structures passed to constructors
|
||||
|
||||
### 5.2 Memory Management
|
||||
|
||||
- **Smart Pointers:** Uses `std::shared_ptr` for shared ownership (Surfaces, Sprites, Rooms)
|
||||
- **Unique Pointers:** Uses `std::unique_ptr` for sole ownership (Director, local objects)
|
||||
- **Raw Pointers:** Minimal use, mainly for singleton access or SDL objects
|
||||
- **Static Allocation:** Singletons use static pointer pattern for RAII
|
||||
|
||||
### 5.3 Frame-Independent Physics
|
||||
|
||||
Uses `DeltaTimer` for delta time calculation:
|
||||
|
||||
```cpp
|
||||
// In game loop
|
||||
float delta = deltaTimer.tick(); // Get seconds since last frame
|
||||
|
||||
// Apply to physics
|
||||
player.vy_ += gravity * delta;
|
||||
player.y_ += player.vy_ * delta;
|
||||
```
|
||||
|
||||
Provides **time scaling** for slow-motion effects.
|
||||
|
||||
### 5.4 Palette System
|
||||
|
||||
- 8-bit indexed color (256 colors per palette)
|
||||
- Multiple palettes can be loaded and swapped
|
||||
- `Surface::setPalette()` changes rendering colors
|
||||
- Supports color replacement per-render: `renderWithColorReplace()`
|
||||
- CRT shader effects can modify colors in real-time
|
||||
|
||||
### 5.5 Configuration System
|
||||
|
||||
Game settings stored in configuration file:
|
||||
|
||||
```cpp
|
||||
namespace Options {
|
||||
inline Video video{}; // Screen resolution, fullscreen, etc.
|
||||
inline Audio audio{}; // Music/sound volumes
|
||||
inline Notification notifications{};
|
||||
inline Cheat cheats{}; // Cheat codes
|
||||
inline ControlScheme keys{}; // Control mapping
|
||||
inline Stats stats{}; // Game statistics
|
||||
}
|
||||
|
||||
Options::loadFromFile(path); // Load from config.txt
|
||||
Options::saveToFile(path); // Save on exit
|
||||
```
|
||||
|
||||
### 5.6 Achievement System
|
||||
|
||||
```cpp
|
||||
struct Achievement {
|
||||
int id;
|
||||
std::string caption;
|
||||
std::string description;
|
||||
int icon;
|
||||
bool completed;
|
||||
bool obtainable;
|
||||
};
|
||||
|
||||
Cheevos::unlock(id); // Unlock achievement
|
||||
Cheevos::setUnobtainable(id); // Lock achievement
|
||||
Cheevos::saveToFile(); // Persist state
|
||||
```
|
||||
|
||||
Achievements trigger notifications on unlock.
|
||||
|
||||
---
|
||||
|
||||
## 6. Technology Stack
|
||||
|
||||
### Core Technologies
|
||||
|
||||
| Component | Technology | Version | Role |
|
||||
|-----------|-----------|---------|------|
|
||||
| **Graphics** | SDL3 | Latest | Window, rendering, input |
|
||||
| **GPU Rendering** | OpenGL | 3.2+ | Shader effects (CRT) |
|
||||
| **Audio** | SDL3 Audio | Latest | Audio device, mixing |
|
||||
| **Audio Decoding** | jail_audio (custom) | 1.x | OGG/WAV playback |
|
||||
| **Image Loading** | stb_image | v2.x | PNG/GIF image loading |
|
||||
| **Audio Decoding** | stb_vorbis | v1.x | OGG Vorbis support |
|
||||
| **Language** | C++ | C++20 | Standard library features |
|
||||
| **Build System** | CMake | 3.10+ | Cross-platform building |
|
||||
|
||||
### C++ Features Used
|
||||
|
||||
- **Smart Pointers:** `std::shared_ptr`, `std::unique_ptr`
|
||||
- **Standard Containers:** `std::vector`, `std::array`
|
||||
- **Modern Features:** `std::move`, lambda functions, constexpr
|
||||
- **Namespaces:** Extensive use for organization
|
||||
- **Inline Variables:** C++17 `inline` for global game state
|
||||
|
||||
### Platform Support
|
||||
|
||||
- **Windows:** MinGW/MSVC with SDL3
|
||||
- **macOS:** Apple Clang, arm64 architecture, OpenGL
|
||||
- **Linux:** GCC with SDL3 and OpenGL
|
||||
|
||||
---
|
||||
|
||||
## 7. Key Classes & Their Responsibilities
|
||||
|
||||
### Core System Classes
|
||||
|
||||
| Class | Purpose | Pattern |
|
||||
|-------|---------|---------|
|
||||
| `Director` | Main application controller, scene manager | Singleton |
|
||||
| `Screen` | Rendering, window, palette management | Singleton |
|
||||
| `Input` | Keyboard & gamepad input | Singleton |
|
||||
| `Audio` | Music and SFX playback | Singleton |
|
||||
| `Resource` | Asset caching and loading | Singleton |
|
||||
| `Asset` | Asset path registry | Singleton |
|
||||
| `Debug` | Debug overlay information | Singleton |
|
||||
| `globalEvents` | Global SDL event handling (quit, device reset, mouse) | Namespace |
|
||||
|
||||
### Game Logic Classes
|
||||
|
||||
| Class | Purpose |
|
||||
|-------|---------|
|
||||
| `Game` | Main gameplay scene, orchestrates update/render |
|
||||
| `Player` | Player entity with physics and animation |
|
||||
