23 Commits

Author SHA256 Message Date
858971d1db Properly scale up a button depending on stage size! 2026-03-20 12:14:20 +00:00
5aba0fc70a Final commit before we start the MainMenu file from scratch again 2026-03-20 11:30:52 +00:00
afe82dbd2a Start implementing what we learnt from the ui-test branch 2026-03-18 09:28:00 +00:00
1cc46a94fe Look into using override fun resize and override fun create? method 2026-03-11 13:00:17 +00:00
4de5a8f88b Start re-creating main menu 2026-03-06 15:01:31 +00:00
89ff480c2e Start work to match the planned class structure 2026-03-06 12:28:37 +00:00
c009746bc4 Update host/client class structure 2026-03-06 12:27:51 +00:00
99719f5b79 Concept class structure 2026-03-06 01:54:13 +00:00
fe79c271fa Start working on networking 2026-03-04 12:57:57 +00:00
ddab82ec7f Get if casual button is pressed and move play buttons into own horizontal group 2026-03-04 12:18:56 +00:00
7974cbd0af Re-create main menu buttons 2026-03-04 07:49:40 +00:00
bdcbfece3b Play Buttons are the correct aspect ratio. Needs work on positioning and functionality 2026-02-27 13:03:20 +00:00
1960fa51a7 Continue experimenting with buttons to create a main menu 2026-02-25 10:21:37 +00:00
75d7e3e101 Create some assets to help with main menu buttons 2026-02-25 10:20:08 +00:00
f915f7bbba Change default orientation to Portrait 2026-02-25 10:18:55 +00:00
1136fd018d Concept main menu player lobby buttons 2026-02-25 10:17:54 +00:00
01da51665e Experiment with creating buttons for a main menu 2026-02-20 13:07:17 +00:00
64af2ed168 Add useful UI assets 2026-02-20 13:00:56 +00:00
f0ec933944 Create libGDX project 2026-02-19 12:06:57 +00:00
4d361a3f85 Update internal link to be wikilinks 2026-02-18 08:54:46 +00:00
14849c9b07 Add Art, Required Resources, and Rough Plan sections 2026-02-18 08:51:22 +00:00
4343234f3a Fixup Outline section 2026-02-18 00:54:03 +00:00
8032ca4eb5 First draft for the Formative Assessment 2026-02-18 00:38:28 +00:00
62 changed files with 14272 additions and 2277 deletions

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import com.sun.org.apache.xpath.internal.operations.Bool
/**
* You can edit, run, and share this code.
* play.kotlinlang.org
*/
fun String.isPalindrome(): Boolean {
var treatedString: String = String()
this.forEach { char ->
if (char.isLetterOrDigit()) treatedString += char.uppercase()
}
return treatedString == treatedString.reversed()
}
fun calculateVolumeOfSphere(radius: Double): Double {
return (4.0 / 3.0) * Math.PI * (radius * radius * radius)
}
fun ageMessage(age: Int) {
when (age) {
in Int.MIN_VALUE..<0 -> println("Unborn")
in 0..11 -> println("Young Kid")
in 12..17 -> println("Teenager")
18 -> println("18 Year Old")
in 19..21 -> println("Young Adult")
in 22..64 -> println("Adult")
in 65..Int.MAX_VALUE -> println("Elderly")
}
}
fun powerCalculator(base: Int, exponent: Int): Float {
var result: Float = base.toFloat()
if (base == 0) return 0f
else if (exponent == 0) return 1f
if (exponent < 0) {
for (loop in exponent..<-1) {
result *= base
}
result = 1 / result
} else {
for (loop in 1..<exponent) {
result *= base
}
}
return result
}
fun Int.isPrime(): Boolean {
if (this == 0) return false
var tmpVar: Int = this
if (this < 0) tmpVar *= -1
for (loop in 2..tmpVar / 2) {
if (tmpVar % loop == 0) return false
}
return true
}
fun splitList(list: List<Int>): Array<List<Int>> {
val newList1: MutableList<Int> = mutableListOf<Int>()
val newList2: MutableList<Int> = mutableListOf<Int>()
for (loop in 0..<list.size) {
if (loop % 2 == 0) newList1.add(list[loop])
else newList2.add(list[loop])
}
return arrayOf(newList1, newList2)
}
class Rectangle(var width: Double, var height: Double) {
init {
println("Created new Rectangle with a width of $width and a height of $height")
}
fun area(): Double {
return width * height
}
fun perimeter(): Double {
return width * 2 + height * 2
}
fun isSquare(): Boolean {
return width == height
}
}
fun main() {
// 1
//println("Hello, world!!!")
// 2
//var myFloat: Float = 10f
//myFloat *= 5
//println(myFloat)
// 3
//val myInt1: Int = (1..10).random()
//val myInt2: Int = (1..10).random()
//val myInt3: Int = myInt1 / myInt2
//println(myInt1.toString() + " / " + myInt2.toString() + " = " + myInt3.toString())
// 4
//val myString: String = "My String"
//println(myString.uppercase().reversed())
// 5
//val myInt1: Int = 2
//val myInt2: Int = 2
//val myInt3: Int = 4
//val myInt4: Int = 4
//if ((myInt1 == myInt2 || myInt3 == myInt4) && myInt3 > myInt2) println("Either the first two integers or the last two integers are equal, and the 3rd integer is larger that the 2nd.")
// 6
//val myPalindrome: String = "Satan, oscillate my metallic sonatas."
//println(myPalindrome.isPalindrome())
// 7
//println(calculateVolumeOfSphere(2.0))
// 8
//val myIntArray: Array<Int> = arrayOf(1, 2, 3, 4, 5)
//val myStringArray: Array<String> = arrayOf("One", "Two", "Three", "Four", "Five")
//myIntArray.forEach { println(it) }
//myStringArray.forEach { println(it) }
// 9
//val myString: String = "Hello"
//val loopAmount: Int = 5
//var currentLoop: Int = 0
//while (currentLoop < loopAmount) {
// println(myString)
// currentLoop++
//}
// 10
//for (number in 1..42) println(number)
// 11
//(65..90).forEach { println(it.toChar()) }
// 12
//val myArray: Array<Int> = arrayOf(5, 10, 5)
//var myResult: Int = 0
//myArray.forEach { myResult += it }
//println(myResult)
// 13
//val myArray: Array<Int> = arrayOf(5, 10, 2)
//val myMutableList: MutableList<Int> = mutableListOf()
//for (entry in myArray.reversed()) myMutableList += entry
//myMutableList.forEach { println(it) }
// 14
//ageMessage(14)
// 15
//println(powerCalculator(-2, 3))
// 16
//println(887.isPrime())
// 17
//val myRectangle: Rectangle = Rectangle(5.0, 10.0)
//println(myRectangle.area())
//println(myRectangle.perimeter())
//println(myRectangle.isSquare())
// 18
//val myList: List<Int> = listOf<Int>(1, 4, 6, 7, 8)
//val myArray: Array<List<Int>> = splitList(myList)
//for (item in myArray) {
// for (subItem in item) println(subItem)
//}
}

