merge how-to-make-game into master #1

Merged
SemvdH merged 7 commits from how-to-make-game into master 2020-05-10 19:27:26 +00:00
22 changed files with 768 additions and 41 deletions

145
.gitignore vendored
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@@ -1,26 +1,129 @@
# Compiled class file
## Java
*.class
# Log file
*.log
# BlueJ files
*.ctxt
# Mobile Tools for Java (J2ME)
.mtj.tmp/
# Package Files #
*.jar
*.war
*.nar
*.ear
*.zip
*.tar.gz
*.rar
# virtual machine crash logs, see http://www.java.com/en/download/help/error_hotspot.xml
hs_err_pid*
.idea/**
netwerk-programming-eindopdracht.iml
## Robovm
/ios/robovm-build/
## GWT
/html/war/
/html/gwt-unitCache/
.apt_generated/
.gwt/
gwt-unitCache/
www-test/
.gwt-tmp/
## Android Studio and Intellij and Android in general
/android/libs/armeabi/
/android/libs/armeabi-v7a/
/android/libs/arm64-v8a/
/android/libs/x86/
/android/libs/x86_64/
/android/gen/
.idea/
*.ipr
*.iws
*.iml
/android/out/
com_crashlytics_export_strings.xml
## Eclipse
.classpath
.project
.metadata/
/android/bin/
/core/bin/
/desktop/bin/
/html/bin/
/ios/bin/
/ios-moe/bin/
*.tmp
*.bak
*.swp
*~.nib
.settings/
.loadpath
.externalToolBuilders/
*.launch
## NetBeans
/nbproject/private/
/android/nbproject/private/
/core/nbproject/private/
/desktop/nbproject/private/
/html/nbproject/private/
/ios/nbproject/private/
/ios-moe/nbproject/private/
/build/
/android/build/
/core/build/
/desktop/build/
/html/build/
/ios/build/
/ios-moe/build/
/nbbuild/
/android/nbbuild/
/core/nbbuild/
/desktop/nbbuild/
/html/nbbuild/
/ios/nbbuild/
/ios-moe/nbbuild/
/dist/
/android/dist/
/core/dist/
/desktop/dist/
/html/dist/
/ios/dist/
/ios-moe/dist/
/nbdist/
/android/nbdist/
/core/nbdist/
/desktop/nbdist/
/html/nbdist/
/ios/nbdist/
/ios-moe/nbdist/
nbactions.xml
nb-configuration.xml
## Gradle
/local.properties
.gradle/
gradle-app.setting
/build/
/android/build/
/core/build/
/desktop/build/
/html/build/
/ios/build/
/ios-moe/build/
## OS Specific
.DS_Store
Thumbs.db
## iOS
/ios/xcode/*.xcodeproj/*
!/ios/xcode/*.xcodeproj/xcshareddata
!/ios/xcode/*.xcodeproj/project.pbxproj
/ios/xcode/native/
/ios/IOSLauncher.app
/ios/IOSLauncher.app.dSYM
/ios-moe/xcode/*.xcodeproj/*
!/ios-moe/xcode/*.xcodeproj/xcshareddata
!/ios-moe/xcode/*.xcodeproj/project.pbxproj
/ios-moe/xcode/native/
**/out

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# netwerk-programming-eindopdracht