| `Room` | Level data, collision detection, tilemap rendering |
|
||||
| `Enemy` | Enemy entity behavior and rendering |
|
||||
| `Item` | Collectible items |
|
||||
| `Scoreboard` | HUD display data |
|
||||
| `Cheevos` | Achievement unlock and state |
|
||||
| `ItemTracker` | Tracks collected items |
|
||||
| `RoomTracker` | Tracks visited rooms |
|
||||
|
||||
### Rendering Classes
|
||||
|
||||
| Class | Purpose |
|
||||
|-------|---------|
|
||||
| `Surface` | 8-bit indexed color pixel buffer with palette |
|
||||
| `SurfaceSprite` | Renders a sprite region |
|
||||
| `SurfaceAnimatedSprite` | Frame-based animation rendering |
|
||||
| `SurfaceMovingSprite` | Sprite with velocity/position |
|
||||
| `Text` | Text rendering system |
|
||||
| `OpenGLShader` | Shader compilation and effects |
|
||||
|
||||
### Utility Classes
|
||||
|
||||
| Class | Purpose |
|
||||
|-------|---------|
|
||||
| `DeltaTimer` | Frame-rate independent timing |
|
||||
|
||||
---
|
||||
|
||||
## 8. Common Development Workflows
|
||||
|
||||
### Adding a New Input Action
|
||||
|
||||
1. Add to `InputAction` enum in `core/input/input.hpp`
|
||||
2. Bind in `Director::initInput()`:
|
||||
```cpp
|
||||
Input::get()->bindKey(InputAction::NEW_ACTION, SDL_SCANCODE_X);
|
||||
```
|
||||
3. Check in game code:
|
||||
```cpp
|
||||
if (Input::get()->checkInput(InputAction::NEW_ACTION)) {
|
||||
// Handle action
|
||||
}
|
||||
```
|
||||
|
||||
### Adding a New Scene
|
||||
|
||||
1. Create class inheriting appropriate base (usually standalone `run()` method)
|
||||
2. Add to `SceneManager::Scene` enum
|
||||
3. Implement in `Director::run()` switch statement
|
||||
4. Set `SceneManager::current` to transition
|
||||
|
||||
### Adding Game Assets
|
||||
|
||||
1. Place file in `data/` directory
|
||||
2. Register in `Director::setFileList()`:
|
||||
```cpp
|
||||
Asset::get()->add("/data/path/file.ext", AssetType::TYPE);
|
||||
```
|
||||
3. Resource loads automatically during `Resource::init()`
|
||||
4. Access via: `Resource::get()->getSurface("name")`
|
||||
|
||||
### Modifying Collision Detection
|
||||
|
||||
1. Update `Room::setBottomSurfaces()`, `setLeftSlopes()`, etc.
|
||||
2. Modify Player collision point generation in `Player::updateColliderPoints()`
|
||||
3. Adjust tile classification in `TileType` enum
|
||||
4. Test with debug visualization (F12 key)
|
||||
|
||||
---
|
||||
|
||||
## 9. Debug Features
|
||||
|
||||
### Available at Runtime
|
||||
|
||||
- **F12** - Toggle debug info overlay (FPS, player position, collision points)
|
||||
- **F1/F2** - Decrease/increase window zoom
|
||||
- **F3** - Toggle fullscreen mode
|
||||
- **F4** - Toggle shader effects
|
||||
- **F5/F6** - Next/previous palette
|
||||
- **F7** - Toggle integer scaling
|
||||
- **M** - Toggle music
|
||||
- **B** - Toggle border display
|
||||
- **P** - Pause game
|
||||
|
||||
### Debug Mode Compilation
|
||||
|
||||
In debug builds (`#ifdef DEBUG`), renders:
|
||||
- Player collision boxes
|
||||
- Collision point visualization
|
||||
- Debug information overlay
|
||||
- Special debug event handling
|
||||
|
||||
---
|
||||
|
||||
## 10. Performance Considerations
|
||||
|
||||
### Optimization Points
|
||||
|
||||
1. **Rendering:** Uses indexed color (8-bit) to reduce memory bandwidth
|
||||
2. **Surfaces:** Shared smart pointers reduce copying
|
||||
3. **Collision:** Pre-computed tile surface lists avoid per-frame searches
|
||||
4. **Animation:** Frame-based animation reduces computation vs. bone systems
|
||||
5. **Audio:** Cached music and sound effects, no runtime decoding
|
||||
6. **Delta Time:** Frame-rate independent logic for smooth gameplay
|
||||
|
||||
### Known Limitations
|
||||
|
||||
- Single-threaded architecture (SDL3 requires single-thread rendering)
|
||||
- Surfaces stored entirely in CPU memory (not GPU-side textures)
|
||||
- Palette system requires full surface redraw when changing colors
|
||||
|
||||
---
|
||||
|
||||
## 11. File Format Reference
|
||||
|
||||
### Animation Files (.ani)
|
||||
List of animation names, one per line:
|
||||
```
|
||||
default
|
||||
jump
|
||||
run
|
||||
fall
|
||||
```
|
||||
|
||||
### Room Data Files (.room)
|
||||
Key-value pairs defining room properties:
|
||||
```
|
||||
number=01
|
||||
name=Starting Room
|
||||
bg_color=0x000000
|
||||
border_color=0xFF00FF
|
||||
...
|
||||
```
|
||||
|
||||
### Tilemap Files (.tmx)
|
||||
Tiled map format with tileset and collision data.
|
||||
|
||||
### Palette Files (.pal)
|
||||
Binary 256-color palette format (256 × 4 bytes RGBA).
