cleaned up formatting:
- removed trailing whitespace - changed all leading whitespace to tabs - removed IDE created author comments
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@@ -88,10 +88,10 @@ public class PixelScene extends Scene {
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Game.width / (defaultZoom + 1) >= minWidth &&
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Game.height / (defaultZoom + 1) >= minHeight) {
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defaultZoom++;
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}
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}
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}
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minZoom = 1;
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maxZoom = defaultZoom * 2;
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maxZoom = defaultZoom * 2;
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Camera.reset( new PixelCamera( defaultZoom ) );
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@@ -103,31 +103,31 @@ public class PixelScene extends Scene {
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if (font1x == null) {
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// 3x5 (6)
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font1x = Font.colorMarked(
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font1x = Font.colorMarked(
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BitmapCache.get( Assets.FONTS1X ), 0x00000000, BitmapText.Font.LATIN_FULL );
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font1x.baseLine = 6;
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font1x.tracking = -1;
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// 5x8 (10)
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font15x = Font.colorMarked(
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font15x = Font.colorMarked(
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BitmapCache.get( Assets.FONTS15X ), 12, 0x00000000, BitmapText.Font.LATIN_FULL );
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font15x.baseLine = 9;
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font15x.tracking = -1;
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// 6x10 (12)
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font2x = Font.colorMarked(
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font2x = Font.colorMarked(
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BitmapCache.get( Assets.FONTS2X ), 14, 0x00000000, BitmapText.Font.LATIN_FULL );
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font2x.baseLine = 11;
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font2x.tracking = -1;
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// 7x12 (15)
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font25x = Font.colorMarked(
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font25x = Font.colorMarked(
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BitmapCache.get( Assets.FONTS25X ), 17, 0x00000000, BitmapText.Font.LATIN_FULL );
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font25x.baseLine = 13;
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font25x.tracking = -1;
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// 9x15 (18)
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font3x = Font.colorMarked(
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font3x = Font.colorMarked(
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BitmapCache.get( Assets.FONTS3X ), 22, 0x00000000, BitmapText.Font.LATIN_FULL );
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font3x.baseLine = 17;
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font3x.tracking = -2;
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@@ -248,14 +248,14 @@ public class PixelScene extends Scene {
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v.y = align( c, v.y );
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}
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public static boolean noFade = false;
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protected void fadeIn() {
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if (noFade) {
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noFade = false;
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} else {
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fadeIn( 0xFF000000, false );
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}
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}
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public static boolean noFade = false;
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protected void fadeIn() {
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if (noFade) {
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noFade = false;
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} else {
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fadeIn( 0xFF000000, false );
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}
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}
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protected void fadeIn( int color, boolean light ) {
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add( new Fader( color, light ) );
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@@ -316,10 +316,10 @@ public class PixelScene extends Scene {
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private static class PixelCamera extends Camera {
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public PixelCamera( float zoom ) {
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super(
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(int)(Game.width - Math.ceil( Game.width / zoom ) * zoom) / 2,
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(int)(Game.height - Math.ceil( Game.height / zoom ) * zoom) / 2,
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(int)Math.ceil( Game.width / zoom ),
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super(
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(int)(Game.width - Math.ceil( Game.width / zoom ) * zoom) / 2,
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(int)(Game.height - Math.ceil( Game.height / zoom ) * zoom) / 2,
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(int)Math.ceil( Game.width / zoom ),
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(int)Math.ceil( Game.height / zoom ), zoom );
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}
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