74
build.gradle Normal file
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buildscript {
repositories {
mavenLocal()
mavenCentral()
maven { url "https://plugins.gradle.org/m2/" }
maven { url "https://oss.sonatype.org/content/repositories/snapshots/" }
jcenter()
google()
}
dependencies {
}
}
allprojects {
apply plugin: "eclipse"
version = '1.0'
ext {
appName = "netwerkGame"
gdxVersion = '1.9.10'
roboVMVersion = '2.3.8'
box2DLightsVersion = '1.4'
ashleyVersion = '1.7.0'
aiVersion = '1.8.0'
}
repositories {
mavenLocal()
mavenCentral()
jcenter()
google()
maven { url "https://oss.sonatype.org/content/repositories/snapshots/" }
maven { url "https://oss.sonatype.org/content/repositories/releases/" }
}
}
project(":desktop") {
apply plugin: "java-library"
dependencies {
implementation project(":core")
api "com.badlogicgames.gdx:gdx-backend-lwjgl:$gdxVersion"
api "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-desktop"
api "com.badlogicgames.gdx:gdx-box2d-platform:$gdxVersion:natives-desktop"
api "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-desktop"
}
}
project(":core") {
project.ext.lwjglVersion = "3.2.3"
project.ext.lwjglNatives = "natives-windows"
apply plugin: "java-library"
dependencies {
api "com.badlogicgames.gdx:gdx:$gdxVersion"
api "com.badlogicgames.gdx:gdx-box2d:$gdxVersion"
api "com.badlogicgames.gdx:gdx-ai:$aiVersion"
api "com.badlogicgames.box2dlights:box2dlights:$box2DLightsVersion"
api "com.badlogicgames.gdx:gdx-freetype:$gdxVersion"
implementation platform("org.lwjgl:lwjgl-bom:$lwjglVersion")
implementation "org.lwjgl:lwjgl"
runtimeOnly "org.lwjgl:lwjgl::$lwjglNatives"
}
}

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core/build.gradle Normal file
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apply plugin: "java"
sourceCompatibility = 1.8
[compileJava, compileTestJava]*.options*.encoding = 'UTF-8'
sourceSets.main.java.srcDirs = [ "src/" ]
eclipse.project.name = appName + "-core"

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package netwerkprog.game;
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration;
/**
* custom application config class for the game
*/
public class GameApplicationConfiguration extends LwjglApplicationConfiguration {
/**
* makes a new configuration with the given parameters
* @param width the width (in pixels)
* @param height the height (in pixels)
* @param fullscreen whether the app should run in fullscreen
*/
public GameApplicationConfiguration(int width, int height, boolean fullscreen) {
super();
super.width = width;
super.height = height;
super.fullscreen = fullscreen;
}
/**
* makes a new configuration with the given parameters.
* No fullscreen
* @param width the width (in pixels)
* @param height the height (in pixels)
*/
public GameApplicationConfiguration(int width, int height) {
this(width,height,false);
}
/**
* makes a new configuration with standard full hd width and height
*/
public GameApplicationConfiguration() {
this(1920,1080,false);
}
}

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package netwerkprog.game;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
public class MainGame extends ApplicationAdapter {
SpriteBatch batch;
Texture img;
float xPos = 500;
float yPos = 500;
float xUpdate;
float yUpdate;
@Override
public void create() {
batch = new SpriteBatch();
img = new Texture("badlogic.jpg");
float ratio = (float) Gdx.graphics.getWidth() / Gdx.graphics.getHeight();
xUpdate = ratio;
yUpdate = ratio;
}
@Override
public void render() {
Gdx.gl.glClearColor(1, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
updatePos();
batch.draw(img, xPos, yPos);
batch.end();
}
private void updatePos() {
yPos += yUpdate;
xPos += xUpdate;
if (yPos > Gdx.graphics.getHeight() - img.getHeight() || yPos < 0) {
yUpdate = -yUpdate;
}
if (xPos > Gdx.graphics.getWidth() - img.getWidth() || xPos < 0) {
xUpdate = -xUpdate;
}
}
@Override
public void dispose() {
batch.dispose();
img.dispose();
}
}

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@@ -1,4 +1,4 @@
package client;
package netwerkprog.game.client;
import java.io.DataInputStream;
import java.io.DataOutputStream;

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package server;
package netwerkprog.game.server;
import java.io.DataInputStream;
import java.io.DataOutputStream;

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package server;
package netwerkprog.game.server;
import java.io.DataInputStream;
import java.io.DataOutputStream;

