Initial clone in from local subversion server
78
demo/bouncingball/Makefile
Executable file
@@ -0,0 +1,78 @@
|
||||
# This makefile is a bit hackish. I wrote it early in the AM.
|
||||
# Fohgiveuhness, please!!
|
||||
|
||||
|
||||
ifndef $(CFG)
|
||||
CFG=Debug
|
||||
endif
|
||||
|
||||
# you can also pass : mingw32 and macosx
|
||||
ifndef $(OS)
|
||||
OS=linux
|
||||
endif
|
||||
|
||||
TARGET=demo
|
||||
BINTARGET=$(TARGET)
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||||
PROJECTHOME=$(shell pwd)
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||||
SDL_CFLAGS=$(shell sdl-config --cflags)
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||||
SDL_LDFLAGS=$(shell sdl-config --libs)
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||||
LIBDIR=/usr/lib
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||||
HEADERDIR=/usr/include
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||||
ADDL_CFLAGS=
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||||
|
||||
ifeq "$(OS)" "mingw32"
|
||||
ADDL_CFLAGS=-mwindows -DBUILD_MINGW32
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||||
endif
|
||||
ifeq "$(OS)" "linux"
|
||||
ADDL_CFLAGS=-DBUILD_LINUX
|
||||
endif
|
||||
|
||||
# default for release configs
|
||||
ifeq "$(CFG)" "Release"
|
||||
OUTDIR=Release
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||||
ifeq "$(OS)" "mingw32"
|
||||
BINTARGET=$(TARGET).exe
|
||||
else
|
||||
BINTARGET=$(TARGET)
|
||||
endif
|
||||
LINKLIB=game
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||||
CXXFLAGS=-I../../../ -I$(HEADERDIR) -I./cpp -c $(SDL_CFLAGS) $(ADDL_CFLAGS)
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||||
endif
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||||
ifeq "$(CFG)" "Debug"
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||||
OUTDIR=Debug
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||||
ifeq "$(OS)" "mingw32"
|
||||
BINTARGET=$(TARGET)-dbg.exe
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||||
else
|
||||
BINTARGET=$(TARGET)-dbg
|
||||
endif
|
||||
LINKLIB=game-dbg
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||||
CXXFLAGS=-I../../../ -I$(HEADERDIR) -I./cpp -pg -g -ggdb -gstabs -Wall -c $(SDL_CFLAGS) $(ADDL_CFLAGS)
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||||
endif
|
||||
|
||||
LINKLIBS=-L../../$(CFG) -L$(LIBDIR) -l$(LINKLIB) $(SDL_LDFLAGS) -lSDL_image -lSDL_mixer -lSDL_gfx -lSDL_ttf
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||||
|
||||
BINOBJ=$(OUTDIR)/demo.o
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||||
|
||||
CC = gcc
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||||
CXX = g++
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||||
LD = $(CXX)
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||||
INSTALL = $(which install)
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||||
|
||||
$(OUTDIR)/%.o : cpp/%.cpp
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||||
$(CXX) $(CXXFLAGS) -o $@ $<
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||||
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||||
all: bin
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||||
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||||
bin: $(BINOBJ)
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||||
$(LD) -pg -o $(OUTDIR)/$(BINTARGET) \
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||||
-pg $(BINOBJ) $(LINKLIBS)
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||||
|
||||
.PHONY: clean
|
||||
clean:
|
||||
rm -f $(OUTDIR)/*.o
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||||
rm -f $(OUTDIR)/$(BINTARGET)
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||||
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||||
.PHONY: rebuild
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||||
rebuild:
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||||
make clean
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||||
make CFG=$(CFG)
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||||
BIN
demo/bouncingball/Release/demo
Executable file
BIN
demo/bouncingball/Release/demo.exe
Executable file
BIN
demo/bouncingball/ball.png
Executable file
|
After Width: | Height: | Size: 648 B |
65
demo/bouncingball/cpp/demo.cpp
Executable file
@@ -0,0 +1,65 @@
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||||
/*
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||||
* This demo just expands on the 'gravity' demo to show how one could create a primitive bouncing effect
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||||
*/
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||||
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||||
#include <libgame/libgame.h>
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|
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int main(int argc, char *argv[])
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||||
{
|
||||
Display2D display = Display2D();
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||||
Game &myGame = Game::NewSingleton();
|
||||
Animation *anim = NULL;
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||||
Actor ball;
|
||||
SpriteStrip *strip = NULL;
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||||
float gravity = 0.1;
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||||
unsigned int lastTimer = 0;
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||||
|
||||
Vector actorPos;
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||||
Vector actorVel;
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||||
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||||
myGame.initSDL();
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||||
myGame.initVideo(640, 480, 32, SDL_HWSURFACE|SDL_DOUBLEBUF);
|
||||
display.initVideo((Vector){0,0,0}, 640, 480, 32, SDL_HWSURFACE);
|
||||
display.setActive(1);
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||||
myGame.windows.push_back(&display);
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||||
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||||
strip = myGame.newSpriteStrip("ball");
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||||
strip->loadFromFile("ball.png", 32, 32, (Vector){0,0,0});
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anim = myGame.newAnimation("ball");
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||||
anim->setStrip(strip, 0, 0, (Vector){0,0,0});
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ball.addAnimation(anim, STATE_DEFAULT);
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||||
ball.setState(STATE_MOVERIGHT | STATE_MOVEUP);
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||||
ball.setPosition((Vector){0,400,0});
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ball.setVelocity((Vector){.25, 1.5, 0});
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display.addActor(&ball, LAYER_SPRITE1);
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||||
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||||
lastTimer = SDL_GetTicks();
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||||
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while ( 1 ) {
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||||
actorPos = ball.getPosition();
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actorVel = ball.getVelocity();
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||||
/* this is what does the bounce */
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||||
if ( actorPos.y > (480 - ball.nextFrame()->h) ) {
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actorVel.y = -(actorVel.y);
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actorPos.y = (480 - ball.nextFrame()->h);
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ball.setPosition(actorPos);
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}
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// -- end of bouncing
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||||
if ( actorPos.x >= 640 ) {
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||||
break;
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||||
}
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||||
if ( (SDL_GetTicks() - lastTimer) >= (1000/30) ) {
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||||
myGame.update();
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||||
actorVel.y -= gravity;
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||||
ball.setVelocity(actorVel);
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||||
lastTimer = SDL_GetTicks();
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||||
} else {
|
||||
myGame.update(1);
|
||||
}
|
||||
if ( myGame.keyHeldDown(SDLK_ESCAPE) ) {
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||||
break;
|
||||
}
|
||||
myGame.finishFrame();
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||||
}
|
||||
}
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BIN
demo/bouncingball/gmon.out
Executable file
277
demo/bouncingball/log.txt
Executable file
@@ -0,0 +1,277 @@
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ALSA lib pcm_dmix.c:874:(snd_pcm_dmix_open) unable to open slave
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25
demo/build-demos.sh
Executable file
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|
||||
#!/bin/bash
|
||||
|
||||
BUILTOK=""
|
||||
BUILTFAIL=""
|
||||
|
||||
|
||||
|
||||
for dir in $(find . -maxdepth 1 -type d | grep -v "\.$" );
|
||||
do
|
||||
echo "Making in $dir "
|
||||
cd $dir
|
||||
make CFG=$1 $2
|
||||
if [ $? -eq 0 ]; then
|
||||
BUILTOK="$(echo $BUILTOK $dir)"
|
||||
else
|
||||
BUILTFAIL="$(echo $BUILTFAIL $dir)"
|
||||
fi
|
||||
cd ..
