Commit 3b6bd7e5 authored by a.guest's avatar a.guest

initial commit

parents
## Java
*.class
*.war
*.ear
hs_err_pid*
## 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-moe/xcode/*.xcodeproj/*
!/ios-moe/xcode/*.xcodeproj/xcshareddata
!/ios-moe/xcode/*.xcodeproj/project.pbxproj
/ios-moe/xcode/native/
buildscript {
repositories {
mavenLocal()
mavenCentral()
maven { url "https://oss.sonatype.org/content/repositories/snapshots/" }
jcenter()
}
dependencies {
}
}
allprojects {
apply plugin: "eclipse"
apply plugin: "idea"
version = '1.0'
ext {
appName = "my-gdx-game"
gdxVersion = '1.9.8'
roboVMVersion = '2.3.1'
box2DLightsVersion = '1.4'
ashleyVersion = '1.7.0'
aiVersion = '1.8.0'
}
repositories {
mavenLocal()
mavenCentral()
maven { url "https://oss.sonatype.org/content/repositories/snapshots/" }
maven { url "https://oss.sonatype.org/content/repositories/releases/" }
}
}
project(":desktop") {
apply plugin: "java"
dependencies {
compile project(":core")
compile "com.badlogicgames.gdx:gdx-backend-lwjgl:$gdxVersion"
compile "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-desktop"
compile "com.badlogicgames.gdx:gdx-box2d-platform:$gdxVersion:natives-desktop"
}
}
project(":core") {
apply plugin: "java"
dependencies {
compile "com.badlogicgames.gdx:gdx:$gdxVersion"
compile "com.badlogicgames.gdx:gdx-box2d:$gdxVersion"
}
}
tasks.eclipse.doLast {
delete ".project"
}
\ No newline at end of file
apply plugin: "java"
sourceCompatibility = 1.6
[compileJava, compileTestJava]*.options*.encoding = 'UTF-8'
sourceSets.main.java.srcDirs = [ "src/" ]
eclipse.project {
name = appName + "-core"
}
package com.mygdx.game;
import com.badlogic.gdx.Game;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import screens.MainMenuScreen;
public class MyGdxGame extends Game {
public SpriteBatch batch;
public BitmapFont font;
public ShapeRenderer shapeRenderer;
@Override
public void create () {
batch = new SpriteBatch();
font = new BitmapFont();
shapeRenderer = new ShapeRenderer();
this.setScreen(new MainMenuScreen(this));
}
@Override
public void render () {
super.render();
}
@Override
public void dispose () {
batch.dispose();
font.dispose();
}
}
package game_objects;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.*;
import com.badlogic.gdx.physics.box2d.BodyDef.BodyType;
import physics.world_simulation;
public class dynamicObject extends gameObject{
// Used to create the object in the simulation world
public Body objBody;
Fixture objFixture;
float objradius;
public dynamicObject()
{
}
public dynamicObject(world_simulation worldSim, Vector2 screenPos,float radius, int SHAPE)
{
BodyDef objBodyDef;
FixtureDef objFixtureDef;
objradius = radius;
// Create object in simulation
// We need a BodyDef to hold all the information
objBodyDef = new BodyDef();
// We want a dynamic body, one which will move and be affected by the physics
objBodyDef.type = BodyType.DynamicBody;
// Calculate the position in the simulation based on the desired on screen position
Vector2 simPos = new Vector2(worldSim.getSimPos(screenPos));
objBodyDef.position.set(simPos);
// Create our body in the world using the body definition
objBody = worldSim.world.createBody(objBodyDef);
// Create a circle shape with a radius of 6
CircleShape circle = new CircleShape();
circle.setRadius(radius*worldSim.meterToPixel);
// Create a fixture definition to apply physics to our shape.
objFixtureDef = new FixtureDef();
objFixtureDef.shape = circle;
objFixtureDef.density = 0.5f; // a measure of the objects solidness
objFixtureDef.friction = 0.4f; // a measure of how much the object will stick to other objs
objFixtureDef.restitution = 0.6f; // a measure of bounciness.