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package temp;
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
/**
* code got from https://github.com/libgdx/libgdx/wiki/2D-Animation
*/
public class Animator implements ApplicationListener {
// Constant rows and columns of the sprite sheet
private static final int FRAME_COLS = 6, FRAME_ROWS = 5;
// Objects used
Animation<TextureRegion> walkAnimation; // Must declare frame type (TextureRegion)
Texture walkSheet;
SpriteBatch spriteBatch;
// A variable for tracking elapsed time for the animation
float stateTime;
@Override
public void create() {
// Load the sprite sheet as a Texture
walkSheet = new Texture(Gdx.files.internal("sprite-animation1.png"));
// Use the split utility method to create a 2D array of TextureRegions. This is
// possible because this sprite sheet contains frames of equal size and they are
// all aligned.
TextureRegion[][] tmp = TextureRegion.split(walkSheet,
walkSheet.getWidth() / FRAME_COLS,
walkSheet.getHeight() / FRAME_ROWS);
// Place the regions into a 1D array in the correct order, starting from the top
// left, going across first. The Animation constructor requires a 1D array.
TextureRegion[] walkFrames = new TextureRegion[FRAME_COLS * FRAME_ROWS];
int index = 0;
for (int i = 0; i < FRAME_ROWS; i++) {
for (int j = 0; j < FRAME_COLS; j++) {
walkFrames[index++] = tmp[i][j];
}
}
// Initialize the Animation with the frame interval and array of frames
walkAnimation = new Animation<TextureRegion>(0.025f, walkFrames);
// Instantiate a SpriteBatch for drawing and reset the elapsed animation
// time to 0
spriteBatch = new SpriteBatch();
stateTime = 0f;
}
@Override
public void resize(int width, int height) {
}
@Override
public void render() {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // Clear screen
stateTime += Gdx.graphics.getDeltaTime(); // Accumulate elapsed animation time
// Get current frame of animation for the current stateTime
TextureRegion currentFrame = walkAnimation.getKeyFrame(stateTime, true);
spriteBatch.begin();
spriteBatch.draw(currentFrame, 50, 50); // Draw current frame at (50, 50)
spriteBatch.end();
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void dispose() { // SpriteBatches and Textures must always be disposed
spriteBatch.dispose();
walkSheet.dispose();
}
}

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desktop/build.gradle Normal file
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apply plugin: "java"
sourceCompatibility = 1.8
sourceSets.main.java.srcDirs = [ "src/" ]
sourceSets.main.resources.srcDirs = ["../core/assets"]
project.ext.mainClassName = "netwerkprog.game.desktop.DesktopLauncher"
project.ext.assetsDir = new File("../core/assets")
task run(dependsOn: classes, type: JavaExec) {
main = project.mainClassName
classpath = sourceSets.main.runtimeClasspath
standardInput = System.in
workingDir = project.assetsDir
ignoreExitValue = true
}
task debug(dependsOn: classes, type: JavaExec) {
main = project.mainClassName
classpath = sourceSets.main.runtimeClasspath
standardInput = System.in
workingDir = project.assetsDir
ignoreExitValue = true
debug = true
}
task dist(type: Jar) {
manifest {
attributes 'Main-Class': project.mainClassName
}
dependsOn configurations.runtimeClasspath
from {
configurations.runtimeClasspath.collect { it.isDirectory() ? it : zipTree(it) }
}
with jar
}
dist.dependsOn classes
eclipse.project.name = appName + "-desktop"

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package netwerkprog.game.desktop;
import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import netwerkprog.game.MainGame;
import temp.Animator;
import netwerkprog.game.GameApplicationConfiguration;
public class DesktopLauncher {
public static void main (String[] arg) {
GameApplicationConfiguration config = new GameApplicationConfiguration(1200,800);
new LwjglApplication(new MainGame(), config);
}
}

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@@ -1,3 +1,5 @@
top down shooter
platformer
(super mario?)
@@ -9,3 +11,26 @@ boter kaas en eieren 2
power ups
meerdere vormen / icons
monopoly
strategy game
virtueel jenga
hacking game
Meerdere scenarios
militaire basis
bank
1 iemand is de hacker en de rest moet hem tegenhouden
AI bij elk team die random dingen doen
cameras die gehackt kunnen worden
iets visueels
special soorten mensen
choose your own adventure
keuzes hebben effect op verhaal van anderen
secret hitler
cards agains humanity (TI version)
combo tussen genres?
platformer met commands invoeren