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# The Witch Queen
### Outline
1. Gameplay
1. Co-Op
2. Competitive
3. Combat
4. The Witch
1. [[Formative Assessment#Gameplay|Gameplay]]
1. [[Formative Assessment#Co-Op|Co-Op]]
2. [[Formative Assessment#Competitive|Competitive]]
3. [[Formative Assessment#Combat|Combat]]
4. [[Formative Assessment#The Witch|The Witch]]
2. [[Formative Assessment#Art|Art]]
3. [[Formative Assessment#Required Resources|Required Resources]]
4. [[Formative Assessment#Rough Plan|Rough Plan]]
### Gameplay
The game will be played with the phone held vertically. The game will be a roguelite with a both a cooperative and a competitive game mode.
@@ -12,23 +16,41 @@ Players must enter a dungeon with another player in order to kill The Witch. The
Upon entering a room, the player will be given some options. If there are enemies, they will be given the option to fight them. They will be given the option to search clutter if it exists within the room. Any chests can be looted with additional chests maybe reviled behind clutter. All of these activities can reward equipment that can be used in future fights/games.
After the player determines they have sufficiently cleared the room they can pick adjacent rooms. Players can end up meeting each other if they end up picking the same room. Players may group up and take rooms together. In co-op this will result in the loot being split. In competitive this will result in the person who initiated the action, if it was searching clutter or looting a chest, or dealt the final blow (maybe dice roll instead) in a combat encounter.
##### Co-Op
Players will be allowed to bring prepared items, such as potions, and must work with their partner to scour the dungeon in order to get powerful enough to kill The Witch. Some collected loot can be taken back and used in future runs if the players were not able to finish a run completely.
Players may be resurrected at certain interactable that may spawn randomly in rooms.
##### Competitive
Players must be quick but careful when doing a competitive run. The first person to kill The Witch wins.
Once a player is dead they are removed from the game. The final player can make it to the end and kill The Witch for a greater reward.
##### Combat
Upon entering a combat encounter the options available to the Player will change to reflect the actions they can take. They will be given the option to flee. This will take them to an adjacent room with all unclaimed loot in the previous room now locked to them (not chance based). Players will also have the option to attack with a certain action. If the enemy is shielded, the Player can use a shield-break attack. If the enemy is weak to fire they may use a fire attack if they have one etc. Attack options will depend on the players equipment.
##### The Witch
The Witch is the ultimate fight in a run. They will test the Player's breadth of held equipment. If the Player(s) do not have the equipment capable of taking down The Witch they will find the fight very difficult.
Players will be allowed to run and keep all the collected equipment should they manage to escape (Chance based?).
See [[Idea Whiteboard]] for more details. A [PNG version](Idea%20Whiteboard.png) and an [SVG Version](Idea%20Whiteboard.svg) are also available.
See [[Idea Whiteboard]] for more details. A [[Idea Whiteboard.png|PNG version]] and an [[Idea Whiteboard.svg|SVG version]] are also available.
### Art
These packs are along the lines of what I envision the game should look like:
- [2D Pixel Dungeon Asset Pack by Pixel_Poem](https://pixel-poem.itch.io/dungeon-assetpuck)
- [16x16 DungeonTileset II by 0x72](https://0x72.itch.io/dungeontileset-ii)
- [Rogue Fantasy Catacombs by Szadi art.](https://szadiart.itch.io/rogue-fantasy-catacombs)
I had imagined the game be isometric, but these packs will suffice.
### Required Resources
These resources may be useful:
- [Procedural Dungeon Generation in Kotlin / LibGDX](https://www.youtube.com/watch?v=gEr5fbORuLM)
- [Quillraven - YouTube](https://www.youtube.com/@Quillraven/videos) has more videos on Kotlin/LibGDX which may also be useful
- [Kotlin | The Cogitator](https://the-cogitator.com/tags/kotlin/) has some articles on creating a roguelike in Kotlin
### Rough Plan
- Fights - 16 Hours
- Equipment - 8 Hours
- Room Generation - 12 Hours
- Movement - 8 Hours
- Collectables - 8 Hours
- The Witch - 8 Hours
- Multiplayer Implementation - 16 Hours
- Permanent Progression (Prepared Equipment) - 8 Hours
- Play Menu - 8 Hours
- Equipment Menu - 8 Hours

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# https://editorconfig.org
root = true
[*]
indent_style = space
end_of_line = lf
charset = utf-8
trim_trailing_whitespace = true
insert_final_newline = true
[*.{java,scala,groovy,kt,kts}]
indent_size = 4
[*.gradle]
indent_size = 2
[*.md]
trim_trailing_whitespace = false

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* text=auto eol=lf
*.bat text=auto eol=crlf

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## Gradle:
.gradle/
gradle-app.setting
/build/
/android/build/
/core/build/
/lwjgl2/build/
/lwjgl3/build/
/html/build/
/teavm/build/
/ios/build/
/ios-moe/build/
/headless/build/
/server/build/
/shared/build/
## Java:
*.class
*.war
*.ear
hs_err_pid*
.attach_pid*
## Android:
/android/libs/armeabi-v7a/
/android/libs/arm64-v8a/
/android/libs/x86/
/android/libs/x86_64/
/android/gen/
/android/out/
local.properties
com_crashlytics_export_strings.xml
## Robovm:
/ios/robovm-build/
## iOS:
/ios/xcode/*.xcodeproj/*
!/ios/xcode/*.xcodeproj/xcshareddata
!/ios/xcode/*.xcodeproj/project.pbxproj
/ios/xcode/native/
/ios/IOSLauncher.app
/ios/IOSLauncher.app.dSYM
## GWT:
/html/war/
/html/gwt-unitCache/
.apt_generated/
/html/war/WEB-INF/deploy/
/html/war/WEB-INF/classes/
.gwt/
gwt-unitCache/
www-test/
.gwt-tmp/
## TeaVM:
# Not sure yet...
## IntelliJ, Android Studio:
.idea/
*.ipr
*.iws
*.iml
## Eclipse:
.classpath
.project
.metadata/
/android/bin/
/core/bin/
/lwjgl2/bin/
/lwjgl3/bin/
/html/bin/
/teavm/bin/
/ios/bin/
/ios-moe/bin/
/headless/bin/
/server/bin/
/shared/bin/
*.tmp
*.bak
*.swp
*~.nib
.settings/
.loadpath
.externalToolBuilders/
*.launch
## NetBeans:
/nbproject/private/
/android/nbproject/private/
/core/nbproject/private/
/lwjgl2/nbproject/private/
/lwjgl3/nbproject/private/
/html/nbproject/private/
/teavm/nbproject/private/
/ios/nbproject/private/
/ios-moe/nbproject/private/
/headless/nbproject/private/
/server/nbproject/private/
/shared/nbproject/private/
/nbbuild/
/android/nbbuild/
/core/nbbuild/
/lwjgl2/nbbuild/
/lwjgl3/nbbuild/
/html/nbbuild/
/teavm/nbbuild/
/ios/nbbuild/
/ios-moe/nbbuild/
/headless/nbbuild/
/server/nbbuild/
/shared/nbbuild/
/dist/
/android/dist/
/core/dist/
/lwjgl2/dist/
/lwjgl3/dist/
/html/dist/
/teavm/dist/
/ios/dist/
/ios-moe/dist/
/headless/dist/
/server/dist/
/shared/dist/
/nbdist/
/android/nbdist/
/core/nbdist/
/lwjgl2/nbdist/
/lwjgl3/nbdist/
/html/nbdist/
/teavm/nbdist/
/ios/nbdist/
/ios-moe/nbdist/
/headless/nbdist/
/server/nbdist/
/shared/nbdist/
nbactions.xml
nb-configuration.xml
## OS-Specific:
.DS_Store
Thumbs.db
## Miscellaneous:
*~
*.*#
*#*#
/.kotlin/
/assets/assets.txt
## Special cases:
## There is a resource-config.json file generated by nativeimage.gradle if you use Graal Native Image.
## Some usage may need extra resource configuration in a different file with the same name.
## You could also add that configuration to the text in nativeimage.gradle .
## You should delete or comment out the next line if you have configuration in a different resource-config.json .
**/resource-config.json