// Create the fixture and attach it to the body
objFixture = objBody.createFixture(objFixtureDef);
// shape no longer needed so can be disposed of
circle.dispose();
}
public void Update()
{
}
public void Render(world_simulation worldSim, ShapeRenderer shapeRend)
{
Vector2 mySimPos = new Vector2(objBody.getPosition().x,objBody.getPosition().y);
Vector2 myRenderPos = worldSim.getRenderPos(mySimPos);
shapeRend.begin(ShapeType.Filled);
shapeRend.circle(myRenderPos.x, myRenderPos.y, objradius);
shapeRend.setColor(Color.WHITE);
shapeRend.end();
}
}
package game_objects;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.*;
import physics.world_simulation;
public class gameObject {
// Texture and Sprite are used to render the object to the screen
public Texture texture;
public Sprite sprite;
public gameObject()
{
}
}
package game_objects;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.*;
import com.badlogic.gdx.physics.box2d.BodyDef.BodyType;
import physics.world_simulation;
public class staticObject extends gameObject{
// Used to create the object in the simulation world
Body objBody;
Fixture objFixture;
Vector2 objSize;
public staticObject()
{
}
public staticObject(world_simulation worldSim, Vector2 screenPos,Vector2 size, int SHAPE)
{
BodyDef objBodyDef;
PolygonShape objShape;
objSize = new Vector2(size);
// Create object in simulation
// We need a BodyDef to hold all the information
objBodyDef = new BodyDef();
Vector2 simPos = new Vector2(worldSim.getSimPos(screenPos));
simPos.y = simPos.y + (size.y/2);
objBodyDef.position.set(simPos);
// Create our body in the world using the body definition
objBody = worldSim.world.createBody(objBodyDef);
objShape = new PolygonShape();
objShape.setAsBox(size.x/2, size.y/2);
// Create the fixture and attach it to the body
objBody.createFixture(objShape,0.0f);
// shape no longer needed so can be disposed of
objShape.dispose();
}
public void Update()
{
}
public void Render(world_simulation worldSim, ShapeRenderer shapeRend)
{
Vector2 mySimPos = new Vector2(objBody.getPosition().x,objBody.getPosition().y);
Vector2 myRenderPos = worldSim.getRenderPos(mySimPos);
myRenderPos.y -= objSize.y/2;
shapeRend.begin(ShapeType.Filled);
shapeRend.rect(myRenderPos.x, myRenderPos.y,objSize.x,objSize.y);
shapeRend.setColor(Color.WHITE);
shapeRend.end();
}
}
package physics;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.mygdx.game.*;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.*;
public class world_simulation {
public World world;
// Values for updating the simulation by a single time step
// These values work pretty well
// Change at your own risk!
final float timeStep = 1/60f;
final int velIter = 6;
final int posIter = 2;
final float GRAVITY = -10f;
public Box2DDebugRenderer debugRenderer;
final boolean DEBUG = false;
Vector2 RenderMin;
Vector2 RenderMax;
Vector2 SimMin;
Vector2 SimMax;
public float meterToPixel;
float offsetX;
float offsetY;
public world_simulation()
{
// Lets set up a physics simulation world
// Initialise Box2D first
Box2D.init();
// Set up a vector to use for gravity
Vector2 simGravity = new Vector2(0,GRAVITY);
// Create the world simulation
world = new World(simGravity,true);
// Set up debugRenderer for testing
if (DEBUG)
debugRenderer = new Box2DDebugRenderer();
RenderMin = new Vector2(0f,0f);
RenderMax = new Vector2(Gdx.graphics.getWidth(),Gdx.graphics.getHeight());
SimMin = new Vector2(-300f,-300f);
SimMax = new Vector2(300f,300f);
meterToPixel = Gdx.graphics.getWidth() / (SimMax.x-SimMin.x);
offsetX = Gdx.graphics.getWidth() / 2f; // Only because meterToPixel = 1
offsetY = Gdx.graphics.getHeight() / 2f; // Only because meterToPixel = 1
}
public void update()
{
// Update the simulation by a single time step
world.step(timeStep, velIter, posIter);
}
public void render(OrthographicCamera camera)
{
if (DEBUG)
debugRenderer.render(world, camera.combined);
}
public Vector2 getSimPos(Vector2 renderPos)
{
float X = (renderPos.x / meterToPixel) - offsetX;
float Y = (renderPos.y / meterToPixel) - offsetY;
return new Vector2(X,Y);
}
public Vector2 getRenderPos(Vector2 simPos)
{
float X = (simPos.x + offsetX) * meterToPixel;
float Y = (simPos.y + offsetY) * meterToPixel;
return new Vector2(X,Y);
}
}
package screens;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.Input.Keys;
import com.mygdx.game.*;
public class GameOverScreen extends ScreenTemplate{
public GameOverScreen(final MyGdxGame game)
{
super(game);
}
public void process_input(float delta)
{
super.process_input(delta);
if (Gdx.input.isKeyPressed(Keys.F1)&&enough_time_passed()) {
game_handle.setScreen(new MainMenuScreen(game_handle));
dispose();
}
}
public void update(float delta)
{
}
public void render_me(float delta)
{