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gradle.properties Normal file
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org.gradle.daemon=true
org.gradle.jvmargs=-Xms128m -Xmx1500m
org.gradle.configureondemand=false

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#Sun May 10 19:47:43 CEST 2020
distributionUrl=https\://services.gradle.org/distributions/gradle-5.4.1-all.zip
distributionBase=GRADLE_USER_HOME
distributionPath=wrapper/dists
zipStorePath=wrapper/dists
zipStoreBase=GRADLE_USER_HOME

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gradlew vendored Normal file
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#!/usr/bin/env sh
#
# Copyright 2015 the original author or 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
#
# http://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.
#
##############################################################################
##
## Gradle start up script for UN*X
##
##############################################################################
# Attempt to set APP_HOME
# Resolve links: $0 may be a link
PRG="$0"
# Need this for relative symlinks.
while [ -h "$PRG" ] ; do
ls=`ls -ld "$PRG"`
link=`expr "$ls" : '.*-> \(.*\)$'`
if expr "$link" : '/.*' > /dev/null; then
PRG="$link"
else
PRG=`dirname "$PRG"`"/$link"
fi
done
SAVED="`pwd`"
cd "`dirname \"$PRG\"`/" >/dev/null
APP_HOME="`pwd -P`"
cd "$SAVED" >/dev/null
APP_NAME="Gradle"
APP_BASE_NAME=`basename "$0"`
# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
DEFAULT_JVM_OPTS='"-Xmx64m" "-Xms64m"'
# Use the maximum available, or set MAX_FD != -1 to use that value.
MAX_FD="maximum"
warn () {
echo "$*"
}
die () {
echo
echo "$*"
echo
exit 1
}
# OS specific support (must be 'true' or 'false').
cygwin=false
msys=false
darwin=false
nonstop=false
case "`uname`" in
CYGWIN* )
cygwin=true
;;
Darwin* )
darwin=true
;;
MINGW* )
msys=true
;;
NONSTOP* )
nonstop=true
;;
esac
CLASSPATH=$APP_HOME/gradle/wrapper/gradle-wrapper.jar
# 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: $JAVA_HOME
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
else
JAVACMD="java"
which java >/dev/null 2>&1 || die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
# Increase the maximum file descriptors if we can.
if [ "$cygwin" = "false" -a "$darwin" = "false" -a "$nonstop" = "false" ] ; then
MAX_FD_LIMIT=`ulimit -H -n`
if [ $? -eq 0 ] ; then
if [ "$MAX_FD" = "maximum" -o "$MAX_FD" = "max" ] ; then
MAX_FD="$MAX_FD_LIMIT"
fi
ulimit -n $MAX_FD
if [ $? -ne 0 ] ; then
warn "Could not set maximum file descriptor limit: $MAX_FD"
fi
else
warn "Could not query maximum file descriptor limit: $MAX_FD_LIMIT"
fi
fi
# For Darwin, add options to specify how the application appears in the dock
if $darwin; then
GRADLE_OPTS="$GRADLE_OPTS \"-Xdock:name=$APP_NAME\" \"-Xdock:icon=$APP_HOME/media/gradle.icns\""
fi
# For Cygwin, switch paths to Windows format before running java
if $cygwin ; then
APP_HOME=`cygpath --path --mixed "$APP_HOME"`
CLASSPATH=`cygpath --path --mixed "$CLASSPATH"`
JAVACMD=`cygpath --unix "$JAVACMD"`
# We build the pattern for arguments to be converted via cygpath
ROOTDIRSRAW=`find -L / -maxdepth 1 -mindepth 1 -type d 2>/dev/null`
SEP=""
for dir in $ROOTDIRSRAW ; do
ROOTDIRS="$ROOTDIRS$SEP$dir"
SEP="|"
done
OURCYGPATTERN="(^($ROOTDIRS))"
# Add a user-defined pattern to the cygpath arguments
if [ "$GRADLE_CYGPATTERN" != "" ] ; then
OURCYGPATTERN="$OURCYGPATTERN|($GRADLE_CYGPATTERN)"
fi
# Now convert the arguments - kludge to limit ourselves to /bin/sh
i=0
for arg in "$@" ; do
CHECK=`echo "$arg"|egrep -c "$OURCYGPATTERN" -`
CHECK2=`echo "$arg"|egrep -c "^-"` ### Determine if an option
if [ $CHECK -ne 0 ] && [ $CHECK2 -eq 0 ] ; then ### Added a condition
eval `echo args$i`=`cygpath --path --ignore --mixed "$arg"`
else
eval `echo args$i`="\"$arg\""
fi
i=$((i+1))
done
case $i in
(0) set -- ;;
(1) set -- "$args0" ;;
(2) set -- "$args0" "$args1" ;;
(3) set -- "$args0" "$args1" "$args2" ;;
(4) set -- "$args0" "$args1" "$args2" "$args3" ;;
(5) set -- "$args0" "$args1" "$args2" "$args3" "$args4" ;;
(6) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" ;;
(7) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" ;;
(8) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" ;;
(9) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" "$args8" ;;
esac
fi
# Escape application args
save () {
for i do printf %s\\n "$i" | sed "s/'/'\\\\''/g;1s/^/'/;\$s/\$/' \\\\/" ; done
echo " "
}
APP_ARGS=$(save "$@")
# Collect all arguments for the java command, following the shell quoting and substitution rules
eval set -- $DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS "\"-Dorg.gradle.appname=$APP_BASE_NAME\"" -classpath "\"$CLASSPATH\"" org.gradle.wrapper.GradleWrapperMain "$APP_ARGS"
# by default we should be in the correct project dir, but when run from Finder on Mac, the cwd is wrong
if [ "$(uname)" = "Darwin" ] && [ "$HOME" = "$PWD" ]; then
cd "$(dirname "$0")"
fi
exec "$JAVACMD" "$@"