|
||||
|
||||
---
|
||||
|
||||
## 12. Quick Reference: Main Entry Points
|
||||
|
||||
### For Graphics Issues
|
||||
- `Screen::render()` - Main rendering method
|
||||
- `Screen::setPalete()` - Palette application
|
||||
- `Surface` class - Pixel buffer operations
|
||||
|
||||
### For Input Issues
|
||||
- `Input::checkInput()` - Input state checking
|
||||
- `Director::initInput()` - Binding configuration
|
||||
|
||||
### For Audio Issues
|
||||
- `Audio::playMusic()` - Music playback
|
||||
- `Audio::playSound()` - SFX playback
|
||||
- `jail_audio` library - Low-level audio operations
|
||||
|
||||
### For Game Logic
|
||||
- `Game::run()` - Main game loop
|
||||
- `Room` class - Collision and level logic
|
||||
- `Player::update()` - Physics and movement
|
||||
|
||||
### For Asset Management
|
||||
- `Asset::add()` - Asset registration
|
||||
- `Resource::load()` - Asset loading
|
||||
- `Director::setFileList()` - Complete asset registry
|
||||
|
||||
---
|
||||
|
||||
## 13. Future Enhancement Points
|
||||
|
||||
### Identified Areas for Expansion
|
||||
|
||||
1. **Network Play:** Stats upload to online service
|
||||
2. **More Scenes:** Additional game modes
|
||||
3. **Custom Rooms:** Level editor integration
|
||||
4. **Audio Streaming:** Background music without loading entire file
|
||||
5. **Particle System:** Visual effects for pickups/collisions
|
||||
6. **Controller Feedback:** Haptic feedback for game events
|
||||
7. **Accessibility:** Font scaling, color-blind modes, key remapping UI
|
||||
|
||||
---
|
||||
|
||||
## Development Notes
|
||||
|
||||
- **Language:** All code comments and some variable names are in Spanish (maintaining original author style)
|
||||
- **Compilation:** Use CMake - automatically handles platform differences
|
||||
- **Performance Profiling:** Use debug overlay (F12) for basic metrics; consider external profilers for deeper analysis
|
||||
- **Common Warnings:** The codebase has been cleaned of the `struct`/`class` forward declaration inconsistency warnings that previously appeared
|
||||
|
||||
### Important Code Consistency Rules
|
||||
|
||||
1. **Forward Declarations:** Always use `class` for forward declarations of classes defined with `class` (not `struct`). The `Surface` class is defined as `class Surface` in `surface.hpp:57`, so all forward declarations must use `class Surface;`
|
||||
|
||||
2. **Singleton Pattern:** When creating new singletons, follow the existing pattern:
|
||||
- Private static instance pointer
|
||||
- Private constructor/destructor
|
||||
- Public `init()`, `destroy()`, and `get()` methods
|
||||
|
||||
3. **Delta Time:** Always use `DeltaTimer` for frame-rate independent physics calculations
|
||||
|
||||
4. **Memory Management:** Prefer `std::shared_ptr` for shared resources (Surfaces, Sprites) and `std::unique_ptr` for sole ownership
|
||||
|
||||
---
|
||||
|
||||
**Last Updated:** November 2022 (per README)
|
||||
**Original Author:** JailDesigner
|
||||
**Repository:** Gitea (internal)
|
||||
162
CMakeLists.txt
Normal file
@@ -0,0 +1,162 @@
|
||||
# CMakeLists.txt
|
||||
|
||||
cmake_minimum_required(VERSION 3.10)
|
||||
project(jaildoctors_dilemma VERSION 1.00)
|
||||
|
||||
# Establecer estándar de C++
|
||||
set(CMAKE_CXX_STANDARD 20)
|
||||
set(CMAKE_CXX_STANDARD_REQUIRED True)
|
||||
|
||||
# Exportar comandos de compilación para herramientas de análisis
|
||||
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
|
||||
|
||||
# Establece la política CMP0072 para indicar cómo se debe seleccionar la implementación de OpenGL.
|
||||
# En este caso, se elige la opción "GLVND", que utiliza bibliotecas modernas y modulares (libOpenGL, libGLX),
|
||||
# en lugar de la biblioteca OpenGL clásica (libGL). Esto mejora la compatibilidad con drivers recientes
|
||||
# y evita ambigüedades cuando se encuentran múltiples implementaciones de OpenGL en el sistema.
|
||||
cmake_policy(SET CMP0072 NEW)
|
||||
set(OpenGL_GL_PREFERENCE GLVND)
|
||||
|
||||
# --- GENERACIÓN DE VERSIÓN AUTOMÁTICA ---
|
||||
find_package(Git QUIET)
|
||||
if(GIT_FOUND)
|
||||
execute_process(
|
||||
COMMAND ${GIT_EXECUTABLE} rev-parse --short=7 HEAD
|
||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
||||
OUTPUT_VARIABLE GIT_HASH
|
||||
OUTPUT_STRIP_TRAILING_WHITESPACE
|
||||
ERROR_QUIET
|
||||
)
|
||||
else()
|
||||
set(GIT_HASH "unknown")
|
||||
endif()
|
||||
|
||||
# Configurar archivo de versión
|
||||
configure_file(${CMAKE_SOURCE_DIR}/source/version.h.in ${CMAKE_BINARY_DIR}/version.h @ONLY)
|
||||
|
||||
# --- 1. LISTA EXPLÍCITA DE FUENTES ---
|
||||
set(APP_SOURCES
|
||||
# Core - Audio
|
||||
source/core/audio/audio.cpp
|
||||
|
||||
# Core - Input
|
||||
source/core/input/global_inputs.cpp
|
||||
source/core/input/input.cpp
|
||||
source/core/input/mouse.cpp
|
||||
|
||||
# Core - Rendering
|
||||
source/core/rendering/gif.cpp
|
||||
source/core/rendering/screen.cpp
|
||||
source/core/rendering/surface.cpp
|
||||
source/core/rendering/surface_animated_sprite.cpp
|
||||
source/core/rendering/surface_moving_sprite.cpp
|
||||
source/core/rendering/surface_sprite.cpp
|
||||
source/core/rendering/text.cpp
|
||||
source/core/rendering/texture.cpp
|
||||
|
||||
# Core - Resources
|
||||
source/core/resources/asset.cpp
|
||||
source/core/resources/resource.cpp
|
||||
|
||||
# Core - System
|
||||
source/core/system/debug.cpp
|
||||
source/core/system/director.cpp
|
||||
source/core/system/global_events.cpp
|
||||
|
||||
# Game - Entities
|
||||
source/game/entities/enemy.cpp
|