|
||||
done
|
||||
|
||||
echo
|
||||
echo
|
||||
echo "OK : $BUILTOK"
|
||||
echo
|
||||
echo "FAIL : $BUILTFAIL"
|
||||
BIN
demo/controlmarine/MARINE_SHOOT_LEFT.png
Executable file
|
After Width: | Height: | Size: 2.4 KiB |
BIN
demo/controlmarine/MARINE_SHOOT_RIGHT.png
Executable file
|
After Width: | Height: | Size: 2.4 KiB |
BIN
demo/controlmarine/MARINE_STAND_LEFT.png
Executable file
|
After Width: | Height: | Size: 2.2 KiB |
BIN
demo/controlmarine/MARINE_STAND_RIGHT.png
Executable file
|
After Width: | Height: | Size: 2.2 KiB |
BIN
demo/controlmarine/MARINE_WALK_LEFT.png
Executable file
|
After Width: | Height: | Size: 7.6 KiB |
BIN
demo/controlmarine/MARINE_WALK_RIGHT.png
Executable file
|
After Width: | Height: | Size: 7.6 KiB |
78
demo/exploder/Makefile
Executable file
@@ -0,0 +1,78 @@
|
||||
# This makefile is a bit hackish. I wrote it early in the AM.
|
||||
# Fohgiveuhness, please!!
|
||||
|
||||
|
||||
ifndef $(CFG)
|
||||
CFG=Debug
|
||||
endif
|
||||
|
||||
# you can also pass : mingw32 and macosx
|
||||
ifndef $(OS)
|
||||
OS=linux
|
||||
endif
|
||||
|
||||
TARGET=demo
|
||||
BINTARGET=$(TARGET)
|
||||
PROJECTHOME=$(shell pwd)
|
||||
SDL_CFLAGS=$(shell sdl-config --cflags)
|
||||
SDL_LDFLAGS=$(shell sdl-config --libs)
|
||||
LIBDIR=/usr/lib
|
||||
HEADERDIR=/usr/include
|
||||
ADDL_CFLAGS=
|
||||
|
||||
ifeq "$(OS)" "mingw32"
|
||||
ADDL_CFLAGS=-mwindows -DBUILD_MINGW32
|
||||
endif
|
||||
ifeq "$(OS)" "linux"
|
||||
ADDL_CFLAGS=-DBUILD_LINUX
|
||||
endif
|
||||
|
||||
# default for release configs
|
||||
ifeq "$(CFG)" "Release"
|
||||
OUTDIR=Release
|
||||
ifeq "$(OS)" "mingw32"
|
||||
BINTARGET=$(TARGET).exe
|
||||
else
|
||||
BINTARGET=$(TARGET)
|
||||
endif
|
||||
LINKLIB=game
|
||||
CXXFLAGS=-I../../../ -I$(HEADERDIR) -I./cpp -c $(SDL_CFLAGS) $(ADDL_CFLAGS)
|
||||
endif
|
||||
ifeq "$(CFG)" "Debug"
|
||||
OUTDIR=Debug
|
||||
ifeq "$(OS)" "mingw32"
|
||||
BINTARGET=$(TARGET)-dbg.exe
|
||||
else
|
||||
BINTARGET=$(TARGET)-dbg
|
||||
endif
|
||||
LINKLIB=game-dbg
|
||||
CXXFLAGS=-I../../../ -I$(HEADERDIR) -I./cpp -pg -g -ggdb -gstabs -Wall -c $(SDL_CFLAGS) $(ADDL_CFLAGS)
|
||||
endif
|
||||
|
||||
LINKLIBS=-L../../$(CFG) -L$(LIBDIR) -l$(LINKLIB) $(SDL_LDFLAGS) -lSDL_image -lSDL_mixer -lSDL_gfx -lSDL_ttf
|
||||
|
||||
BINOBJ=$(OUTDIR)/demo.o
|
||||
|
||||
CC = gcc
|
||||
CXX = g++
|
||||
LD = $(CXX)
|
||||
INSTALL = $(which install)
|
||||
|
||||
$(OUTDIR)/%.o : cpp/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -o $@ $<
|
||||
|
||||
all: bin
|
||||
|
||||
bin: $(BINOBJ)
|
||||
$(LD) -pg -o $(OUTDIR)/$(BINTARGET) \
|
||||
-pg $(BINOBJ) $(LINKLIBS)
|
||||
|
||||
.PHONY: clean
|
||||
clean:
|
||||
rm -f $(OUTDIR)/*.o
|
||||
rm -f $(OUTDIR)/$(BINTARGET)
|
||||
|
||||
.PHONY: rebuild
|
||||
rebuild:
|
||||
make clean
|
||||
make CFG=$(CFG)
|
||||
BIN
demo/exploder/Release/demo
Executable file
BIN
demo/exploder/Release/demo.exe
Executable file
33
demo/exploder/cpp/demo.cpp
Executable file
@@ -0,0 +1,33 @@
|
||||
#include <libgame/libgame.h>
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
Display2D display = Display2D();
|
||||
Game &myGame = Game::NewSingleton();
|
||||
Animation *anim = NULL;
|
||||
Actor exploder;
|
||||
SpriteStrip *strip = NULL;
|
||||
|
||||
myGame.initSDL();
|
||||
myGame.initVideo(640, 480, 32, SDL_HWSURFACE|SDL_DOUBLEBUF);
|
||||
display.initVideo((Vector){0,0,0}, 640, 480, 32, SDL_HWSURFACE);
|
||||
display.setActive(1);
|
||||
myGame.windows.push_back(&display);
|
||||
|
||||
strip = myGame.newSpriteStrip("explosion");
|
||||
strip->loadFromFile("explosion.png", 110, 110, (Vector){0,0,0});
|
||||
anim = myGame.newAnimation("explosion");
|
||||
anim->setStrip(strip, 12, 0, (Vector){0,0,0});
|
||||
exploder.addAnimation(anim, STATE_DEFAULT);
|
||||
exploder.setState(STATE_NONE);
|
||||
|
||||
display.addActor(&exploder, LAYER_SPRITE1);
|
||||
|
||||
while ( 1 ) {
|
||||
myGame.update();
|
||||
if ( myGame.keyHeldDown(SDLK_ESCAPE) ) {
|
||||
break;
|
||||
}
|
||||
myGame.finishFrame();
