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https://github.com/zenorogue/hyperrogue.git
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more Android fixes
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c7109fe521
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@ -21,7 +21,7 @@ android {
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// Provides a relative path to your CMake build script.
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// ldLibs "-lGLESv1_CM -llog"
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cFlags "-no-integrated-as"
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cFlags "-integrated-as"
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}
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}
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@ -88,10 +88,10 @@ dependencies {
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//
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// IDE setting pulls in the specific version of v4 support you have installed:
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//
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//compile 'com.android.support:support-v4:21.0.3'
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compile 'com.android.support:support-v4:21.0.3'
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//
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// generic directive pulls in any available version of v4 support:
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//
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compile 'com.android.support:support-v4:+'
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// compile 'com.android.support:support-v4:+'
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}
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@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.roguetemple.hyperroid"
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android:versionCode="10017" android:versionName="10.0g"
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android:versionCode="10041" android:versionName="10.4a"
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android:installLocation="auto">
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<!-- <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" /> -->
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<!-- <uses-sdk android:minSdkVersion="9" android:targetSdkVersion="9" /> -->
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@ -7,12 +7,12 @@ import javax.microedition.khronos.opengles.GL10;
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// import android.graphics.Path;
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import android.content.Context;
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import android.graphics.Typeface;
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import android.opengl.GLES20;
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import android.opengl.GLSurfaceView;
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import android.os.Build;
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import android.os.PowerManager;
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// bimport android.widget.Toast;
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import android.opengl.GLES20;
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import com.android.texample.GLText;
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import com.android.texample.Shader;
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@ -27,7 +27,7 @@ public class HyperRenderer implements GLSurfaceView.Renderer {
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int [] graphdata;
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int gdpos;
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int gdpop() { return graphdata[gdpos++]; }
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boolean initialized;
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boolean initialized;
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public void onDrawFrame(GL10 unused) {
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if(game.forceCanvas) return;
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@ -39,10 +39,10 @@ public class HyperRenderer implements GLSurfaceView.Renderer {
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GLES20.glClear(GL10.GL_COLOR_BUFFER_BIT);
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synchronized(game) {
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if(!initialized) { game.glhrinit(); initialized = true; }
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game.hv.updateGame();
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game.draw();
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graphdata = game.loadMap();
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if(!initialized) { game.glhrinit(); initialized = true; }
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game.hv.updateGame();
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game.draw();
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graphdata = game.loadMap();
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glText.shader.aPosition = game.getaPosition();
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glText.shader.aTexture = game.getaTexture();
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glText.shader.uColor = game.getuColor();
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@ -50,26 +50,7 @@ public class HyperRenderer implements GLSurfaceView.Renderer {
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if(graphdata == null) return;
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// Set to ModelView mode
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gl.glMatrixMode( GL10.GL_MODELVIEW ); // Activate Model View Matrix
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gl.glLoadIdentity(); // Load Identity Matrix
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// enable texture + alpha blending
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// NOTE: this is required for text rendering! we could incorporate it into
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// the GLText class, but then it would be called multiple times (which impacts performance).
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gl.glEnable( GL10.GL_TEXTURE_2D ); // Enable Texture Mapping
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gl.glEnable( GL10.GL_BLEND ); // Enable Alpha Blend
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gl.glBlendFunc( GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA ); // Set Alpha Blend Function
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gl.glMatrixMode( GL10.GL_PROJECTION ); // Activate Projection Matrix
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gl.glLoadIdentity(); // Load Identity Matrix
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gl.glOrthof( // Set Ortho Projection (Left,Right,Bottom,Top,Front,Back)
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0, width,
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0, height,
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1.0f, -1.0f
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);
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gdpos = 0;
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gdpos = 0;
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while(gdpos < graphdata.length) {
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switch(gdpop()) {
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case 2: {
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@ -117,8 +98,8 @@ public class HyperRenderer implements GLSurfaceView.Renderer {
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GLES20.glViewport(0, 0, width, height);
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// Save width and height
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this.width = width; // Save Current Width
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this.height = height; // Save Current Height
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this.width = width; // Save Current Width
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this.height = height; // Save Current Height
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initialized = false;
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}
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@ -127,7 +108,7 @@ public class HyperRenderer implements GLSurfaceView.Renderer {
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glText = new GLText( new Shader() );
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glText.load(Typeface.DEFAULT_BOLD, 48, 2, 2 ); // Create Font (Height: 48 Pixels / X+Y Padding 2 Pixels)
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initialized = false;
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initialized = false;
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}
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@ -243,8 +243,6 @@ int textwidth(int siz, const string &str) {
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return res;
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}
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void achievement_init() {}
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bool achievementsConnected = false;
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string doViewLeaderboard;
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bool doViewAchievements;
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@ -1,7 +1,7 @@
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#!/bin/sh
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mkdir app/src/main/assets/sounds
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mkdir -p app/src/main/assets/sounds
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cp ../sounds/* app/src/main/assets/sounds/
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mkdir app/src/main/res/raw/
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mkdir -p app/src/main/res/raw/
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#for x in caves crossroads desert graveyard hell icyland jungle laboratory mirror rlyeh
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#do cp ../music/hr3-$x.ogg app/src/main/res/raw/$x.ogg
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#done
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