||||
source/game/entities/item.cpp
|
||||
source/game/entities/player.cpp
|
||||
|
||||
# Game - Configuration
|
||||
source/game/options.cpp
|
||||
|
||||
# Game - Gameplay
|
||||
source/game/gameplay/cheevos.cpp
|
||||
source/game/gameplay/item_tracker.cpp
|
||||
source/game/gameplay/room.cpp
|
||||
source/game/gameplay/room_tracker.cpp
|
||||
source/game/gameplay/scoreboard.cpp
|
||||
source/game/gameplay/stats.cpp
|
||||
|
||||
# Game - Scenes
|
||||
source/game/scenes/credits.cpp
|
||||
source/game/scenes/ending.cpp
|
||||
source/game/scenes/ending2.cpp
|
||||
source/game/scenes/game.cpp
|
||||
source/game/scenes/game_over.cpp
|
||||
source/game/scenes/loading_screen.cpp
|
||||
source/game/scenes/logo.cpp
|
||||
source/game/scenes/title.cpp
|
||||
|
||||
# Game - UI
|
||||
source/game/ui/notifier.cpp
|
||||
|
||||
# Utils
|
||||
source/utils/delta_timer.cpp
|
||||
source/utils/utils.cpp
|
||||
|
||||
# Main
|
||||
source/main.cpp
|
||||
)
|
||||
|
||||
# Fuentes de librerías de terceros
|
||||
set(EXTERNAL_SOURCES
|
||||
source/external/jail_audio.cpp
|
||||
)
|
||||
|
||||
# Fuentes del sistema de renderizado
|
||||
set(RENDERING_SOURCES
|
||||
source/core/rendering/opengl/opengl_shader.cpp
|
||||
)
|
||||
|
||||
# Configuración de SDL3
|
||||
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
|
||||
message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
|
||||
|
||||
# --- 2. AÑADIR EJECUTABLE ---
|
||||
add_executable(${PROJECT_NAME} ${APP_SOURCES} ${EXTERNAL_SOURCES} ${RENDERING_SOURCES})
|
||||
|
||||
# --- 3. DIRECTORIOS DE INCLUSIÓN ---
|
||||
target_include_directories(${PROJECT_NAME} PUBLIC
|
||||
"${CMAKE_SOURCE_DIR}/source"
|
||||
"${CMAKE_BINARY_DIR}"
|
||||
)
|
||||
|
||||
# Enlazar la librería SDL3
|
||||
target_link_libraries(${PROJECT_NAME} PRIVATE SDL3::SDL3)
|
||||
|
||||
|
||||
# --- 4. CONFIGURACIÓN PLATAFORMAS Y COMPILADOR ---
|
||||
# Configuración de flags de compilación
|
||||
target_compile_options(${PROJECT_NAME} PRIVATE -Wall)
|
||||
target_compile_options(${PROJECT_NAME} PRIVATE $<$<CONFIG:RELEASE>:-Os -ffunction-sections -fdata-sections>)
|
||||
|
||||
# Definir _DEBUG en modo Debug
|
||||
target_compile_definitions(${PROJECT_NAME} PRIVATE $<$<CONFIG:DEBUG>:_DEBUG>)
|
||||
|
||||
# Configuración específica para cada plataforma
|
||||
if(WIN32)
|
||||
target_compile_definitions(${PROJECT_NAME} PRIVATE WINDOWS_BUILD)
|
||||
target_link_libraries(${PROJECT_NAME} PRIVATE ws2_32 mingw32 opengl32)
|
||||
elseif(APPLE)
|
||||
target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUILD)
|
||||
target_compile_options(${PROJECT_NAME} PRIVATE -Wno-deprecated)
|
||||
set(CMAKE_OSX_ARCHITECTURES "arm64")
|
||||
elseif(UNIX AND NOT APPLE)
|
||||
target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD)
|
||||
endif()
|
||||
|
||||
# Configuración común para OpenGL
|
||||
if(NOT WIN32)
|
||||
find_package(OpenGL REQUIRED)
|
||||
if(OPENGL_FOUND)
|
||||
message(STATUS "OpenGL encontrado: ${OPENGL_LIBRARIES}")
|
||||
target_link_libraries(${PROJECT_NAME} PRIVATE ${OPENGL_LIBRARIES})
|
||||
else()
|
||||
message(FATAL_ERROR "OpenGL no encontrado")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# Especificar la ubicación del ejecutable
|
||||
set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
|
||||
233
LICENSE
@@ -1,232 +1 @@
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright © 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>.
|
||||
GNU General Public License v3.0 only
|
||||
146
Makefile
@@ -1,9 +1,145 @@
|
||||
executable = jaildoctors_dilemma
|
||||
source = source/*.cpp
|
||||
appName = JailDoctor's Dilemma
|
||||
releaseFolder = jdd_release
|
||||
version = v1.10
|
||||
|
||||
# Release names
|
||||
windowsRelease = $(executable)-$(version)-win32-x64.zip
|
||||
macosIntelRelease = $(executable)-$(version)-macos-intel.dmg
|
||||
macosAppleSiliconRelease = $(executable)-$(version)-macos-apple-silicon.dmg
|
||||
linuxRelease = $(executable)-$(version)-linux.tar.gz
|
||||
|
||||
# Specify the C++ standard
|
||||
cpp_standard = c++20
|
||||
|
||||
windows:
|
||||
@echo off
|
||||
g++ $(source) -std=$(cpp_standard) -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -lopengl32 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(executable).exe"
|
||||
strip -s -R .comment -R .gnu.version "$(executable).exe" --strip-unneeded
|
||||
|
||||
windows_debug:
|
||||
@echo off
|
||||
g++ $(source) -D DEBUG -std=$(cpp_standard) -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -lopengl32 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(executable)_debug.exe"
|
||||
strip -s -R .comment -R .gnu.version "$(executable)_debug.exe" --strip-unneeded
|
||||
|
||||
windows_release:
|
||||
@echo off
|
||||
|
||||
# Create release folder
|
||||
powershell if (Test-Path "$(releaseFolder)") {Remove-Item "$(releaseFolder)" -Recurse -Force}
|
||||
powershell if (-not (Test-Path "$(releaseFolder)")) {New-Item "$(releaseFolder)" -ItemType Directory}
|
||||
|
||||
# Prepare data folder
|
||||
powershell Copy-Item -Path "data" -Destination "$(releaseFolder)" -recurse -Force
|
||||
powershell if (Test-Path "$(releaseFolder)\data\room\map.world") {Remove-Item "$(releaseFolder)\data\room\map.world" -Recurse -Force}
|
||||
powershell if (Test-Path "$(releaseFolder)\data\room\standard.tsx") {Remove-Item "$(releaseFolder)\data\room\standard.tsx" -Recurse -Force}
|
||||
|
||||
# Copy root files
|
||||
powershell Copy-Item "LICENSE" -Destination "$(releaseFolder)"
|
||||
powershell Copy-Item "README.md" -Destination "$(releaseFolder)"