|
||||
}
|
||||
}
|
||||
BIN
demo/exploder/explosion.png
Executable file
|
After Width: | Height: | Size: 75 KiB |
BIN
demo/exploder/gmon.out
Executable file
12157
demo/explodingball/Debug/stderr.txt
Executable file
2
demo/explodingball/Debug/stdout.txt
Executable file
@@ -0,0 +1,2 @@
|
||||
Split 1 frames into new sprite strip
|
||||
Split 10 frames into new sprite strip
|
||||
78
demo/explodingball/Makefile
Executable file
@@ -0,0 +1,78 @@
|
||||
# This makefile is a bit hackish. I wrote it early in the AM.
|
||||
# Fohgiveuhness, please!!
|
||||
|
||||
|
||||
ifndef $(CFG)
|
||||
CFG=Debug
|
||||
endif
|
||||
|
||||
# you can also pass : mingw32 and macosx
|
||||
ifndef $(OS)
|
||||
OS=linux
|
||||
endif
|
||||
|
||||
TARGET=demo
|
||||
BINTARGET=$(TARGET)
|
||||
PROJECTHOME=$(shell pwd)
|
||||
SDL_CFLAGS=$(shell sdl-config --cflags)
|
||||
SDL_LDFLAGS=$(shell sdl-config --libs)
|
||||
LIBDIR=/usr/lib
|
||||
HEADERDIR=/usr/include
|
||||
ADDL_CFLAGS=
|
||||
|
||||
ifeq "$(OS)" "mingw32"
|
||||
ADDL_CFLAGS=-mwindows -DBUILD_MINGW32
|
||||
endif
|
||||
ifeq "$(OS)" "linux"
|
||||
ADDL_CFLAGS=-DBUILD_LINUX
|
||||
endif
|
||||
|
||||
# default for release configs
|
||||
ifeq "$(CFG)" "Release"
|
||||
OUTDIR=Release
|
||||
ifeq "$(OS)" "mingw32"
|
||||
BINTARGET=$(TARGET).exe
|
||||
else
|
||||
BINTARGET=$(TARGET)
|
||||
endif
|
||||
LINKLIB=game
|
||||
CXXFLAGS=-I../../../ -I$(HEADERDIR) -I./cpp -c $(SDL_CFLAGS) $(ADDL_CFLAGS)
|
||||
endif
|
||||
ifeq "$(CFG)" "Debug"
|
||||
OUTDIR=Debug
|
||||
ifeq "$(OS)" "mingw32"
|
||||
BINTARGET=$(TARGET)-dbg.exe
|
||||
else
|
||||
BINTARGET=$(TARGET)-dbg
|
||||
endif
|
||||
LINKLIB=game-dbg
|
||||
CXXFLAGS=-I../../../ -I$(HEADERDIR) -I./cpp -pg -g -ggdb -gstabs -Wall -c $(SDL_CFLAGS) $(ADDL_CFLAGS)
|
||||
endif
|
||||
|
||||
LINKLIBS=-L../../$(CFG) -L$(LIBDIR) -l$(LINKLIB) $(SDL_LDFLAGS) -lSDL_image -lSDL_mixer -lSDL_gfx -lSDL_ttf
|
||||
|
||||
BINOBJ=$(OUTDIR)/demo.o
|
||||
|
||||
CC = gcc
|
||||
CXX = g++
|
||||
LD = $(CXX)
|
||||
INSTALL = $(which install)
|
||||
|
||||
$(OUTDIR)/%.o : cpp/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -o $@ $<
|
||||
|
||||
all: bin
|
||||
|
||||
bin: $(BINOBJ)
|
||||
$(LD) -pg -o $(OUTDIR)/$(BINTARGET) \
|
||||
-pg $(BINOBJ) $(LINKLIBS)
|
||||
|
||||
.PHONY: clean
|
||||
clean:
|
||||
rm -f $(OUTDIR)/*.o
|
||||
rm -f $(OUTDIR)/$(BINTARGET)
|
||||
|
||||
.PHONY: rebuild
|
||||
rebuild:
|
||||
make clean
|
||||
make CFG=$(CFG)
|
||||
BIN
demo/explodingball/Release/demo
Executable file
BIN
demo/explodingball/Release/demo.exe
Executable file
BIN
demo/explodingball/ball.png
Executable file
|
After Width: | Height: | Size: 648 B |
100
demo/explodingball/cpp/demo.cpp
Executable file
@@ -0,0 +1,100 @@
|
||||
/*
|
||||
* This demo expands on the frictionball demo. It shows how to create objects dynamically, by
|
||||
* creating an explosion every time the ball touches the ground
|
||||
*/
|
||||
|
||||
#include <libgame/libgame.h>
|
||||
#include <string>
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
Display2D display = Display2D();
|
||||
Game &myGame = Game::NewSingleton();
|
||||
Actor ball;
|
||||
Actor *exploder = NULL;
|
||||
float gravity = 0.1;
|
||||
//int exploderCount = 0;
|
||||
unsigned int lastTimer = 0;
|
||||
|
||||
Vector actorPos;
|
||||
Vector actorVel;
|
||||
|
||||
myGame.initSDL();
|
||||
myGame.initVideo(640, 480, 32, SDL_HWSURFACE|SDL_DOUBLEBUF);
|
||||
display.initVideo((Vector){0,0,0}, 640, 480, 32, SDL_HWSURFACE);
|
||||
display.setActive(1);
|
||||
myGame.windows.push_back(&display);
|
||||
|
||||
// this stuff is a bit more terse now just to save space
|
||||
|
||||
myGame.newSpriteStrip("ball")->loadFromFile("ball.png", 32, 32, (Vector){0,0,0});
|
||||
myGame.newAnimation("ball")->setStrip(myGame.getSpriteStrip("ball"), 0, 0, (Vector){0,0,0});
|
||||
// create the new animation for the explosion
|
||||
myGame.newSpriteStrip("explosion")->loadFromFile("explosion.png", 110, 110, (Vector){0,0,0});
|
||||
myGame.newAnimation("explosion")->setStrip(myGame.getSpriteStrip("explosion"), 12, 0, (Vector){0,0,0});
|
||||
ball.addAnimation(myGame.getAnimation("ball"), STATE_DEFAULT);
|
||||
ball.setState(STATE_MOVERIGHT | STATE_MOVEUP);
|
||||
ball.setPosition((Vector){0,400,0});
|
||||
ball.setVelocity((Vector){.25, 1.5, 0});
|
||||
display.addActor(&ball, LAYER_SPRITE1);
|
||||
|
||||
lastTimer = SDL_GetTicks();
|
||||
|
||||
while ( 1 ) {
|
||||
actorPos = ball.getPosition();
|
||||
actorVel = ball.getVelocity();
|
||||
/* this is what does the bounce */
|
||||
if ( actorPos.y > (480 - ball.nextFrame()->h) && (actorVel.y != 0 ) ) {
|
||||
// if the velocity is low enough, then we just stop the ball so that it will roll
|
||||
// smoothly along the floor of the window
|
||||
if ( actorVel.y < .25 && actorVel.y > -.25 ) {
|
||||
//std::cerr << "STOPPING BALL\n";
|
||||
actorVel.y = 0;
|
||||
ball.setState(STATE_NONE);
|
||||
} else {
|
||||
// if the velocity is still significant, then we reverse it to create the bounce
|
||||
// but since real balls don't bounce quite as high as they did initially, when dropped
|
||||
// so we do a primitive modification of the velocity to inroduce something similar to
|
||||
// friction physics (see the "physics" demos for ACTUAL physics)
|
||||
|
||||
// The friction numbers here are arbitrary, and were used because they made sense in the
|
||||
// demo, you can change the friction for some pretty different effects.
