Converted ShatteredPD to Build from Gradle
Major Changes: - Shattered now builds effortlessly either from gradle CLI or android studio - Much better dependency management through gradle (although it's not really used atm) - Separate PD-classes repo is now SPD-classes module within main repo
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2016 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.watabou.noosa;
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import com.watabou.input.Keys;
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import com.watabou.utils.Signal;
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public class Scene extends Group {
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private Signal.Listener<Keys.Key> keyListener;
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public void create() {
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Keys.event.add( keyListener = new Signal.Listener<Keys.Key>() {
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@Override
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public void onSignal( Keys.Key key ) {
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if (Game.instance != null && key.pressed) {
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switch (key.code) {
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case Keys.BACK:
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onBackPressed();
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break;
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case Keys.MENU:
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onMenuPressed();
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break;
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}
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}
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}
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} );
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}
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@Override
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public void destroy() {
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Keys.event.remove( keyListener );
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super.destroy();
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}
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public void pause() {
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}
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public void resume() {
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}
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@Override
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public void update() {
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super.update();
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}
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@Override
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public Camera camera() {
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return Camera.main;
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}
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protected void onBackPressed() {
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Game.instance.finish();
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}
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protected void onMenuPressed() {
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}
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}
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