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# WitchQueen
A [libGDX](https://libgdx.com/) project generated with [gdx-liftoff](https://github.com/libgdx/gdx-liftoff).
This project was generated with a Kotlin project template that includes Kotlin application launchers and [KTX](https://libktx.github.io/) utilities.
## Platforms
- `core`: Main module with the application logic shared by all platforms.
- `android`: Android mobile platform. Needs Android SDK.
## Gradle
This project uses [Gradle](https://gradle.org/) to manage dependencies.
The Gradle wrapper was included, so you can run Gradle tasks using `gradlew.bat` or `./gradlew` commands.
Useful Gradle tasks and flags:
- `--continue`: when using this flag, errors will not stop the tasks from running.
- `--daemon`: thanks to this flag, Gradle daemon will be used to run chosen tasks.
- `--offline`: when using this flag, cached dependency archives will be used.
- `--refresh-dependencies`: this flag forces validation of all dependencies. Useful for snapshot versions.
- `android:lint`: performs Android project validation.
- `build`: builds sources and archives of every project.
- `cleanEclipse`: removes Eclipse project data.
- `cleanIdea`: removes IntelliJ project data.
- `clean`: removes `build` folders, which store compiled classes and built archives.
- `eclipse`: generates Eclipse project data.
- `idea`: generates IntelliJ project data.
- `test`: runs unit tests (if any).
Note that most tasks that are not specific to a single project can be run with `name:` prefix, where the `name` should be replaced with the ID of a specific project.
For example, `core:clean` removes `build` folder only from the `core` project.

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<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools">
<uses-feature android:glEsVersion="0x00020000" android:required="true"/>
<uses-permission android:name="android.permission.INTERNET" />
<application
android:allowBackup="true"
android:fullBackupContent="true"
android:icon="@drawable/ic_launcher"
android:isGame="true"
android:appCategory="game"
android:label="@string/app_name"
tools:ignore="UnusedAttribute"
android:theme="@style/GdxTheme">
<activity
android:name="com.iofferyoutea.WitchQueen.android.AndroidLauncher"
android:label="@string/app_name"
android:screenOrientation="portrait"
android:configChanges="keyboard|keyboardHidden|navigation|orientation|screenSize|screenLayout"
android:exported="true">
<intent-filter>
<action android:name="android.intent.action.MAIN"/>
<category android:name="android.intent.category.LAUNCHER"/>
</intent-filter>
</activity>
</application>
</manifest>

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buildscript {
repositories {
mavenCentral()
google()
}
}
apply plugin: 'com.android.application'
apply plugin: 'kotlin-android'
android {
namespace = "com.iofferyoutea.WitchQueen"
compileSdk = 35
sourceSets {
main {
manifest.srcFile 'AndroidManifest.xml'
java.setSrcDirs(['src/main/java', 'src/main/kotlin'])
aidl.setSrcDirs(['src/main/java', 'src/main/kotlin'])
renderscript.setSrcDirs(['src/main/java', 'src/main/kotlin'])
res.setSrcDirs(['res'])
assets.setSrcDirs(['../assets'])
jniLibs.setSrcDirs(['libs'])
}
}
packagingOptions {
resources {
excludes += ['META-INF/robovm/ios/robovm.xml', 'META-INF/DEPENDENCIES.txt', 'META-INF/DEPENDENCIES',
'META-INF/dependencies.txt', '**/*.gwt.xml']
pickFirsts += ['META-INF/LICENSE.txt', 'META-INF/LICENSE', 'META-INF/license.txt', 'META-INF/LGPL2.1',
'META-INF/NOTICE.txt', 'META-INF/NOTICE', 'META-INF/notice.txt']
}
}
defaultConfig {
applicationId 'com.iofferyoutea.WitchQueen'
minSdkVersion 21
targetSdkVersion 35
versionCode 1
versionName "1.0"
}
compileOptions {
sourceCompatibility "8"
targetCompatibility "8"
coreLibraryDesugaringEnabled = true
}
buildTypes {
release {
minifyEnabled true
proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
}
}
kotlin.compilerOptions.jvmTarget.set(org.jetbrains.kotlin.gradle.dsl.JvmTarget.JVM_1_8)
}
repositories {
// needed for AAPT2, may be needed for other tools
google()
}
configurations { natives }
dependencies {
coreLibraryDesugaring 'com.android.tools:desugar_jdk_libs:2.1.5'
implementation "com.badlogicgames.gdx:gdx-backend-android:$gdxVersion"
implementation project(':core')
natives "com.badlogicgames.gdx:gdx-box2d-platform:$gdxVersion:natives-arm64-v8a"
natives "com.badlogicgames.gdx:gdx-box2d-platform:$gdxVersion:natives-armeabi-v7a"
natives "com.badlogicgames.gdx:gdx-box2d-platform:$gdxVersion:natives-x86"
natives "com.badlogicgames.gdx:gdx-box2d-platform:$gdxVersion:natives-x86_64"
natives "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-arm64-v8a"
natives "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-armeabi-v7a"
natives "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-x86"
natives "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-x86_64"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-arm64-v8a"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-armeabi-v7a"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-x86"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-x86_64"
}
// Called every time gradle gets executed, takes the native dependencies of
// the natives configuration, and extracts them to the proper libs/ folders
// so they get packed with the APK.
tasks.register('copyAndroidNatives') {
doFirst {
file("libs/armeabi-v7a/").mkdirs()
file("libs/arm64-v8a/").mkdirs()
file("libs/x86_64/").mkdirs()
file("libs/x86/").mkdirs()
configurations.natives.copy().files.each { jar ->
def outputDir = null
if(jar.name.endsWith("natives-armeabi-v7a.jar")) outputDir = file("libs/armeabi-v7a")
if(jar.name.endsWith("natives-arm64-v8a.jar")) outputDir = file("libs/arm64-v8a")
if(jar.name.endsWith("natives-x86_64.jar")) outputDir = file("libs/x86_64")
if(jar.name.endsWith("natives-x86.jar")) outputDir = file("libs/x86")
if(outputDir != null) {
copy {
from zipTree(jar)
into outputDir
include "*.so"
}
}
}
}
}
tasks.matching { it.name.contains("merge") && it.name.contains("JniLibFolders") }.configureEach { packageTask ->
packageTask.dependsOn 'copyAndroidNatives'
}
tasks.register('run', Exec) {
def path
def localProperties = project.file("../local.properties")
if (localProperties.exists()) {
Properties properties = new Properties()
localProperties.withInputStream { instr ->
properties.load(instr)
}
def sdkDir = properties.getProperty('sdk.dir')
if (sdkDir) {
path = sdkDir
} else {
path = "$System.env.ANDROID_SDK_ROOT"
}
} else {
path = "$System.env.ANDROID_SDK_ROOT"
}
def adb = path + "/platform-tools/adb"
commandLine "$adb", 'shell', 'am', 'start', '-n', 'com.iofferyoutea.WitchQueen/com.iofferyoutea.WitchQueen.android.AndroidLauncher'
}
eclipse.project.name = appName + "-android"