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gradlew.bat vendored Normal file
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@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 http://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
@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=.
set APP_BASE_NAME=%~n0
set APP_HOME=%DIRNAME%
@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%" == "0" goto init
echo.
echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
echo.
echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation.
goto fail
:findJavaFromJavaHome
set JAVA_HOME=%JAVA_HOME:"=%
set JAVA_EXE=%JAVA_HOME%/bin/java.exe
if exist "%JAVA_EXE%" goto init
echo.
echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME%
echo.
echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation.
goto fail
:init
@rem Get command-line arguments, handling Windows variants
if not "%OS%" == "Windows_NT" goto win9xME_args
:win9xME_args
@rem Slurp the command line arguments.
set CMD_LINE_ARGS=
set _SKIP=2
:win9xME_args_slurp
if "x%~1" == "x" goto execute
set CMD_LINE_ARGS=%*
:execute
@rem Setup the command line
set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar
@rem Execute Gradle
"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %CMD_LINE_ARGS%
:end
@rem End local scope for the variables with windows NT shell
if "%ERRORLEVEL%"=="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!
if not "" == "%GRADLE_EXIT_CONSOLE%" exit 1
exit /b 1
:mainEnd
if "%OS%"=="Windows_NT" endlocal
:omega

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<?xml version="1.0" encoding="UTF-8"?>
<module type="JAVA_MODULE" version="4">
<component name="CheckStyle-IDEA-Module">
<option name="configuration">
<map />
</option>
</component>
<component name="NewModuleRootManager" inherit-compiler-output="true">
<exclude-output />
<content url="file://$MODULE_DIR$">
<sourceFolder url="file://$MODULE_DIR$/src" isTestSource="false" />
</content>
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>

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settings.gradle Normal file
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include 'desktop', 'core'