Gdx.gl.glClearColor(0, 0, 0.2f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
game_handle.batch.setProjectionMatrix(camera.combined);
game_handle.batch.begin();
game_handle.font.draw(game_handle.batch, "Game Over! ", 100, 150);
game_handle.font.draw(game_handle.batch, "Press F1 to play again", 100, 100);
game_handle.batch.end();
}
}
package screens;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.mygdx.game.*;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.Input;
import game_objects.*;
import physics.world_simulation;
public class MainGameScreen extends ScreenTemplate{
world_simulation theWorld;
dynamicObject circle1;
staticObject ground;
staticObject wall;
float torque = 1.0f;
public MainGameScreen(final MyGdxGame game)
{
super(game);
theWorld = new world_simulation();
Gdx.input.setInputProcessor(this);
circle1 = new dynamicObject(theWorld, new Vector2(300,300), 30, 0);
ground = new staticObject(theWorld,new Vector2(0,0), new Vector2(600,20),0);
wall = new staticObject(theWorld, new Vector2(0,0), new Vector2(10,600), 0);
}
public void process_input(float delta)
{
super.process_input(delta);
}
public void update(float delta)
{
theWorld.update();
circle1.objBody.applyTorque(torque, true);
}
public void render_me(float delta)
{
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
game_handle.batch.setProjectionMatrix(camera.combined);
theWorld.render(camera);
game_handle.batch.begin();
// render our sprite using the sprite batch set up in the game core
circle1.Render(theWorld, game_handle.shapeRenderer);
ground.Render(theWorld, game_handle.shapeRenderer);
wall.Render(theWorld, game_handle.shapeRenderer);
game_handle.batch.end();
}
@Override
public boolean keyDown(int keycode) {
// TODO Auto-generated method stub
return false;
}
@Override
public boolean keyUp(int keycode) {
// TODO Auto-generated method stub
// return greenMan.keyUp(keycode);
return false;
}
}
package screens;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.math.Rectangle;
import com.mygdx.game.*;
import physics.world_simulation;
public class MainMenuScreen extends ScreenTemplate{
public MainMenuScreen(final MyGdxGame game)
{
super(game);
}
public void process_input(float delta)
{
super.process_input(delta);
if (Gdx.input.isTouched()) {
game_handle.setScreen(new MainGameScreen(game_handle));
dispose();
}
if (Gdx.input.isKeyPressed(Keys.F1)&&enough_time_passed()) {
game_handle.setScreen(new MainGameScreen(game_handle));
dispose();
}
}
public void update(float delta)
{
}
public void render_me(float delta)
{
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
game_handle.batch.setProjectionMatrix(camera.combined);
game_handle.batch.begin();
game_handle.font.draw(game_handle.batch, "Welcome to Box2d Demo!!! ", 100, 150);
game_handle.font.draw(game_handle.batch, "Tap anywhere to begin!, Esc for options", 100, 100);
game_handle.batch.end();
}
}
package screens;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.Input.Keys;
import com.mygdx.game.*;
public class OptionsScreen extends ScreenTemplate{
public ScreenTemplate previousScreen;
boolean ESC_PRESSED=false;
public OptionsScreen(final MyGdxGame game, ScreenTemplate prev_screen)
{
super(game);
previousScreen = prev_screen;
}
public void process_input(float delta)
{
// do not call super.process_input(delta) here
// its there to call switch to options screen
// and we are already there!
if (Gdx.input.isTouched()) {
game_handle.setScreen(new MainGameScreen(game_handle));
dispose();
}
if (Gdx.input.isKeyPressed(Keys.F1)&&enough_time_passed()) {
game_handle.setScreen(new MainGameScreen(game_handle));
dispose();
}
if (Gdx.input.isKeyPressed(Keys.ESCAPE)&&enough_time_passed()) {
previousScreen.set_start_time();
game_handle.setScreen(previousScreen);
dispose();
}
}
public void update(float delta)
{
}
public void render_me(float delta)
{
Gdx.gl.glClearColor(0, 0, 0.2f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
game_handle.batch.setProjectionMatrix(camera.combined);
game_handle.batch.begin();
game_handle.font.draw(game_handle.batch, "Options Screen", 100, 150);
game_handle.font.draw(game_handle.batch, "Press escape to return", 100, 100);
game_handle.batch.end();
}
}
package screens;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.Input.Keys;
import com.mygdx.game.*;
import com.badlogic.gdx.utils.TimeUtils;
public class ScreenTemplate implements Screen, InputProcessor{
public MyGdxGame game_handle;
public OrthographicCamera camera;
public long StartTime;
public final long ENOUGH_TIME = 250; // 250ms
public ScreenTemplate()
{
game_handle = null;
}
public ScreenTemplate(final MyGdxGame game)
{
game_handle = game;
int ANDROID_WIDTH = Gdx.graphics.getWidth();
int ANDROID_HEIGHT = Gdx.graphics.getHeight();