|
||||
actorVel.y = -(actorVel.y) - .25;
|
||||
// this is friction applied to the X axis to stop the ball's movement eventually
|
||||
if ( actorVel.x < .01 && actorVel.x > -.01 ) {
|
||||
actorVel.x = 0;
|
||||
} else {
|
||||
actorVel.x -= .025;
|
||||
}
|
||||
}
|
||||
exploder = myGame.newActor();
|
||||
exploder->addAnimation(myGame.getAnimation("explosion"), STATE_DYING);
|
||||
exploder->setState(STATE_DYING);
|
||||
exploder->setPosition(actorPos);
|
||||
display.addActor(exploder, LAYER_SPRITE2);
|
||||
|
||||
actorPos.y = (480 - ball.nextFrame()->h);
|
||||
ball.setPosition(actorPos);
|
||||
}
|
||||
// -- end of bouncing
|
||||
if ( actorPos.x >= 640 ) {
|
||||
break;
|
||||
}
|
||||
if ( (SDL_GetTicks() - lastTimer) >= (1000/30) ) {
|
||||
myGame.update();
|
||||
if ( ball.hasState(STATE_MOVEUP) ) {
|
||||
actorVel.y -= gravity;
|
||||
}
|
||||
//std::cerr << "Velocity Y " << actorVel.y << "\n";
|
||||
ball.setVelocity(actorVel);
|
||||
lastTimer = SDL_GetTicks();
|
||||
} else {
|
||||
myGame.update(1);
|
||||
}
|
||||
if ( myGame.keyHeldDown(SDLK_ESCAPE) ) {
|
||||
break;
|
||||
}
|
||||
myGame.finishFrame();
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
BIN
demo/explodingball/explosion.png
Executable file
|
After Width: | Height: | Size: 75 KiB |
BIN
demo/explodingball/gmon.out
Executable file
277
demo/explodingball/log.txt
Executable file
@@ -0,0 +1,277 @@
|
||||
ALSA lib pcm_dmix.c:874:(snd_pcm_dmix_open) unable to open slave
|
||||
Current time 35 last timer 30
|
||||
Moving ball down by 0.001 (0) units
|
||||
Now at 0 0
|
||||
Current time 40 last timer 30
|
||||
Moving ball down by 0.002 (0) units
|
||||
Now at 0 0
|
||||
Current time 51 last timer 30
|
||||
Moving ball down by 0.0042 (0) units
|
||||
Now at 0 0
|
||||
Current time 58 last timer 30
|
||||
Moving ball down by 0.0056 (0) units
|
||||
Now at 0 0
|
||||
Current time 61 last timer 30
|
||||
Moving ball down by 0.0062 (0) units
|
||||
Now at 0 0
|
||||
Current time 64 last timer 30
|
||||
Moving ball down by 0.0068 (0) units
|
||||
Now at 0 0
|
||||
Current time 74 last timer 30
|
||||
Moving ball down by 0.0088 (0) units
|
||||
Now at 0 0
|
||||
Current time 82 last timer 30
|
||||
Moving ball down by 0.0104 (0) units
|
||||
Now at 0 0
|
||||
Current time 91 last timer 30
|
||||
Moving ball down by 0.0122 (0) units
|
||||
Now at 0 0
|
||||
Current time 100 last timer 30
|
||||
Moving ball down by 0.014 (0) units
|
||||
Now at 0 0
|
||||
Current time 112 last timer 30
|
||||
Moving ball down by 0.0164 (0) units
|
||||
Now at 0 0
|
||||
Current time 121 last timer 30
|
||||
Moving ball down by 0.0182 (0) units
|
||||
Now at 0 0
|
||||
Current time 131 last timer 30
|
||||
Moving ball down by 0.0202 (0) units
|
||||
Now at 0 0
|
||||
Current time 141 last timer 30
|
||||
Moving ball down by 0.0222 (0) units
|
||||
Now at 0 0
|
||||
Current time 150 last timer 30
|
||||
Moving ball down by 0.024 (0) units
|
||||
Now at 0 0
|
||||
Current time 159 last timer 30
|
||||
Moving ball down by 0.0258 (0) units
|
||||
Now at 0 0
|
||||
Current time 169 last timer 30
|
||||
Moving ball down by 0.0278 (0) units
|
||||
Now at 0 0
|
||||
Current time 177 last timer 30
|
||||
Moving ball down by 0.0294 (0) units
|
||||
Now at 0 0
|
||||
Current time 188 last timer 30
|
||||
Moving ball down by 0.0316 (0) units
|
||||
Now at 0 0
|
||||
Current time 197 last timer 30
|
||||
Moving ball down by 0.0334 (0) units
|
||||
Now at 0 0
|
||||
Current time 207 last timer 30
|
||||
Moving ball down by 0.0354 (0) units
|
||||
Now at 0 0
|
||||
Current time 215 last timer 30
|
||||
Moving ball down by 0.037 (0) units
|
||||
Now at 0 0
|
||||
Current time 224 last timer 30
|
||||
Moving ball down by 0.0388 (0) units
|
||||
Now at 0 0
|
||||
Current time 234 last timer 30
|
||||
Moving ball down by 0.0408 (0) units
|
||||
Now at 0 0
|
||||
Current time 243 last timer 30
|
||||
Moving ball down by 0.0426 (0) units
|
||||
Now at 0 0
|
||||
Current time 251 last timer 30
|
||||
Moving ball down by 0.0442 (0) units
|
||||
Now at 0 0
|
||||
Current time 260 last timer 30
|
||||
Moving ball down by 0.046 (0) units
|
||||
Now at 0 0
|
||||
Current time 268 last timer 30
|
||||
Moving ball down by 0.0476 (0) units
|
||||
Now at 0 0
|
||||
Current time 277 last timer 30
|
||||
Moving ball down by 0.0494 (0) units
|
||||
Now at 0 0
|
||||
Current time 286 last timer 30
|
||||
Moving ball down by 0.0512 (0) units
|
||||
Now at 0 0
|
||||
Current time 295 last timer 30
|
||||
Moving ball down by 0.053 (0) units
|
||||
Now at 0 0
|
||||
Current time 307 last timer 30
|
||||
Moving ball down by 0.0554 (0) units
|
||||
Now at 0 0
|
||||
Current time 316 last timer 30
|
||||
Moving ball down by 0.0572 (0) units
|
||||
Now at 0 0
|
||||
Current time 325 last timer 30
|
||||
Moving ball down by 0.059 (0) units
|
||||
Now at 0 0
|
||||
Current time 333 last timer 30
|
||||
Moving ball down by 0.0606 (0) units
|
||||
Now at 0 0
|
||||
Current time 343 last timer 30
|
||||
Moving ball down by 0.0626 (0) units
|
||||
Now at 0 0
|
||||
Current time 351 last timer 30
|
||||
Moving ball down by 0.0642 (0) units
|
||||
Now at 0 0
|
||||
Current time 360 last timer 30
|
||||
Moving ball down by 0.066 (0) units
|
||||
Now at 0 0
|
||||
Current time 369 last timer 30
|
||||
Moving ball down by 0.0678 (0) units
|
||||
Now at 0 0
|
||||
Current time 377 last timer 30
|
||||
Moving ball down by 0.0694 (0) units
|
||||
Now at 0 0
|
||||
Current time 386 last timer 30
|
||||
Moving ball down by 0.0712 (0) units
|
||||
Now at 0 0
|
||||
Current time 399 last timer 30
|
||||
Moving ball down by 0.0738 (0) units
|
||||
Now at 0 0
|
||||
Current time 408 last timer 30
|
||||
Moving ball down by 0.0758 (0) units
|
||||
Now at 0 0
|
||||
Current time 422 last timer 30
|
||||
Moving ball down by 0.0784 (0) units
|
||||
Now at 0 0
|
||||
Current time 431 last timer 30
|
||||
Moving ball down by 0.0802 (0) units
|
||||
Now at 0 0
|
||||
Current time 440 last timer 30
|
||||
Moving ball down by 0.082 (0) units
|
||||
Now at 0 0
|
||||
Current time 449 last timer 30
|
||||
Moving ball down by 0.0838 (0) units
|
||||
Now at 0 0
|
||||
Current time 457 last timer 30
|
||||
Moving ball down by 0.0854 (0) units
|
||||
Now at 0 0
|
||||
Current time 468 last timer 30
|
||||
Moving ball down by 0.0876 (0) units
|
||||
Now at 0 0
|
||||
Current time 478 last timer 30
|
||||
Moving ball down by 0.0896 (0) units
|
||||
Now at 0 0
|
||||
Current time 487 last timer 30
|
||||
Moving ball down by 0.0914 (0) units
|
||||
Now at 0 0
|
||||
Current time 496 last timer 30
|
||||
Moving ball down by 0.0932 (0) units
|
||||
Now at 0 0
|
||||
Current time 506 last timer 30
|
||||
Moving ball down by 0.0954 (0) units
|
||||
Now at 0 0
|
||||
Current time 516 last timer 30
|
||||
Moving ball down by 0.0972 (0) units
|
||||
Now at 0 0
|
||||
Current time 525 last timer 30
|
||||
Moving ball down by 0.099 (0) units
|
||||
Now at 0 0
|
||||
Current time 533 last timer 30
|
||||
Moving ball down by 0.1006 (0) units