|
||||
powershell Copy-Item "release\*.dll" -Destination "$(releaseFolder)"
|
||||
|
||||
# Build
|
||||
g++ $(source) -std=$(cpp_standard) -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -lopengl32 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(releaseFolder)/$(executable).exe"
|
||||
strip -s -R .comment -R .gnu.version "$(releaseFolder)/$(executable).exe" --strip-unneeded
|
||||
|
||||
# Create ZIP
|
||||
powershell if (Test-Path $(windowsRelease)) {Remove-Item $(windowsRelease)}
|
||||
powershell Compress-Archive -Path "$(releaseFolder)"/* -DestinationPath $(windowsRelease)
|
||||
|
||||
# Remove folder
|
||||
powershell if (Test-Path "$(releaseFolder)") {Remove-Item "$(releaseFolder)" -Recurse -Force}
|
||||
|
||||
macos:
|
||||
mkdir -p bin
|
||||
g++ -std=c++11 -Wall -O2 source/*.cpp -o bin/$(executable)_macos -lSDL2
|
||||
clang++ $(source) -std=$(cpp_standard) -Wall -Os -lSDL2 -framework OpenGL -Wno-deprecated -ffunction-sections -fdata-sections -o "$(executable)"
|
||||
|
||||
macos_debug:
|
||||
clang++ $(source) -D DEBUG -std=$(cpp_standard) -Wall -Os -lSDL2 -framework OpenGL -Wno-deprecated -ffunction-sections -fdata-sections -o "$(executable)_debug"
|
||||
|
||||
macos_release:
|
||||
# Remove data and possible data from previous builds
|
||||
rm -rdf "$(releaseFolder)"
|
||||
rm -rdf Frameworks
|
||||
rm -f tmp.dmg
|
||||
rm -f "$(macosIntelRelease)"
|
||||
rm -f "$(macosAppleSiliconRelease)"
|
||||
|
||||
# Create folders
|
||||
mkdir -p "$(releaseFolder)/$(appName).app/Contents/Frameworks"
|
||||
mkdir -p "$(releaseFolder)/$(appName).app/Contents/MacOS"
|
||||
mkdir -p "$(releaseFolder)/$(appName).app/Contents/Resources"
|
||||
mkdir -p Frameworks
|
||||
|
||||
# Copy folders
|
||||
cp -R data "$(releaseFolder)/$(appName).app/Contents/Resources"
|
||||
cp -R release/SDL2.framework "$(releaseFolder)/$(appName).app/Contents/Frameworks"
|
||||
cp -R release/SDL2.framework Frameworks
|
||||
|
||||
# Delete data
|
||||
rm -f "$(releaseFolder)/$(appName).app/Contents/Resources/data/room/map.world"
|
||||
rm -f "$(releaseFolder)/$(appName).app/Contents/Resources/data/room/standard.tsx"
|
||||
|
||||
# Copy files
|
||||
cp release/*.icns "$(releaseFolder)/$(appName).app/Contents/Resources"
|
||||
cp release/Info.plist "$(releaseFolder)/$(appName).app/Contents"
|
||||
cp LICENSE "$(releaseFolder)"
|
||||
cp README.md "$(releaseFolder)"
|
||||
|
||||
# Create links
|
||||
ln -s /Applications "$(releaseFolder)"/Applications
|
||||
|
||||
# Build INTEL
|
||||
clang++ $(source) -D MACOS_BUNDLE -std=$(cpp_standard) -Wall -Os -framework SDL2 -F ./Frameworks -framework OpenGL -Wno-deprecated -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.15
|
||||
|
||||
# Build INTEL DMG
|
||||
hdiutil create tmp.dmg -ov -volname "$(appName)" -fs HFS+ -srcfolder "$(releaseFolder)"
|
||||
hdiutil convert tmp.dmg -format UDZO -o "$(macosIntelRelease)"
|
||||
rm -f tmp.dmg
|
||||
|
||||
# Build APPLE SILICON
|
||||
clang++ $(source) -D MACOS_BUNDLE -std=$(cpp_standard) -Wall -Os -framework SDL2 -F ./Frameworks -framework OpenGL -Wno-deprecated -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
|
||||
|
||||
# Build APPLE SILICON DMG
|
||||
hdiutil create tmp.dmg -ov -volname "$(appName)" -fs HFS+ -srcfolder "$(releaseFolder)"
|
||||
hdiutil convert tmp.dmg -format UDZO -o "$(macosAppleSiliconRelease)"
|
||||
rm -f tmp.dmg
|
||||
|
||||
# Remove data
|
||||
rm -rdf Frameworks
|
||||
rm -rdf "$(releaseFolder)"
|
||||
|
||||
linux:
|
||||
mkdir -p bin
|
||||
g++ source/*.cpp -std=c++11 -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o bin/$(executable)_linux
|
||||
strip -s -R .comment -R .gnu.version bin/$(executable)_linux --strip-unneeded
|
||||
g++ $(source) -std=$(cpp_standard) -Wall -Os -lSDL2 -lGL -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(executable)"
|
||||
strip -s -R .comment -R .gnu.version "$(executable)" --strip-unneeded
|
||||
|
||||
linux_debug:
|
||||
g++ $(source) -D DEBUG -std=$(cpp_standard) -Wall -Os -lSDL2 -lGL -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(executable)_debug"
|
||||
strip -s -R .comment -R .gnu.version "$(executable)_debug" --strip-unneeded
|
||||
|
||||
linux_release:
|
||||
# Remove data
|
||||
rm -rdf "$(releaseFolder)"
|
||||
|
||||
# Create folders
|
||||
mkdir -p "$(releaseFolder)"
|
||||
|
||||
# Copy data
|
||||
cp -R data "$(releaseFolder)"
|
||||
cp LICENSE "$(releaseFolder)"
|
||||
cp README.md "$(releaseFolder)"
|
||||
|
||||
# Delete data
|
||||
rm -f "$(releaseFolder)/data/room/map.world"
|
||||
rm -f "$(releaseFolder)/data/room/standard.tsx"
|
||||
|
||||
# Build
|
||||
g++ $(source) -std=$(cpp_standard) -Wall -Os -lSDL2 -lGL -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(releaseFolder)/$(executable)"
|
||||
strip -s -R .comment -R .gnu.version "$(releaseFolder)/$(executable)" --strip-unneeded
|
||||
|
||||
# Pack files
|
||||
rm -f "$(linuxRelease)"
|
||||
cd "$(releaseFolder)" && tar -czvf "../$(linuxRelease)" *
|
||||
|
||||
# Remove data
|
||||
rm -rdf "$(releaseFolder)"
|
||||
69
README.md
@@ -1,4 +1,69 @@
|
||||
# JailDoctor's Dilemma
|
||||
|
||||
Nuevo JailGame de plataformas. Inspirado en juegos como Jet Set Willy
|
||||
Plataformas pasapantalla donde hay que ir recogiendo objetos. Manejamos a JailDoc y cada una de las habitaciones por las que pasa tiene relación con alguno de sus proyectos acabados o no. Tambien se pueden tematizar las habitaciones con cualquier tematica jailer: molotov, maniac mansion, todo.txt, etc..