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# To enable ProGuard in your project, edit project.properties
# to define the proguard.config property as described in that file.
#
# Add project specific ProGuard rules here.
# By default, the flags in this file are appended to flags specified
# in ${sdk.dir}/tools/proguard/proguard-android.txt
# You can edit the include path and order by changing the ProGuard
# include property in project.properties.
#
# For more details, see
# https://developer.android.com/guide/developing/tools/proguard.html
# Add any project specific keep options here:
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
# public *;
#}
-verbose
-dontwarn android.support.**
-dontwarn com.badlogic.gdx.backends.android.AndroidFragmentApplication
# Needed by the gdx-controllers official extension.
-keep class com.badlogic.gdx.controllers.android.AndroidControllers
# Needed by the Box2D official extension.
-keepclassmembers class com.badlogic.gdx.physics.box2d.World {
boolean contactFilter(long, long);
boolean getUseDefaultContactFilter();
void beginContact(long);
void endContact(long);
void preSolve(long, long);
void postSolve(long, long);
boolean reportFixture(long);
float reportRayFixture(long, float, float, float, float, float);
}
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package com.iofferyoutea.WitchQueen.android
import android.os.Bundle
import com.badlogic.gdx.backends.android.AndroidApplication
import com.badlogic.gdx.backends.android.AndroidApplicationConfiguration
import com.iofferyoutea.WitchQueen.Main
/** Launches the Android application. */
class AndroidLauncher : AndroidApplication() {
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
initialize(Main(), AndroidApplicationConfiguration().apply {
// Configure your application here.
//useImmersiveMode = true // Recommended, but not required.
})
}
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uiskin.png
size: 256,128
format: RGBA8888
filter: Linear,Linear
repeat: none
check-off
rotate: false
xy: 11, 5
size: 14, 14
orig: 14, 14
offset: 0, 0
index: -1
textfield
rotate: false
xy: 11, 5
size: 14, 14
split: 3, 3, 3, 3
orig: 14, 14
offset: 0, 0
index: -1
check-on
rotate: false
xy: 125, 35
size: 14, 14
orig: 14, 14
offset: 0, 0
index: -1
cursor
rotate: false
xy: 23, 1
size: 3, 3
split: 1, 1, 1, 1
orig: 3, 3
offset: 0, 0
index: -1
default
rotate: false
xy: 1, 50
size: 254, 77
orig: 254, 77
offset: 0, 0
index: -1
default-pane
rotate: false
xy: 11, 1
size: 5, 3
split: 1, 1, 1, 1
orig: 5, 3
offset: 0, 0
index: -1
default-rect-pad
rotate: false
xy: 11, 1
size: 5, 3
split: 1, 1, 1, 1
orig: 5, 3
offset: 0, 0
index: -1
default-pane-noborder
rotate: false
xy: 170, 44
size: 1, 1
split: 0, 0, 0, 0
orig: 1, 1
offset: 0, 0
index: -1
default-rect
rotate: false
xy: 38, 25
size: 3, 3
split: 1, 1, 1, 1
orig: 3, 3
offset: 0, 0
index: -1
default-rect-down
rotate: false
xy: 170, 46
size: 3, 3
split: 1, 1, 1, 1
orig: 3, 3
offset: 0, 0
index: -1
default-round
rotate: false
xy: 112, 29
size: 12, 20
split: 5, 5, 5, 4
pad: 4, 4, 1, 1
orig: 12, 20
offset: 0, 0
index: -1
default-round-down
rotate: false
xy: 99, 29
size: 12, 20
split: 5, 5, 5, 4
pad: 4, 4, 1, 1
orig: 12, 20
offset: 0, 0
index: -1
default-round-large
rotate: false
xy: 57, 29
size: 20, 20
split: 5, 5, 5, 4
orig: 20, 20
offset: 0, 0
index: -1
default-scroll
rotate: false
xy: 78, 29
size: 20, 20
split: 2, 2, 2, 2
orig: 20, 20
offset: 0, 0
index: -1
default-select
rotate: false
xy: 29, 29
size: 27, 20
split: 4, 14, 4, 4
orig: 27, 20
offset: 0, 0
index: -1
default-select-selection
rotate: false
xy: 26, 16
size: 3, 3
split: 1, 1, 1, 1
orig: 3, 3
offset: 0, 0
index: -1
default-slider
rotate: false
xy: 29, 20
size: 8, 8
split: 2, 2, 2, 2
orig: 8, 8
offset: 0, 0
index: -1
default-slider-knob
rotate: false
xy: 1, 1
size: 9, 18
orig: 9, 18
offset: 0, 0
index: -1
default-splitpane
rotate: false
xy: 17, 1
size: 5, 3
split: 0, 5, 0, 0
orig: 5, 3
offset: 0, 0
index: -1
default-splitpane-vertical
rotate: false
xy: 125, 29
size: 3, 5
split: 0, 0, 0, 5
orig: 3, 5
offset: 0, 0
index: -1
default-window
rotate: false
xy: 1, 20
size: 27, 29
split: 4, 3, 20, 3
orig: 27, 29
offset: 0, 0
index: -1
selection
rotate: false
xy: 174, 48
size: 1, 1
orig: 1, 1
offset: 0, 0
index: -1
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rotate: false
xy: 140, 35
size: 14, 14
orig: 14, 14
offset: 0, 0
index: -1
tree-plus
rotate: false
xy: 155, 35
size: 14, 14
orig: 14, 14
offset: 0, 0
index: -1
white
rotate: false
xy: 129, 31
size: 3, 3
orig: 3, 3
offset: 0, 0
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{
BitmapFont: { default-font: { file: default.fnt } },
Color: {
green: { a: 1, b: 0, g: 1, r: 0 },
white: { a: 1, b: 1, g: 1, r: 1 },
red: { a: 1, b: 0, g: 0, r: 1 },
black: { a: 1, b: 0, g: 0, r: 0 },
gray: { a: 1, b: 0.8, g: 0.8, r: 0.8 },
},
TintedDrawable: {
dialogDim: { name: white, color: { r: 0, g: 0, b: 0, a: 0.45 } },
},
ButtonStyle: {
default: { down: default-round-down, up: default-round, disabled: default-round },
toggle: { parent: default, checked: default-round-down }
},
TextButtonStyle: {
default: { parent: default, font: default-font, fontColor: white, disabledFontColor: gray },
toggle: { parent: default, checked: default-round-down, downFontColor: red }
},
ScrollPaneStyle: {
default: { vScroll: default-scroll, hScrollKnob: default-round-large, background: default-rect, hScroll: default-scroll, vScrollKnob: default-round-large }
},
SelectBoxStyle: {
default: {
font: default-font, fontColor: white, background: default-select,
scrollStyle: default,
listStyle: { font: default-font, selection: default-select-selection }
}
},
SplitPaneStyle: {
default-vertical: { handle: default-splitpane-vertical },
default-horizontal: { handle: default-splitpane }
},
WindowStyle: {
default: { titleFont: default-font, background: default-window, titleFontColor: white },
dialog: { parent: default, stageBackground: dialogDim }
},
ProgressBarStyle: {
default-horizontal: { background: default-slider, knob: default-slider-knob },
default-vertical: { background: default-slider, knob: default-round-large }
},
SliderStyle: {
default-horizontal: { parent: default-horizontal },
default-vertical: { parent: default-vertical }
},
LabelStyle: {
default: { font: default-font, fontColor: white }
},
TextFieldStyle: {
default: { selection: selection, background: textfield, font: default-font, fontColor: white, cursor: cursor }
},
CheckBoxStyle: {
default: { checkboxOn: check-on, checkboxOff: check-off, font: default-font, fontColor: white }
},
ListStyle: {
default: { fontColorUnselected: white, selection: selection, fontColorSelected: white, font: default-font }
},
TouchpadStyle: {
default: { background: default-pane, knob: default-round-large }
},
TreeStyle: {
default: { minus: tree-minus, plus: tree-plus, selection: default-select-selection }
},
TextTooltipStyle: {
default: {
label: { font: default-font, fontColor: white },
background: default-pane, wrapWidth: 150
}
},
}