|
||||
Now at 0 0
|
||||
Current time 545 last timer 30
|
||||
Moving ball down by 0.103 (0) units
|
||||
Now at 0 0
|
||||
Current time 555 last timer 30
|
||||
Moving ball down by 0.105 (0) units
|
||||
Now at 0 0
|
||||
Current time 565 last timer 30
|
||||
Moving ball down by 0.107 (0) units
|
||||
Now at 0 0
|
||||
Current time 575 last timer 30
|
||||
Moving ball down by 0.109 (0) units
|
||||
Now at 0 0
|
||||
Current time 586 last timer 30
|
||||
Moving ball down by 0.1112 (0) units
|
||||
Now at 0 0
|
||||
Current time 595 last timer 30
|
||||
Moving ball down by 0.113 (0) units
|
||||
Now at 0 0
|
||||
Current time 607 last timer 30
|
||||
Moving ball down by 0.1154 (0) units
|
||||
Now at 0 0
|
||||
Current time 616 last timer 30
|
||||
Moving ball down by 0.1172 (0) units
|
||||
Now at 0 0
|
||||
Current time 625 last timer 30
|
||||
Moving ball down by 0.119 (0) units
|
||||
Now at 0 0
|
||||
Current time 633 last timer 30
|
||||
Moving ball down by 0.1206 (0) units
|
||||
Now at 0 0
|
||||
Current time 643 last timer 30
|
||||
Moving ball down by 0.1226 (0) units
|
||||
Now at 0 0
|
||||
Current time 651 last timer 30
|
||||
Moving ball down by 0.1244 (0) units
|
||||
Now at 0 0
|
||||
Current time 660 last timer 30
|
||||
Moving ball down by 0.126 (0) units
|
||||
Now at 0 0
|
||||
Current time 669 last timer 30
|
||||
Moving ball down by 0.128 (0) units
|
||||
Now at 0 0
|
||||
Current time 678 last timer 30
|
||||
Moving ball down by 0.1296 (0) units
|
||||
Now at 0 0
|
||||
Current time 687 last timer 30
|
||||
Moving ball down by 0.1314 (0) units
|
||||
Now at 0 0
|
||||
Current time 698 last timer 30
|
||||
Moving ball down by 0.1336 (0) units
|
||||
Now at 0 0
|
||||
Current time 707 last timer 30
|
||||
Moving ball down by 0.1354 (0) units
|
||||
Now at 0 0
|
||||
Current time 718 last timer 30
|
||||
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|
||||
Now at 0 0
|
||||
Current time 727 last timer 30
|
||||
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|
||||
Now at 0 0
|
||||
Current time 737 last timer 30
|
||||
Moving ball down by 0.1414 (0) units
|
||||
Now at 0 0
|
||||
Current time 748 last timer 30
|
||||
Moving ball down by 0.1436 (0) units
|
||||
Now at 0 0
|
||||
Current time 757 last timer 30
|
||||
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|
||||
Now at 0 0
|
||||
Current time 765 last timer 30
|
||||
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|
||||
Now at 0 0
|
||||
Current time 774 last timer 30
|
||||
Moving ball down by 0.1488 (0) units
|
||||
Now at 0 0
|
||||
Current time 785 last timer 30
|
||||
Moving ball down by 0.151 (0) units
|
||||
Now at 0 0
|
||||
Current time 796 last timer 30
|
||||
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|
||||
Now at 0 0
|
||||
Current time 806 last timer 30
|
||||
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|
||||
Now at 0 0
|
||||
Current time 816 last timer 30
|
||||
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|
||||
Now at 0 0
|
||||
Current time 825 last timer 30
|
||||
Moving ball down by 0.159 (0) units
|
||||
Now at 0 0
|
||||
Current time 833 last timer 30
|
||||
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|
||||
Now at 0 0
|
||||
Current time 847 last timer 30
|
||||
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|
||||
Now at 0 0
|
||||
Current time 855 last timer 30
|
||||
Moving ball down by 0.165 (0) units
|
||||
Now at 0 0
|
||||
Current time 865 last timer 30
|
||||
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|
||||
Now at 0 0
|
||||
Current time 874 last timer 30
|
||||
Moving ball down by 0.1688 (0) units
|
||||
Now at 0 0
|
||||
Current time 883 last timer 30
|
||||
Moving ball down by 0.1708 (0) units
|
||||
Now at 0 0
|
||||
787
demo/frictionball/Debug/stderr.txt
Executable file
@@ -0,0 +1,787 @@
|
||||
Splitting frames from ball.png (32x32...
|
||||
Updating actor 0x22fc90
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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Updating actor 0x22fc90
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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Updating actor 0x22fc90
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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Updating actor 0x22fc90
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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Updating actor 0x22fc90
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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Updating actor 0x22fc90
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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Updating actor 0x22fc90
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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Updating actor 0x22fc90
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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||||
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||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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||||
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||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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||||
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||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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||||
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||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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||||
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||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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||||
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||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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||||
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||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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||||
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||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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||||
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||||
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||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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||||
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||||
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||||
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|
||||
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||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
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||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
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|
||||
Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)...