camera = new OrthographicCamera(ANDROID_WIDTH, ANDROID_HEIGHT);
camera.translate(ANDROID_WIDTH/2, ANDROID_HEIGHT/2);
camera.update();
set_start_time();
}
@Override
public void show() {
// TODO Auto-generated method stub
}
public long elapsed_time()
{
long NowTime = TimeUtils.nanosToMillis(TimeUtils.nanoTime());
return(NowTime-StartTime);
}
public boolean enough_time_passed()
{
if (elapsed_time()>ENOUGH_TIME)
return true;
else
return false;
}
public void set_start_time()
{
StartTime = TimeUtils.nanosToMillis(TimeUtils.nanoTime());
}
public void process_input(float delta)
{
if (Gdx.input.isKeyPressed(Keys.ESCAPE)&&enough_time_passed()) {
game_handle.setScreen(new OptionsScreen(game_handle,this));
}
}
public void update(float delta)
{
}
public void render_me(float delta)
{
Gdx.gl.glClearColor(0, 0, 0.2f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
game_handle.batch.setProjectionMatrix(camera.combined);
game_handle.batch.begin();
game_handle.font.draw(game_handle.batch, "Game Over! ", 100, 150);
game_handle.font.draw(game_handle.batch, "Press F1 to play again", 100, 100);
game_handle.batch.end();
}
@Override
public void render(float delta) {
process_input(delta);
update(delta);
render_me(delta);
}
@Override
public void resize(int width, int height) {
// TODO Auto-generated method stub
}
@Override
public void pause() {
// TODO Auto-generated method stub
}
@Override
public void resume() {
// TODO Auto-generated method stub
}
@Override
public void hide() {
// TODO Auto-generated method stub
}
@Override
public void dispose() {
// TODO Auto-generated method stub
}
@Override
public boolean keyDown(int keycode) {
// TODO Auto-generated method stub
return false;
}
@Override
public boolean keyUp(int keycode) {
// TODO Auto-generated method stub
return false;
}
@Override
public boolean keyTyped(char character) {
// TODO Auto-generated method stub
return false;
}
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
// TODO Auto-generated method stub
return false;
}
@Override
public boolean touchUp(int screenX, int screenY, int pointer, int button) {
// TODO Auto-generated method stub
return false;
}
@Override
public boolean touchDragged(int screenX, int screenY, int pointer) {
// TODO Auto-generated method stub
return false;
}
@Override
public boolean mouseMoved(int screenX, int screenY) {
// TODO Auto-generated method stub
return false;
}
@Override
public boolean scrolled(int amount) {
// TODO Auto-generated method stub
return false;
}
}
apply plugin: "java"
sourceCompatibility = 1.6
sourceSets.main.java.srcDirs = [ "src/" ]
project.ext.mainClassName = "com.mygdx.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) {
from files(sourceSets.main.output.classesDir)
from files(sourceSets.main.output.resourcesDir)
from {configurations.compile.collect {zipTree(it)}}
from files(project.assetsDir);
manifest {
attributes 'Main-Class': project.mainClassName
}
}
dist.dependsOn classes
eclipse {
project {
name = appName + "-desktop"
linkedResource name: 'assets', type: '2', location: 'PARENT-1-PROJECT_LOC/core/assets'
}
}
task afterEclipseImport(description: "Post processing after project generation", group: "IDE") {
doLast {
def classpath = new XmlParser().parse(file(".classpath"))
new Node(classpath, "classpathentry", [ kind: 'src', path: 'assets' ]);
def writer = new FileWriter(file(".classpath"))
def printer = new XmlNodePrinter(new PrintWriter(writer))
printer.setPreserveWhitespace(true)
printer.print(classpath)
}
}
package com.mygdx.game.desktop;
import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration;
import com.mygdx.game.MyGdxGame;
public class DesktopLauncher {
public static void main (String[] arg) {
LwjglApplicationConfiguration config = new LwjglApplicationConfiguration();
config.width = 600;
config.height = 600;
new LwjglApplication(new MyGdxGame(), config);
}
}
org.gradle.daemon=true
org.gradle.jvmargs=-Xms128m -Xmx1500m
org.gradle.configureondemand=true
#Fri Jun 09 23:06:52 EDT 2017
distributionBase=GRADLE_USER_HOME
distributionPath=wrapper/dists
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-2.14.1-bin.zip
#!/usr/bin/env sh
##############################################################################
##
## 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 "$0"`
# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
DEFAULT_JVM_OPTS=""
# Use the maximum available, or set MAX_FD != -1 to use that value.
MAX_FD="maximum"
warn ( ) {
echo "$*"
}
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" "$@"
@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=
@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
include 'desktop', 'core'
\ No newline at end of file
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