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74
WitchQueen/build.gradle Normal file
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buildscript {
repositories {
mavenCentral()
gradlePluginPortal()
mavenLocal()
google()
maven { url = 'https://central.sonatype.com/repository/maven-snapshots/' }
}
dependencies {
classpath 'com.android.tools.build:gradle:8.13.2'
classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:$kotlinVersion"
}
}
allprojects {
apply plugin: 'eclipse'
apply plugin: 'idea'
// This allows you to "Build and run using IntelliJ IDEA", an option in IDEA's Settings.
idea {
module {
outputDir = file('build/classes/java/main')
testOutputDir = file('build/classes/java/test')
}
}
}
configure(subprojects - project(':android')) {
apply plugin: 'java-library'
apply plugin: 'kotlin'
java.sourceCompatibility = 8
// From https://lyze.dev/2021/04/29/libGDX-Internal-Assets-List/
// The article can be helpful when using assets.txt in your project.
tasks.register('generateAssetList') {
inputs.dir("${project.rootDir}/assets/")
// projectFolder/assets
File assetsFolder = new File("${project.rootDir}/assets/")
// projectFolder/assets/assets.txt
File assetsFile = new File(assetsFolder, "assets.txt")
// delete that file in case we've already created it
assetsFile.delete()
// iterate through all files inside that folder
// convert it to a relative path
// and append it to the file assets.txt
fileTree(assetsFolder).collect { assetsFolder.relativePath(it) }.sort().each {
assetsFile.append(it + "\n")
}
}
processResources.dependsOn 'generateAssetList'
compileJava {
options.incremental = true
}
compileKotlin.compilerOptions.jvmTarget.set(org.jetbrains.kotlin.gradle.dsl.JvmTarget.JVM_1_8)
compileTestKotlin.compilerOptions.jvmTarget.set(org.jetbrains.kotlin.gradle.dsl.JvmTarget.JVM_1_8)
}
subprojects {
version = "$projectVersion"
ext.appName = 'WitchQueen'
repositories {
mavenCentral()
// You may want to remove the following line if you have errors downloading dependencies.
mavenLocal()
maven { url = 'https://central.sonatype.com/repository/maven-snapshots/' }
maven { url = 'https://jitpack.io' }
}
}
eclipse.project.name = 'WitchQueen' + '-parent'