|
||||
1
demo/frictionball/Debug/stdout.txt
Executable file
@@ -0,0 +1 @@
|
||||
Split 1 frames into new sprite strip
|
||||
78
demo/frictionball/Makefile
Executable file
@@ -0,0 +1,78 @@
|
||||
# This makefile is a bit hackish. I wrote it early in the AM.
|
||||
# Fohgiveuhness, please!!
|
||||
|
||||
|
||||
ifndef $(CFG)
|
||||
CFG=Debug
|
||||
endif
|
||||
|
||||
# you can also pass : mingw32 and macosx
|
||||
ifndef $(OS)
|
||||
OS=linux
|
||||
endif
|
||||
|
||||
TARGET=demo
|
||||
BINTARGET=$(TARGET)
|
||||
PROJECTHOME=$(shell pwd)
|
||||
SDL_CFLAGS=$(shell sdl-config --cflags)
|
||||
SDL_LDFLAGS=$(shell sdl-config --libs)
|
||||
LIBDIR=/usr/lib
|
||||
HEADERDIR=/usr/include
|
||||
ADDL_CFLAGS=
|
||||
|
||||
ifeq "$(OS)" "mingw32"
|
||||
ADDL_CFLAGS=-mwindows -DBUILD_MINGW32
|
||||
endif
|
||||
ifeq "$(OS)" "linux"
|
||||
ADDL_CFLAGS=-DBUILD_LINUX
|
||||
endif
|
||||
|
||||
# default for release configs
|
||||
ifeq "$(CFG)" "Release"
|
||||
OUTDIR=Release
|
||||
ifeq "$(OS)" "mingw32"
|
||||
BINTARGET=$(TARGET).exe
|
||||
else
|
||||
BINTARGET=$(TARGET)
|
||||
endif
|
||||
LINKLIB=game
|
||||
CXXFLAGS=-I../../../ -I$(HEADERDIR) -I./cpp -c $(SDL_CFLAGS) $(ADDL_CFLAGS)
|
||||
endif
|
||||
ifeq "$(CFG)" "Debug"
|
||||
OUTDIR=Debug
|
||||
ifeq "$(OS)" "mingw32"
|
||||
BINTARGET=$(TARGET)-dbg.exe
|
||||
else
|
||||
BINTARGET=$(TARGET)-dbg
|
||||
endif
|
||||
LINKLIB=game-dbg
|
||||
CXXFLAGS=-I../../../ -I$(HEADERDIR) -I./cpp -pg -g -ggdb -gstabs -Wall -c $(SDL_CFLAGS) $(ADDL_CFLAGS)
|
||||
endif
|
||||
|
||||
LINKLIBS=-L../../$(CFG) -L$(LIBDIR) -l$(LINKLIB) $(SDL_LDFLAGS) -lSDL_image -lSDL_mixer -lSDL_gfx -lSDL_ttf
|
||||
|
||||
BINOBJ=$(OUTDIR)/demo.o
|
||||
|
||||
CC = gcc
|
||||
CXX = g++
|
||||
LD = $(CXX)
|
||||
INSTALL = $(which install)
|
||||
|
||||
$(OUTDIR)/%.o : cpp/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -o $@ $<
|
||||
|
||||
all: bin
|
||||
|
||||
bin: $(BINOBJ)
|
||||
$(LD) -pg -o $(OUTDIR)/$(BINTARGET) \
|
||||
-pg $(BINOBJ) $(LINKLIBS)
|
||||
|
||||
.PHONY: clean
|
||||
clean:
|
||||
rm -f $(OUTDIR)/*.o
|
||||
rm -f $(OUTDIR)/$(BINTARGET)
|
||||
|
||||
.PHONY: rebuild
|
||||
rebuild:
|
||||
make clean
|
||||
make CFG=$(CFG)
|
||||
BIN
demo/frictionball/Release/demo
Executable file
BIN
demo/frictionball/Release/demo.exe
Executable file
BIN
demo/frictionball/ball.png
Executable file
|
After Width: | Height: | Size: 648 B |
92
demo/frictionball/cpp/demo.cpp
Executable file
@@ -0,0 +1,92 @@
|
||||
/*
|
||||
* This demo expands on the bouncingball demo to show how you can integrate simple physics to create a
|
||||
* more realistic bouncing effect, and bring the ball to a halt
|
||||
*/
|
||||
|
||||
#include <libgame/libgame.h>
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
Display2D display = Display2D();
|
||||
Game &myGame = Game::NewSingleton();
|
||||
Animation *anim = NULL;
|
||||
Actor ball;
|
||||
SpriteStrip *strip = NULL;
|
||||
float gravity = 0.1;
|
||||
unsigned int lastTimer = 0;
|
||||
|
||||
Vector actorPos;
|
||||
Vector actorVel;
|
||||
|
||||
myGame.initSDL();
|
||||
myGame.initVideo(640, 480, 32, SDL_HWSURFACE|SDL_DOUBLEBUF);
|
||||
display.initVideo((Vector){0,0,0}, 640, 480, 32, SDL_HWSURFACE);
|
||||
display.setActive(1);
|
||||
myGame.windows.push_back(&display);
|
||||
|
||||
strip = myGame.newSpriteStrip("ball");
|
||||
strip->loadFromFile("ball.png", 32, 32, (Vector){0,0,0});
|
||||
anim = myGame.newAnimation("ball");
|
||||
anim->setStrip(strip, 0, 0, (Vector){0,0,0});
|
||||
ball.addAnimation(anim, STATE_DEFAULT);
|
||||
ball.setState(STATE_MOVERIGHT | STATE_MOVEUP);
|
||||
ball.setPosition((Vector){320,240,0});
|
||||
ball.setVelocity((Vector){-1, 0, 0});
|
||||
|
||||
display.addActor(&ball, LAYER_SPRITE1);
|
||||
|
||||
lastTimer = SDL_GetTicks();
|
||||
myGame.lockFPS(60);
|
||||
|
||||
while ( 1 ) {
|
||||
actorPos = ball.getPosition();
|
||||
actorVel = ball.getVelocity();
|
||||
/* this is what does the bounce */
|
||||
if ( actorPos.y > (480 - ball.nextFrame()->h) ) {
|
||||
// if the velocity is low enough, then we just stop the ball so that it will roll
|
||||
// smoothly along the floor of the window
|
||||
if ( actorVel.y < .01 && actorVel.y > -.01 ) {
|
||||
actorVel.y = 0;
|
||||
} else {
|
||||
// if the velocity is still significant, then we reverse it to create the bounce
|
||||
// but since real balls don't bounce quite as high as they did initially, when dropped
|
||||
// so we do a primitive modification of the velocity to inroduce something similar to
|
||||
// friction physics (see the "physics" demos for ACTUAL physics)
|
||||
|
||||
// The friction numbers here are arbitrary, and were used because they made sense in the
|
||||
// demo, you can change the friction for some pretty different effects.
|
||||
actorVel.y = -(actorVel.y) - 1;
|
||||
// this is friction applied to the X axis to stop the ball's movement eventually
|
||||
if ( actorVel.x < .01 && actorVel.x > -.01 ) {
|
||||
actorVel.x = 0;
|
||||
} else {
|
||||
if ( actorVel.x > 0 ) {
|
||||
actorVel.x -= .1;
|
||||
} else {
|
||||
actorVel.x += .1;
|
||||
}
|
||||
}
|
||||
}
|
||||
actorPos.y = (480 - ball.nextFrame()->h);
|
||||
ball.setPosition(actorPos);
|
||||
}
|
||||
if ( ((actorPos.x + ball.nextFrame()->w) >= 640) || actorPos.x < 0 ) {
|
||||
actorVel.x = -(actorVel.x);
|
||||
}
|
||||
// -- end of bouncing
|
||||
if ( actorPos.x >= 640 ) {
|
||||
break;
|
||||
}
|
||||
if ( (SDL_GetTicks() - lastTimer) >= (1000/30) ) {
|
||||
actorVel.y -= gravity;
|
||||
ball.setVelocity(actorVel);
|
||||
lastTimer = SDL_GetTicks();
|
||||
}
|
||||
myGame.update();
|
||||
if ( myGame.keyHeldDown(SDLK_ESCAPE) ) {
|
||||
break;
|
||||
}
|
||||
myGame.finishFrame();
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
BIN
demo/frictionball/gmon.out
Executable file
277
demo/frictionball/log.txt
Executable file
@@ -0,0 +1,277 @@
|
||||
ALSA lib pcm_dmix.c:874:(snd_pcm_dmix_open) unable to open slave
|
||||
Current time 35 last timer 30
|
||||
Moving ball down by 0.001 (0) units
|
||||
Now at 0 0
|
||||
Current time 40 last timer 30
|
||||
Moving ball down by 0.002 (0) units
|
||||
Now at 0 0
|
||||
Current time 51 last timer 30
|
||||
Moving ball down by 0.0042 (0) units
|
||||
Now at 0 0
|
||||
Current time 58 last timer 30
|
||||
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|
||||
Now at 0 0
|
||||
Current time 61 last timer 30
|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
Current time 91 last timer 30
|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
Current time 431 last timer 30
|
||||
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|
||||
Now at 0 0
|
||||
Current time 440 last timer 30
|
||||
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|
||||
Now at 0 0
|
||||
Current time 449 last timer 30
|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
Current time 478 last timer 30
|
||||
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|
||||
Now at 0 0
|
||||
Current time 487 last timer 30
|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
Current time 506 last timer 30
|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
Now at 0 0
|
||||
713
demo/gravity/Debug/stderr.txt
Executable file
@@ -0,0 +1,713 @@
|
||||
Splitting frames from ball.png (32x32...