|
||||
<img src="https://php.sustancia.synology.me/images/jdd/jaildoctors_dilemma_cover_web.png" width="300" align="left" style="margin-right: 20px; margin-bottom: 10px;" alt="JailDoctor's Dilemma Cover">
|
||||
|
||||
JailDoc és un Jailer. Als Jailers els agrada començar projectes. A ningú li agrada acabar-los. Els Jailers viuen a la Jail. A la Jail s'hi va a començar projectes. A la Jail s'hi va a ensenyar els projectes. A la Jail s'hi va a aprendre com començar nous projectes. A la Jail s'hi va a ajudar els companys a començar nous projectes.
|
||||
|
||||
JailDoc és un Jailer destacat entre els Jailers. Té més projectes començats que ningú i és qui més ajuda als altres a iniciar els seus.
|
||||
|
||||
Però un dia, va passar una cosa inesperada. Algú va acabar un projecte. Algú va alliberar el *Puzzle Jail Facker*. Un autèntic desaprensiu.
|
||||
|
||||
Això va fer que JailDoc prenguera una decisió: acabaria i lliuraria un dels seus projectes. Però, quin? *JailBattle*? *Sigmasuá*? *Calculín Doom*? Quin dilema! Finalment, es va arromangar i va decidir acabar i lliurar **tots** els seus projectes inacabats. Ho aconseguirà?
|
||||
|
||||
<br clear="left">
|
||||
|
||||
---
|
||||
|
||||
## Jugabilitat
|
||||
|
||||
Ajuda a JailDoc a recuperar les peces dels seus projectes, que estan escampades per qualsevol racó de l'Univers Jailer. Hi ha més de **150 peces** repartides en **60 pantalles**. Algunes són senzilles, però en altres hauràs de calcular molt bé els teus moviments si no vols acabar com un *arounder* més.
|
||||
|
||||

|
||||
|
||||
Quan hages recuperat la major part de les peces, dirigeix-te a la Jail per mostrar als Jailers com es finalitza un projecte. Però compte! Bry no et deixarà entrar així com així. Només aquells que han creat un *Fire Effect* o un *Facedor de Tornejos* són dignes d'aquesta fita.
|
||||
|
||||
---
|
||||
|
||||
## Controls
|
||||
|
||||
El joc permet tant l'ús del teclat com d'un comandament. Les tecles per a jugar són les següents:
|
||||
|
||||
- **Cursors**: Per moure's a l'esquerra o dreta i per saltar. Es poden modificar les tecles en el fitxer de configuració, triant entre aquestes opcions:
|
||||
- O, P per moure's i Q per saltar.
|
||||
- A, D per moure's i W per saltar.
|
||||
|
||||
- **Tecla M**: Activa o desactiva la música.
|
||||
- **Tecla P**: Pausa el joc.
|
||||
- **Tecla ESC**: Ix del joc si estàs jugant. Tanca el programa en qualsevol altra circumstància.
|
||||
- **Tecla F1**: Disminueix la mida de la finestra.
|
||||
- **Tecla F2**: Augmenta la mida de la finestra.
|
||||
- **Tecla F3**: Alterna entre el mode de pantalla completa i el mode finestra.
|
||||
- **Tecla F4**: Activa o desactiva els shaders.
|
||||
- **Tecla F5**: Estableix la següent paleta de colors.
|
||||
- **Tecla F6**: Estableix la paleta de colors prèvia.
|
||||
- **Tecla F7**: Activa o desactiva el escalat exacte.
|
||||
- **Tecla B**: Activa o desactiva el marge de colors.
|
||||
|
||||

|
||||
|
||||
---
|
||||
|
||||
## Dades del programa
|
||||
|
||||
El programa guarda automàticament la configuració del mode de vídeo i les estadístiques del joc a la teua carpeta personal del sistema. La ubicació d'aquesta carpeta depén del sistema operatiu que utilitzes:
|
||||
|
||||
- **Windows**: `C:\Users\<nom_d'usuari>\AppData\Roaming\jailgames\jaildoctors_dilemma`
|
||||
- **MacOS**: `~/Library/Application Support/jailgames/jaildoctors_dilemma`
|
||||
- **Linux**: `~/.jailgames/jaildoctors_dilemma`
|
||||
|
||||
Dins de la carpeta es troba el fitxer de configuració `config.txt`, on es pot modificar la configuració per connectar-se al servei en línia, i els fitxers `stats.csv` i `stats_buffer.csv`, que contenen informació sobre les estadístiques del joc.
|
||||
|
||||
---
|
||||
|
||||
## Agraïments
|
||||
|
||||
Gràcies, com sempre, a tots els Jailers per motivar-me a crear aquest joc i per ajudar-me en els moments de dubte en escriure el codi. I, com sempre, un agraïment especial a JailDoc per la seua unitat de *Jail_Audio* i per qualsevol altre codi, ajuda o ensenyament que haja necessitat per a completar el programa.
|
||||
|
||||
Si no he perdut el compte, aquest és el quart joc que aconseguisc crear.