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[compileJava, compileTestJava]*.options*.encoding = 'UTF-8'
eclipse.project.name = appName + '-core'
dependencies {
api "com.badlogicgames.ashley:ashley:$ashleyVersion"
api "com.badlogicgames.gdx:gdx-ai:$aiVersion"
api "com.badlogicgames.gdx:gdx-box2d:$gdxVersion"
api "com.badlogicgames.gdx:gdx-freetype:$gdxVersion"
api "com.badlogicgames.gdx:gdx:$gdxVersion"
api "io.github.libktx:ktx-actors:$ktxVersion"
api "io.github.libktx:ktx-ai:$ktxVersion"
api "io.github.libktx:ktx-app:$ktxVersion"
api "io.github.libktx:ktx-artemis:$ktxVersion"
api "io.github.libktx:ktx-ashley:$ktxVersion"
api "io.github.libktx:ktx-assets-async:$ktxVersion"
api "io.github.libktx:ktx-assets:$ktxVersion"
api "io.github.libktx:ktx-async:$ktxVersion"
api "io.github.libktx:ktx-box2d:$ktxVersion"
api "io.github.libktx:ktx-collections:$ktxVersion"
api "io.github.libktx:ktx-freetype-async:$ktxVersion"
api "io.github.libktx:ktx-freetype:$ktxVersion"
api "io.github.libktx:ktx-graphics:$ktxVersion"
api "io.github.libktx:ktx-i18n:$ktxVersion"
api "io.github.libktx:ktx-inject:$ktxVersion"
api "io.github.libktx:ktx-json:$ktxVersion"
api "io.github.libktx:ktx-log:$ktxVersion"
api "io.github.libktx:ktx-math:$ktxVersion"
api "io.github.libktx:ktx-preferences:$ktxVersion"
api "io.github.libktx:ktx-reflect:$ktxVersion"
api "io.github.libktx:ktx-scene2d:$ktxVersion"
api "io.github.libktx:ktx-style:$ktxVersion"
api "io.github.libktx:ktx-tiled:$ktxVersion"
api "io.github.libktx:ktx-vis-style:$ktxVersion"
api "io.github.libktx:ktx-vis:$ktxVersion"
api "net.onedaybeard.artemis:artemis-odb:$artemisOdbVersion"
api "org.jetbrains.kotlin:kotlin-stdlib:$kotlinVersion"
api "org.jetbrains.kotlinx:kotlinx-coroutines-core:$kotlinxCoroutinesVersion"
if(enableGraalNative == 'true') {
implementation "io.github.berstanio:gdx-svmhelper-annotations:$graalHelperVersion"
}
}

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package com.iofferyoutea.WitchQueen
class Client(val hostAddress: String, val hostPort: Int, val playerProfile: PlayerProfile) {
val preparedItems: MutableList<Int> = mutableListOf(0, 0, 0, 0) // Item ID. 0 for no item
lateinit var map: Map
}

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package com.iofferyoutea.WitchQueen
class Game(val clients: Array<Client>) {
}

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package com.iofferyoutea.WitchQueen
import com.badlogic.gdx.Game
import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.Texture.TextureFilter.Linear
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import ktx.app.KtxGame
import ktx.app.KtxScreen
import ktx.app.clearScreen
import ktx.assets.disposeSafely
import ktx.assets.toInternalFile
import ktx.async.KtxAsync
import ktx.graphics.use
import java.lang.ref.WeakReference
class Main : KtxGame<KtxScreen>() {
override fun create() {
KtxAsync.initiate()
addScreen(MainMenu())
setScreen<MainMenu>()
}
}
class FirstScreen : KtxScreen {
private val image = Texture("logo.png".toInternalFile(), true).apply { setFilter(Linear, Linear) }
private val batch = SpriteBatch()
override fun render(delta: Float) {
clearScreen(red = 0.7f, green = 0.7f, blue = 0.7f)
batch.use {
it.draw(image, 100f, 160f)
}
}
override fun dispose() {
image.disposeSafely()
batch.disposeSafely()
}
}

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package com.iofferyoutea.WitchQueen
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.g2d.BitmapFont
import com.badlogic.gdx.scenes.scene2d.Stage
import com.badlogic.gdx.scenes.scene2d.ui.Table
import com.badlogic.gdx.scenes.scene2d.ui.TextButton
import com.badlogic.gdx.scenes.scene2d.ui.Value
import com.badlogic.gdx.scenes.scene2d.utils.TextureRegionDrawable
import ktx.app.KtxScreen
import ktx.app.clearScreen
class MainMenu : KtxScreen {
val stage = Stage()
val table = Table()
var tableWidthPadAmount = 0.8f
var tableHeightPadAmount = 0.8f
//region Buttons
val defaultButtonTrd = TextureRegionDrawable(Texture("default.png"))
val flippedDefaultButtonTrd = TextureRegionDrawable(Texture("default_flipped.png"))
val defaultTextButtonStyle = TextButton.TextButtonStyle (
defaultButtonTrd,
flippedDefaultButtonTrd,
defaultButtonTrd,
BitmapFont()
)
val defaultButton = TextButton("Default Button", defaultTextButtonStyle)
//endregion
override fun show() {
// Stage Setup
Gdx.input.inputProcessor = stage
stage.addActor(table)
// Table Setup
table.debug = true
table.setPosition(
stage.width * ((1 - tableWidthPadAmount) / 2),
stage.height * ((1 - tableHeightPadAmount) / 2)
) // This centres the table
table.setSize(stage.width * tableWidthPadAmount, stage.height * tableHeightPadAmount)
table.add(defaultButton).growX().height(Value.percentWidth(9f / 32f, table)) // We use a FreeTypeFontGenerator to do font sizing maybe?
}
override fun render(delta: Float) {
clearScreen(0f, 0f, 0f)
stage.act(delta)
stage.draw()
}
override fun dispose() {
stage.dispose()
}
}

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package com.iofferyoutea.WitchQueen
class Map(val mapType: MapType) {
val rooms = Array(2) { Array<Room>(2) { Room(mapType) } } // We use an array instead of list i think
}

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package com.iofferyoutea.WitchQueen
enum class MapType {
DUNGEON, STREETS
}

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package com.iofferyoutea.WitchQueen
enum class PlayerState {
IDLE, LOOTING, FIGHTING
}
class Player(val map: Map) {
var currentState = PlayerState.IDLE
val currentRoom = arrayOf(0, 0) // Make this a spawn room or something
}

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package com.iofferyoutea.WitchQueen
class PlayerProfile {
var iconPath = "default.png"
var username = "Default"
val availableItems: MutableList<Int> = mutableListOf() // Use Item IDs?
}

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package com.iofferyoutea.WitchQueen
enum class RoomActivity {
EMPTY, LOOT, FIGHT
}
class Room(val mapType: MapType) {
var availableActivities: MutableList<RoomActivity> = mutableListOf()
init {
// Generate Room in this init block!
}
}

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# This doesn't need to be false, and some projects may be able to take advantage of setting daemon to true.
# We set it to false by default in order to avoid too many daemons from being created and persisting; each needs RAM.
org.gradle.daemon=false
# Sets starting memory usage to 512MB, maximum memory usage to 1GB, and tries to set as much to use Unicode as we can.
org.gradle.jvmargs=-Xms512M -Xmx1G -Dfile.encoding=UTF-8 -Dconsole.encoding=UTF-8
# "Configure on-demand" must be false because it breaks projects that have Android modules. The default is also false.
org.gradle.configureondemand=false
# The logging level determines which messages get shown about how Gradle itself is working, such as if build.gradle
# files are fully future-proof (which they never are, because Gradle constantly deprecates working APIs).
# You can change 'quiet' below to 'lifecycle' to use Gradle's default behavior, which shows some confusing messages.
# You could instead change 'quiet' below to 'info' to see info that's important mainly while debugging build files.
# Note that if you want to use Gradle Build Scans, you should set the below logging level to 'lifecycle', otherwise
# the link to the scan won't get shown at all.
# Documented at: https://docs.gradle.org/current/userguide/command_line_interface.html#sec:command_line_logging
org.gradle.logging.level=quiet
ktxVersion=1.13.1-rc1
kotlinVersion=2.3.0
artemisOdbVersion=2.3.0
aiVersion=1.8.2
ashleyVersion=1.7.4
kotlinxCoroutinesVersion=1.10.2
visUiVersion=1f8b37a24b
android.useAndroidX=true
android.enableR8.fullMode=false
enableGraalNative=false
gdxVersion=1.14.0
projectVersion=1.0.0