|
||||
Updating actor 0x22fc90
|
||||
Updating actor 0x22fc90
|
||||
Updating actor 0x22fc90
|
||||
Updating actor 0x22fc90
|
||||
Updating actor 0x22fc90
|
||||
Updating actor 0x22fc90
|
||||
Updating actor 0x22fc90
|
||||
Updating actor 0x22fc90
|
||||
Updating actor 0x22fc90
|
||||
Updating actor 0x22fc90
|
||||
Updating actor 0x22fc90
|
||||
Updating actor 0x22fc90
|
||||
Updating actor 0x22fc90
|
||||
Updating actor 0x22fc90
|
||||
Updating actor 0x22fc90
|
||||
Updating actor 0x22fc90
|
||||
Updating actor 0x22fc90
|
||||
Updating actor 0x22fc90
|
||||
Updating actor 0x22fc90
|
||||
Updating actor 0x22fc90
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0xb6dcb0 to main canvas 0x3d4100(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Updating actor 0x22fc90
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
Updating actor 0x22fc90
|
||||
Updating actor 0x22fc90
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0xb6dcb0 to main canvas 0x3d4100(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Updating actor 0x22fc90
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
Updating actor 0x22fc90
|
||||
Updating actor 0x22fc90
|
||||
Updating actor 0x22fc90
|
||||
Blitting display 0x22fcf0 canvas 0xb6dcb0 to main canvas 0x3d4100(0,0)...
|
||||
Updating actor 0x22fc90
|
||||
Updating actor 0x22fc90
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
Updating actor 0x22fc90
|
||||
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|
||||
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Blitting display 0x22fcf0 canvas 0xb6dcb0 to main canvas 0x3d4100(0,0)...
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Blitting display 0x22fcf0 canvas 0xb6dcb0 to main canvas 0x3d4100(0,0)...
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||||
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||||
1
demo/gravity/Debug/stdout.txt
Executable file
@@ -0,0 +1 @@
|
||||
Split 1 frames into new sprite strip
|
||||
78
demo/gravity/Makefile
Executable file
@@ -0,0 +1,78 @@
|
||||
# This makefile is a bit hackish. I wrote it early in the AM.
|
||||
# Fohgiveuhness, please!!
|
||||
|
||||
|
||||
ifndef $(CFG)
|
||||
CFG=Debug
|
||||
endif
|
||||
|
||||
# you can also pass : mingw32 and macosx
|
||||
ifndef $(OS)
|
||||
OS=linux
|
||||
endif
|
||||
|
||||
TARGET=demo
|
||||
BINTARGET=$(TARGET)
|
||||
PROJECTHOME=$(shell pwd)
|
||||
SDL_CFLAGS=$(shell sdl-config --cflags)
|
||||
SDL_LDFLAGS=$(shell sdl-config --libs)
|
||||
LIBDIR=/usr/lib
|
||||
HEADERDIR=/usr/include
|
||||
ADDL_CFLAGS=
|
||||
|
||||
ifeq "$(OS)" "mingw32"
|
||||
ADDL_CFLAGS=-mwindows -DBUILD_MINGW32
|
||||
endif
|
||||
ifeq "$(OS)" "linux"
|
||||
ADDL_CFLAGS=-DBUILD_LINUX
|
||||
endif
|
||||
|
||||
# default for release configs
|
||||
ifeq "$(CFG)" "Release"
|
||||
OUTDIR=Release
|
||||
ifeq "$(OS)" "mingw32"
|
||||
BINTARGET=$(TARGET).exe
|
||||
else
|
||||
BINTARGET=$(TARGET)
|
||||
endif
|
||||
LINKLIB=game
|
||||
CXXFLAGS=-I../../../ -I$(HEADERDIR) -I./cpp -c $(SDL_CFLAGS) $(ADDL_CFLAGS)
|
||||
endif
|
||||
ifeq "$(CFG)" "Debug"
|
||||
OUTDIR=Debug
|
||||
ifeq "$(OS)" "mingw32"
|
||||
BINTARGET=$(TARGET)-dbg.exe
|
||||
else
|
||||
BINTARGET=$(TARGET)-dbg
|
||||
endif
|
||||
LINKLIB=game-dbg
|
||||
CXXFLAGS=-I../../../ -I$(HEADERDIR) -I./cpp -pg -g -ggdb -gstabs -Wall -c $(SDL_CFLAGS) $(ADDL_CFLAGS)
|
||||
endif
|
||||
|
||||
LINKLIBS=-L../../$(CFG) -L$(LIBDIR) -l$(LINKLIB) $(SDL_LDFLAGS) -lSDL_image -lSDL_mixer -lSDL_gfx -lSDL_ttf
|
||||
|
||||
BINOBJ=$(OUTDIR)/demo.o
|
||||
|
||||
CC = gcc
|
||||
CXX = g++
|
||||
LD = $(CXX)
|
||||
INSTALL = $(which install)
|
||||
|
||||
$(OUTDIR)/%.o : cpp/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -o $@ $<
|
||||
|
||||
all: bin
|
||||
|
||||
bin: $(BINOBJ)
|
||||
$(LD) -pg -o $(OUTDIR)/$(BINTARGET) \
|
||||
-pg $(BINOBJ) $(LINKLIBS)
|
||||
|
||||
.PHONY: clean
|
||||
clean:
|
||||
rm -f $(OUTDIR)/*.o
|
||||
rm -f $(OUTDIR)/$(BINTARGET)
|
||||
|
||||
.PHONY: rebuild
|
||||
rebuild:
|
||||
make clean
|
||||
make CFG=$(CFG)
|
||||
BIN
demo/gravity/Release/demo
Executable file
BIN
demo/gravity/Release/demo.exe
Executable file
BIN
demo/gravity/ball.png
Executable file
|
After Width: | Height: | Size: 648 B |
61
demo/gravity/cpp/demo.cpp
Executable file
@@ -0,0 +1,61 @@
|
||||
/*
|
||||
* This demo just creates a ball that moves up, and allows gravity to effect it.
|
||||
* The effect is to cause the velocity of the ball to change, causing it to travel
|
||||
* in a parabola on the Y axis rather than simply going straight up or straight down.