|
||||
|
||||
*13 de novembre de 2022, JailDesigner*
|
||||
|
||||
10
data/credits/shine.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=shine.gif
|
||||
frame_width=8
|
||||
frame_height=8
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1000
|
||||
loop=-1
|
||||
frames=0,1,2,3,4,5,6,7
|
||||
[/animation]
|
||||
BIN
data/credits/shine.gif
Normal file
|
After Width: | Height: | Size: 107 B |
BIN
data/ending/ending1.gif
Normal file
|
After Width: | Height: | Size: 1014 B |
BIN
data/ending/ending2.gif
Normal file
|
After Width: | Height: | Size: 2.9 KiB |
BIN
data/ending/ending3.gif
Normal file
|
After Width: | Height: | Size: 2.9 KiB |
BIN
data/ending/ending4.gif
Normal file
|
After Width: | Height: | Size: 1.1 KiB |
BIN
data/ending/ending5.gif
Normal file
|
After Width: | Height: | Size: 1.3 KiB |
@@ -1,10 +0,0 @@
|
||||
tileset=enemy01.png
|
||||
x=8
|
||||
y=8
|
||||
vx=0.1
|
||||
vy=0
|
||||
x1=8
|
||||
x2=200
|
||||
y1=8
|
||||
y2=8
|
||||
color=red
|
||||
10
data/enemies/abad.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=abad.gif
|
||||
frame_width=8
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1333
|
||||
loop=0
|
||||
frames=0,1,2
|
||||
[/animation]
|
||||
BIN
data/enemies/abad.gif
Normal file
|
After Width: | Height: | Size: 130 B |
10
data/enemies/abad_bell.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=abad_bell.gif
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.0667
|
||||
loop=0
|
||||
frames=0,1,2,3,4,5,6,7,8,9
|
||||
[/animation]
|
||||
BIN
data/enemies/abad_bell.gif
Normal file
|
After Width: | Height: | Size: 384 B |
10
data/enemies/amstrad_cs.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=amstrad_cs.gif
|
||||
frame_width=8
|
||||
frame_height=8
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.0667
|
||||
loop=0
|
||||
frames=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255
|
||||
[/animation]
|
||||
BIN
data/enemies/amstrad_cs.gif
Normal file
|
After Width: | Height: | Size: 1.9 KiB |
10
data/enemies/arounders_door.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=arounders_door.gif
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1333
|
||||
loop=0
|
||||
frames=0,1,2,3,3,3,3,3,3,3,3,3,3,3,3,2,1,0,0,0
|
||||
[/animation]
|
||||
BIN
data/enemies/arounders_door.gif
Normal file
|
After Width: | Height: | Size: 198 B |
10
data/enemies/arounders_machine.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=arounders_machine.gif
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.0667
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
BIN
data/enemies/arounders_machine.gif
Normal file
|
After Width: | Height: | Size: 195 B |
10
data/enemies/bat.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=bat.gif
|
||||
frame_width=9
|
||||
frame_height=7
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.0500
|
||||
loop=0
|
||||
frames=0,1
|
||||
[/animation]
|
||||
BIN
data/enemies/bat.gif
Normal file
|
After Width: | Height: | Size: 86 B |
10
data/enemies/batman.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=batman.gif
|
||||
frame_width=8
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1333
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
BIN
data/enemies/batman.gif
Normal file
|
After Width: | Height: | Size: 146 B |
10
data/enemies/batman_bell.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=batman_bell.gif
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1000
|
||||
loop=0
|
||||
frames=0,1,2,3,4,5
|
||||
[/animation]
|
||||
BIN
data/enemies/batman_bell.gif
Normal file
|
After Width: | Height: | Size: 267 B |
10
data/enemies/batman_fire.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=batman_fire.gif
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.0667
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
BIN
data/enemies/batman_fire.gif
Normal file
|
After Width: | Height: | Size: 213 B |
10
data/enemies/bell.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=bell.gif
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1000
|
||||
loop=0
|
||||
frames=0,1,2,3,4,5,6,7,8,9,10,11
|
||||
[/animation]
|
||||
BIN
data/enemies/bell.gif
Normal file
|
After Width: | Height: | Size: 412 B |
10
data/enemies/bin.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=bin.gif
|
||||
frame_width=16
|
||||
frame_height=8
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1667
|
||||
loop=0
|
||||
frames=0,1,2,3,4
|
||||
[/animation]
|
||||
BIN
data/enemies/bin.gif
Normal file
|
After Width: | Height: | Size: 146 B |
10
data/enemies/bird.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=bird.gif
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1333
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
BIN
data/enemies/bird.gif
Normal file
|
After Width: | Height: | Size: 195 B |
10
data/enemies/breakout.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=breakout.gif
|
||||
frame_width=24
|
||||
frame_height=32
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1000
|
||||
loop=0
|
||||
frames=0,1,2,3,4,5,6,7,6,5,4,3,2,1
|
||||
[/animation]
|
||||
BIN
data/enemies/breakout.gif
Normal file
|
After Width: | Height: | Size: 195 B |
10
data/enemies/bry.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=bry.gif
|
||||
frame_width=10
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1000
|
||||
loop=0
|
||||
frames=0,1,2,3,0,1,2,3,0,1,2,3,0,1,2,3,0,1,2,3,0,1,2,3,0,1,2,3,0,1,2,3,0,1,2,3,0,1,2,3,0,1,2,3,0,1,2,3,0,1,2,3,0,1,2,3,0,1,2,3,0,1,2,3,0,1,2,3,0,1,2,3,0,1,2,3,0,1,2,3,0,1,2,3,0,1,2,3,4,5,4,5,4,5,4,5,4,5,4,5,4,5,4,5,4,5,4,5,4,5,4,5
|
||||
[/animation]
|
||||
BIN
data/enemies/bry.gif
Normal file
|
After Width: | Height: | Size: 208 B |
10
data/enemies/chip.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=chip.gif
|
||||
frame_width=8
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1333
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
BIN
data/enemies/chip.gif
Normal file
|
After Width: | Height: | Size: 146 B |
10
data/enemies/code.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=code.gif
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1000
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
BIN
data/enemies/code.gif
Normal file
|
After Width: | Height: | Size: 198 B |
10
data/enemies/congo.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=congo.gif
|
||||
frame_width=8
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1000
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
BIN
data/enemies/congo.gif
Normal file
|
After Width: | Height: | Size: 145 B |
10
data/enemies/crosshair.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=crosshair.gif
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1000
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
BIN
data/enemies/crosshair.gif
Normal file
|
After Width: | Height: | Size: 213 B |
10
data/enemies/demon.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=demon.gif
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1333
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
BIN
data/enemies/demon.gif
Normal file
|