View File

@@ -0,0 +1,12 @@
#This file is generated by updateDaemonJvm
toolchainUrl.FREE_BSD.AARCH64=https\://api.foojay.io/disco/v3.0/ids/73c462e34475aeb6509ab7ba3eda218f/redirect
toolchainUrl.FREE_BSD.X86_64=https\://api.foojay.io/disco/v3.0/ids/54001d0b636ad500b432d20ef3d580d0/redirect
toolchainUrl.LINUX.AARCH64=https\://api.foojay.io/disco/v3.0/ids/73c462e34475aeb6509ab7ba3eda218f/redirect
toolchainUrl.LINUX.X86_64=https\://api.foojay.io/disco/v3.0/ids/54001d0b636ad500b432d20ef3d580d0/redirect
toolchainUrl.MAC_OS.AARCH64=https\://api.foojay.io/disco/v3.0/ids/29c55e6bad8a0049163f0184625cecd9/redirect
toolchainUrl.MAC_OS.X86_64=https\://api.foojay.io/disco/v3.0/ids/3ac7a5361c25c0b23d933f44bdb0abd9/redirect
toolchainUrl.UNIX.AARCH64=https\://api.foojay.io/disco/v3.0/ids/73c462e34475aeb6509ab7ba3eda218f/redirect
toolchainUrl.UNIX.X86_64=https\://api.foojay.io/disco/v3.0/ids/54001d0b636ad500b432d20ef3d580d0/redirect
toolchainUrl.WINDOWS.AARCH64=https\://api.foojay.io/disco/v3.0/ids/dd5b582862cacd4b8e0d82037f92a53f/redirect
toolchainUrl.WINDOWS.X86_64=https\://api.foojay.io/disco/v3.0/ids/16008c489780dfb402c44316e612a16c/redirect
toolchainVersion=17

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@@ -0,0 +1,7 @@
distributionBase=GRADLE_USER_HOME
distributionPath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-9.3.1-bin.zip
networkTimeout=10000
validateDistributionUrl=true
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists

248
WitchQueen/gradlew vendored Normal file
View File

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#!/bin/sh
#
# Copyright © 2015 the original authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# https://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
# SPDX-License-Identifier: Apache-2.0
#
##############################################################################
#
# Gradle start up script for POSIX generated by Gradle.
#
# Important for running:
#
# (1) You need a POSIX-compliant shell to run this script. If your /bin/sh is
# noncompliant, but you have some other compliant shell such as ksh or
# bash, then to run this script, type that shell name before the whole
# command line, like:
#
# ksh Gradle
#
# Busybox and similar reduced shells will NOT work, because this script
# requires all of these POSIX shell features:
# * functions;
# * expansions «$var», «${var}», «${var:-default}», «${var+SET}»,
# «${var#prefix}», «${var%suffix}», and «$( cmd )»;
# * compound commands having a testable exit status, especially «case»;
# * various built-in commands including «command», «set», and «ulimit».
#
# Important for patching:
#
# (2) This script targets any POSIX shell, so it avoids extensions provided
# by Bash, Ksh, etc; in particular arrays are avoided.
#
# The "traditional" practice of packing multiple parameters into a
# space-separated string is a well documented source of bugs and security
# problems, so this is (mostly) avoided, by progressively accumulating
# options in "$@", and eventually passing that to Java.
#
# Where the inherited environment variables (DEFAULT_JVM_OPTS, JAVA_OPTS,
# and GRADLE_OPTS) rely on word-splitting, this is performed explicitly;
# see the in-line comments for details.
#
# There are tweaks for specific operating systems such as AIX, CygWin,
# Darwin, MinGW, and NonStop.
#
# (3) This script is generated from the Groovy template
# https://github.com/gradle/gradle/blob/HEAD/platforms/jvm/plugins-application/src/main/resources/org/gradle/api/internal/plugins/unixStartScript.txt
# within the Gradle project.
#
# You can find Gradle at https://github.com/gradle/gradle/.
#
##############################################################################
# Attempt to set APP_HOME
# Resolve links: $0 may be a link
app_path=$0
# Need this for daisy-chained symlinks.
while
APP_HOME=${app_path%"${app_path##*/}"} # leaves a trailing /; empty if no leading path
[ -h "$app_path" ]
do
ls=$( ls -ld "$app_path" )
link=${ls#*' -> '}
case $link in #(
/*) app_path=$link ;; #(
*) app_path=$APP_HOME$link ;;
esac
done
# This is normally unused
# shellcheck disable=SC2034
APP_BASE_NAME=${0##*/}
# Discard cd standard output in case $CDPATH is set (https://github.com/gradle/gradle/issues/25036)
APP_HOME=$( cd -P "${APP_HOME:-./}" > /dev/null && printf '%s\n' "$PWD" ) || exit
# Use the maximum available, or set MAX_FD != -1 to use that value.
MAX_FD=maximum
warn () {
echo "$*"
} >&2
die () {
echo
echo "$*"
echo
exit 1
} >&2
# OS specific support (must be 'true' or 'false').
cygwin=false
msys=false
darwin=false
nonstop=false
case "$( uname )" in #(
CYGWIN* ) cygwin=true ;; #(
Darwin* ) darwin=true ;; #(
MSYS* | MINGW* ) msys=true ;; #(
NONSTOP* ) nonstop=true ;;
esac
# Determine the Java command to use to start the JVM.
if [ -n "$JAVA_HOME" ] ; then
if [ -x "$JAVA_HOME/jre/sh/java" ] ; then
# IBM's JDK on AIX uses strange locations for the executables
JAVACMD=$JAVA_HOME/jre/sh/java
else
JAVACMD=$JAVA_HOME/bin/java
fi
if [ ! -x "$JAVACMD" ] ; then
die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
else
JAVACMD=java
if ! command -v java >/dev/null 2>&1
then
die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
fi
# Increase the maximum file descriptors if we can.
if ! "$cygwin" && ! "$darwin" && ! "$nonstop" ; then
case $MAX_FD in #(
max*)
# In POSIX sh, ulimit -H is undefined. That's why the result is checked to see if it worked.
# shellcheck disable=SC2039,SC3045
MAX_FD=$( ulimit -H -n ) ||
warn "Could not query maximum file descriptor limit"
esac
case $MAX_FD in #(
'' | soft) :;; #(
*)
# In POSIX sh, ulimit -n is undefined. That's why the result is checked to see if it worked.
# shellcheck disable=SC2039,SC3045
ulimit -n "$MAX_FD" ||
warn "Could not set maximum file descriptor limit to $MAX_FD"
esac
fi
# Collect all arguments for the java command, stacking in reverse order:
# * args from the command line
# * the main class name
# * -classpath
# * -D...appname settings
# * --module-path (only if needed)
# * DEFAULT_JVM_OPTS, JAVA_OPTS, and GRADLE_OPTS environment variables.
# For Cygwin or MSYS, switch paths to Windows format before running java
if "$cygwin" || "$msys" ; then
APP_HOME=$( cygpath --path --mixed "$APP_HOME" )
JAVACMD=$( cygpath --unix "$JAVACMD" )
# Now convert the arguments - kludge to limit ourselves to /bin/sh
for arg do
if
case $arg in #(
-*) false ;; # don't mess with options #(
/?*) t=${arg#/} t=/${t%%/*} # looks like a POSIX filepath
[ -e "$t" ] ;; #(
*) false ;;
esac
then
arg=$( cygpath --path --ignore --mixed "$arg" )
fi
# Roll the args list around exactly as many times as the number of
# args, so each arg winds up back in the position where it started, but
# possibly modified.
#
# NB: a `for` loop captures its iteration list before it begins, so
# changing the positional parameters here affects neither the number of
# iterations, nor the values presented in `arg`.
shift # remove old arg
set -- "$@" "$arg" # push replacement arg
done
fi
# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
DEFAULT_JVM_OPTS='"-Xmx64m" "-Xms64m"'
# Collect all arguments for the java command:
# * DEFAULT_JVM_OPTS, JAVA_OPTS, and optsEnvironmentVar are not allowed to contain shell fragments,
# and any embedded shellness will be escaped.
# * For example: A user cannot expect ${Hostname} to be expanded, as it is an environment variable and will be
# treated as '${Hostname}' itself on the command line.
set -- \
"-Dorg.gradle.appname=$APP_BASE_NAME" \
-jar "$APP_HOME/gradle/wrapper/gradle-wrapper.jar" \
"$@"
# Stop when "xargs" is not available.
if ! command -v xargs >/dev/null 2>&1
then
die "xargs is not available"
fi
# Use "xargs" to parse quoted args.
#
# With -n1 it outputs one arg per line, with the quotes and backslashes removed.
#
# In Bash we could simply go:
#
# readarray ARGS < <( xargs -n1 <<<"$var" ) &&
# set -- "${ARGS[@]}" "$@"
#
# but POSIX shell has neither arrays nor command substitution, so instead we
# post-process each arg (as a line of input to sed) to backslash-escape any
# character that might be a shell metacharacter, then use eval to reverse
# that process (while maintaining the separation between arguments), and wrap
# the whole thing up as a single "set" statement.
#
# This will of course break if any of these variables contains a newline or
# an unmatched quote.
#
eval "set -- $(
printf '%s\n' "$DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS" |
xargs -n1 |
sed ' s~[^-[:alnum:]+,./:=@_]~\\&~g; ' |
tr '\n' ' '
)" '"$@"'
exec "$JAVACMD" "$@"