|
||||
*/
|
||||
|
||||
#include <libgame/libgame.h>
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
Display2D display = Display2D();
|
||||
Game &myGame = Game::NewSingleton();
|
||||
Animation *anim = NULL;
|
||||
Actor ball;
|
||||
SpriteStrip *strip = NULL;
|
||||
float gravity = 0.1;
|
||||
unsigned int lastTimer = 0;
|
||||
|
||||
Vector actorPos;
|
||||
Vector actorVel;
|
||||
|
||||
myGame.initSDL();
|
||||
myGame.initVideo(640, 480, 32, SDL_HWSURFACE|SDL_DOUBLEBUF);
|
||||
display.initVideo((Vector){0,0,0}, 640, 480, 32, SDL_HWSURFACE);
|
||||
display.setActive(1);
|
||||
myGame.windows.push_back(&display);
|
||||
|
||||
strip = myGame.newSpriteStrip("ball");
|
||||
strip->loadFromFile("ball.png", 32, 32, (Vector){0,0,0});
|
||||
anim = myGame.newAnimation("ball");
|
||||
anim->setStrip(strip, 0, 0, (Vector){0,0,0});
|
||||
ball.addAnimation(anim, STATE_DEFAULT);
|
||||
ball.setState(STATE_MOVERIGHT | STATE_MOVEUP);
|
||||
ball.setPosition((Vector){0,400,0});
|
||||
ball.setVelocity((Vector){1, 1.5, 0});
|
||||
|
||||
display.addActor(&ball, LAYER_SPRITE1);
|
||||
|
||||
lastTimer = SDL_GetTicks();
|
||||
|
||||
while ( 1 ) {
|
||||
actorPos = ball.getPosition();
|
||||
if ( actorPos.y >= 480 ) {
|
||||
break;
|
||||
}
|
||||
if ( (SDL_GetTicks() - lastTimer) >= (1000/30) ) {
|
||||
myGame.update();
|
||||
actorVel = ball.getVelocity();
|
||||
actorVel.y -= gravity;
|
||||
ball.setVelocity(actorVel);
|
||||
lastTimer = SDL_GetTicks();
|
||||
} else {
|
||||
myGame.update(1);
|
||||
}
|
||||
if ( myGame.keyHeldDown(SDLK_ESCAPE) ) {
|
||||
break;
|
||||
}
|
||||
myGame.finishFrame();
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
BIN
demo/gravity/gmon.out
Executable file
277
demo/gravity/log.txt
Executable file
@@ -0,0 +1,277 @@
|
||||
ALSA lib pcm_dmix.c:874:(snd_pcm_dmix_open) unable to open slave
|
||||
Current time 35 last timer 30
|
||||
Moving ball down by 0.001 (0) units
|
||||
Now at 0 0
|
||||
Current time 40 last timer 30
|
||||
Moving ball down by 0.002 (0) units
|
||||
Now at 0 0
|
||||
Current time 51 last timer 30
|
||||
Moving ball down by 0.0042 (0) units
|
||||
Now at 0 0
|
||||
Current time 58 last timer 30
|
||||
Moving ball down by 0.0056 (0) units
|
||||
Now at 0 0
|
||||
Current time 61 last timer 30
|
||||
Moving ball down by 0.0062 (0) units
|
||||
Now at 0 0
|
||||
Current time 64 last timer 30
|
||||
Moving ball down by 0.0068 (0) units
|
||||
Now at 0 0
|
||||
Current time 74 last timer 30
|
||||
Moving ball down by 0.0088 (0) units
|
||||
Now at 0 0
|
||||
Current time 82 last timer 30
|
||||
Moving ball down by 0.0104 (0) units
|
||||
Now at 0 0
|
||||
Current time 91 last timer 30
|
||||
Moving ball down by 0.0122 (0) units
|
||||
Now at 0 0
|
||||
Current time 100 last timer 30
|
||||
Moving ball down by 0.014 (0) units
|
||||
Now at 0 0
|
||||
Current time 112 last timer 30
|
||||
Moving ball down by 0.0164 (0) units
|
||||
Now at 0 0
|
||||
Current time 121 last timer 30
|
||||
Moving ball down by 0.0182 (0) units
|
||||
Now at 0 0
|
||||
Current time 131 last timer 30
|
||||
Moving ball down by 0.0202 (0) units
|
||||
Now at 0 0
|
||||
Current time 141 last timer 30
|
||||
Moving ball down by 0.0222 (0) units
|
||||
Now at 0 0
|
||||
Current time 150 last timer 30
|
||||
Moving ball down by 0.024 (0) units
|
||||
Now at 0 0
|
||||
Current time 159 last timer 30
|
||||
Moving ball down by 0.0258 (0) units
|
||||
Now at 0 0
|
||||
Current time 169 last timer 30
|
||||
Moving ball down by 0.0278 (0) units
|
||||
Now at 0 0
|
||||
Current time 177 last timer 30
|
||||
Moving ball down by 0.0294 (0) units
|
||||
Now at 0 0
|
||||
Current time 188 last timer 30
|
||||
Moving ball down by 0.0316 (0) units
|
||||
Now at 0 0
|
||||
Current time 197 last timer 30
|
||||
Moving ball down by 0.0334 (0) units
|
||||
Now at 0 0
|
||||
Current time 207 last timer 30
|
||||
Moving ball down by 0.0354 (0) units
|
||||
Now at 0 0
|
||||
Current time 215 last timer 30
|
||||
Moving ball down by 0.037 (0) units
|
||||
Now at 0 0
|
||||
Current time 224 last timer 30
|
||||
Moving ball down by 0.0388 (0) units
|
||||
Now at 0 0
|
||||
Current time 234 last timer 30
|
||||
Moving ball down by 0.0408 (0) units
|
||||
Now at 0 0
|
||||
Current time 243 last timer 30
|
||||
Moving ball down by 0.0426 (0) units
|
||||
Now at 0 0
|
||||
Current time 251 last timer 30
|
||||
Moving ball down by 0.0442 (0) units
|
||||
Now at 0 0
|
||||
Current time 260 last timer 30
|
||||
Moving ball down by 0.046 (0) units
|
||||
Now at 0 0
|
||||
Current time 268 last timer 30
|
||||
Moving ball down by 0.0476 (0) units
|
||||
Now at 0 0
|
||||
Current time 277 last timer 30
|
||||
Moving ball down by 0.0494 (0) units
|
||||
Now at 0 0
|
||||
Current time 286 last timer 30
|
||||
Moving ball down by 0.0512 (0) units
|
||||
Now at 0 0
|
||||
Current time 295 last timer 30
|
||||
Moving ball down by 0.053 (0) units
|
||||
Now at 0 0
|
||||
Current time 307 last timer 30
|
||||
Moving ball down by 0.0554 (0) units
|
||||
Now at 0 0
|
||||
Current time 316 last timer 30
|
||||
Moving ball down by 0.0572 (0) units
|
||||
Now at 0 0
|
||||
Current time 325 last timer 30
|
||||
Moving ball down by 0.059 (0) units
|
||||
Now at 0 0
|
||||
Current time 333 last timer 30
|
||||
Moving ball down by 0.0606 (0) units
|
||||
Now at 0 0
|
||||
Current time 343 last timer 30
|
||||
Moving ball down by 0.0626 (0) units
|
||||
Now at 0 0
|
||||
Current time 351 last timer 30
|
||||
Moving ball down by 0.0642 (0) units
|
||||
Now at 0 0
|
||||
Current time 360 last timer 30
|
||||
Moving ball down by 0.066 (0) units
|
||||
Now at 0 0
|
||||
Current time 369 last timer 30
|
||||
Moving ball down by 0.0678 (0) units
|
||||
Now at 0 0
|
||||
Current time 377 last timer 30
|
||||
Moving ball down by 0.0694 (0) units
|
||||
Now at 0 0
|
||||
Current time 386 last timer 30
|
||||
Moving ball down by 0.0712 (0) units
|
||||
Now at 0 0
|
||||
Current time 399 last timer 30
|
||||
Moving ball down by 0.0738 (0) units
|
||||
Now at 0 0
|
||||
Current time 408 last timer 30
|
||||
Moving ball down by 0.0758 (0) units
|
||||
Now at 0 0
|
||||
Current time 422 last timer 30
|
||||
Moving ball down by 0.0784 (0) units
|
||||
Now at 0 0
|
||||
Current time 431 last timer 30
|
||||
Moving ball down by 0.0802 (0) units
|
||||
Now at 0 0
|
||||
Current time 440 last timer 30
|
||||
Moving ball down by 0.082 (0) units
|
||||
Now at 0 0
|
||||
Current time 449 last timer 30
|
||||
Moving ball down by 0.0838 (0) units
|
||||
Now at 0 0
|
||||
Current time 457 last timer 30
|
||||
Moving ball down by 0.0854 (0) units
|
||||
Now at 0 0
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Current time 468 last timer 30
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Current time 478 last timer 30
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Current time 487 last timer 30
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Current time 496 last timer 30
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||||
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Current time 506 last timer 30
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||||
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Current time 525 last timer 30
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||||
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||||
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Current time 545 last timer 30
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||||
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||||
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||||
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||||
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Current time 586 last timer 30
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||||
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||||
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Current time 607 last timer 30
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||||
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||||
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