After Width: | Height: | Size: 213 B |
10
data/enemies/dimallas.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=dimallas.gif
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1333
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
BIN
data/enemies/dimallas.gif
Normal file
|
After Width: | Height: | Size: 212 B |
10
data/enemies/dong.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=dong.gif
|
||||
frame_width=22
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1000
|
||||
loop=0
|
||||
frames=0,1,2,3,4,5
|
||||
[/animation]
|
||||
BIN
data/enemies/dong.gif
Normal file
|
After Width: | Height: | Size: 355 B |
10
data/enemies/elsa.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=elsa.gif
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1000
|
||||
loop=0
|
||||
frames=0,1,2,3,4,5
|
||||
[/animation]
|
||||
BIN
data/enemies/elsa.gif
Normal file
|
After Width: | Height: | Size: 236 B |
10
data/enemies/floppy.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=floppy.gif
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1333
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
BIN
data/enemies/floppy.gif
Normal file
|
After Width: | Height: | Size: 210 B |
10
data/enemies/flying_arounder.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=flying_arounder.gif
|
||||
frame_width=7
|
||||
frame_height=7
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1667
|
||||
loop=0
|
||||
frames=0
|
||||
[/animation]
|
||||
BIN
data/enemies/flying_arounder.gif
Normal file
|
After Width: | Height: | Size: 73 B |
10
data/enemies/guitar.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=guitar.gif
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1333
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
BIN
data/enemies/guitar.gif
Normal file
|
After Width: | Height: | Size: 220 B |
10
data/enemies/heavy.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=heavy.gif
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1333
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
BIN
data/enemies/heavy.gif
Normal file
|
After Width: | Height: | Size: 216 B |
10
data/enemies/jailbattle_alien.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=jailbattle_alien.gif
|
||||
frame_width=13
|
||||
frame_height=15
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1000
|
||||
loop=0
|
||||
frames=0,1
|
||||
[/animation]
|
||||
BIN
data/enemies/jailbattle_alien.gif
Normal file
|
After Width: | Height: | Size: 121 B |
10
data/enemies/jailbattle_human.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=jailbattle_human.gif
|
||||
frame_width=11
|
||||
frame_height=13
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1000
|
||||
loop=0
|
||||
frames=0,1
|
||||
[/animation]
|
||||
BIN
data/enemies/jailbattle_human.gif
Normal file
|
After Width: | Height: | Size: 110 B |
10
data/enemies/jailer_#1.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=jailer_#1.gif
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.0667
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
BIN
data/enemies/jailer_#1.gif
Normal file
|
After Width: | Height: | Size: 224 B |
10
data/enemies/jailer_#2.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=jailer_#2.gif
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.0667
|
||||
loop=0
|
||||
frames=0,1,2,3,4,5,0,1,2,3,4,5,0,1,2,3,4,5,0,1,2,3,4,5,0,1,2,3,4,5,1,3,5,1,3,5,1,3,5
|
||||
[/animation]
|
||||
BIN
data/enemies/jailer_#2.gif
Normal file
|
After Width: | Height: | Size: 280 B |
10
data/enemies/jailer_#3.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=jailer_#3.gif
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.0667
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
BIN
data/enemies/jailer_#3.gif
Normal file
|
After Width: | Height: | Size: 226 B |
10
data/enemies/jeannine.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=jeannine.gif
|
||||
frame_width=8
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1000
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
BIN
data/enemies/jeannine.gif
Normal file
|
After Width: | Height: | Size: 151 B |
10
data/enemies/lamp.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=lamp.gif
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.0667
|
||||
loop=0
|
||||
frames=0,1
|
||||
[/animation]
|
||||
BIN
data/enemies/lamp.gif
Normal file
|
After Width: | Height: | Size: 127 B |
10
data/enemies/lord_abad.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=lord_abad.gif
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1000
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
BIN
data/enemies/lord_abad.gif
Normal file
|
After Width: | Height: | Size: 207 B |
10
data/enemies/matatunos.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=matatunos.gif
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1333
|
||||
loop=0
|
||||
frames=0,1,2,3,4,5
|
||||
[/animation]
|
||||
BIN
data/enemies/matatunos.gif
Normal file
|
After Width: | Height: | Size: 240 B |
10
data/enemies/mummy.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=mummy.gif
|
||||
frame_width=8
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.2000
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
BIN
data/enemies/mummy.gif
Normal file
|
After Width: | Height: | Size: 148 B |
10
data/enemies/paco.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=paco.gif
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.0667
|
||||
loop=0
|
||||
frames=0,1,2,3,4,5,6,7
|
||||
[/animation]
|
||||
BIN
data/enemies/paco.gif
Normal file
|
After Width: | Height: | Size: 342 B |
10
data/enemies/qvoid.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=qvoid.gif
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1333
|
||||
loop=0
|
||||
frames=0,1,2,3,4,5,6,7
|
||||
[/animation]
|
||||
BIN
data/enemies/qvoid.gif
Normal file
|
After Width: | Height: | Size: 290 B |
10
data/enemies/robot.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=robot.gif
|
||||
frame_width=16
|
||||
frame_height=32
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.0667
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
BIN
data/enemies/robot.gif
Normal file
|
After Width: | Height: | Size: 329 B |
10
data/enemies/sam.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=sam.gif
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=0,1
|
||||
[/animation]
|
||||
BIN
data/enemies/sam.gif
Normal file
|
After Width: | Height: | Size: 126 B |
10
data/enemies/shock.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=shock.gif
|
||||
frame_width=8
|
||||
frame_height=8
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1000
|
||||
loop=0
|
||||
frames=0,1,2,3,4,5,4,3,2,1
|
||||
[/animation]
|
||||
BIN
data/enemies/shock.gif
Normal file
|
After Width: | Height: | Size: 109 B |
10
data/enemies/sigmasua.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
tileSetFile=sigmasua.gif
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1333
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
BIN
data/enemies/sigmasua.gif
Normal file
|
After Width: | Height: | Size: 175 B |