93
WitchQueen/gradlew.bat vendored Normal file
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@@ -0,0 +1,93 @@
@rem
@rem Copyright 2015 the original author or authors.
@rem
@rem Licensed under the Apache License, Version 2.0 (the "License");
@rem you may not use this file except in compliance with the License.
@rem You may obtain a copy of the License at
@rem
@rem https://www.apache.org/licenses/LICENSE-2.0
@rem
@rem Unless required by applicable law or agreed to in writing, software
@rem distributed under the License is distributed on an "AS IS" BASIS,
@rem WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
@rem See the License for the specific language governing permissions and
@rem limitations under the License.
@rem
@rem SPDX-License-Identifier: Apache-2.0
@rem
@if "%DEBUG%"=="" @echo off
@rem ##########################################################################
@rem
@rem Gradle startup script for Windows
@rem
@rem ##########################################################################
@rem Set local scope for the variables with windows NT shell
if "%OS%"=="Windows_NT" setlocal
set DIRNAME=%~dp0
if "%DIRNAME%"=="" set DIRNAME=.
@rem This is normally unused
set APP_BASE_NAME=%~n0
set APP_HOME=%DIRNAME%
@rem Resolve any "." and ".." in APP_HOME to make it shorter.
for %%i in ("%APP_HOME%") do set APP_HOME=%%~fi
@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
set DEFAULT_JVM_OPTS="-Xmx64m" "-Xms64m"
@rem Find java.exe
if defined JAVA_HOME goto findJavaFromJavaHome
set JAVA_EXE=java.exe
%JAVA_EXE% -version >NUL 2>&1
if %ERRORLEVEL% equ 0 goto execute
echo. 1>&2
echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH. 1>&2
echo. 1>&2
echo Please set the JAVA_HOME variable in your environment to match the 1>&2
echo location of your Java installation. 1>&2
goto fail
:findJavaFromJavaHome
set JAVA_HOME=%JAVA_HOME:"=%
set JAVA_EXE=%JAVA_HOME%/bin/java.exe
if exist "%JAVA_EXE%" goto execute
echo. 1>&2
echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME% 1>&2
echo. 1>&2
echo Please set the JAVA_HOME variable in your environment to match the 1>&2
echo location of your Java installation. 1>&2
goto fail
:execute
@rem Setup the command line
@rem Execute Gradle
"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -jar "%APP_HOME%\gradle\wrapper\gradle-wrapper.jar" %*
:end
@rem End local scope for the variables with windows NT shell
if %ERRORLEVEL% equ 0 goto mainEnd
:fail
rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of
rem the _cmd.exe /c_ return code!
set EXIT_CODE=%ERRORLEVEL%
if %EXIT_CODE% equ 0 set EXIT_CODE=1
if not ""=="%GRADLE_EXIT_CONSOLE%" exit %EXIT_CODE%
exit /b %EXIT_CODE%
:mainEnd
if "%OS%"=="Windows_NT" endlocal
:omega

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plugins {
// Applies the foojay-resolver plugin to allow automatic download of JDKs.
id("org.gradle.toolchains.foojay-resolver-convention") version "1.0.0"
}
// A list of which subprojects to load as part of the same larger project.
// You can remove Strings from the list and reload the Gradle project
// if you want to temporarily disable a subproject.
include 'android', 'core'