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bin/sjgs/__example_games/__InventoryExample$ExampleInventory.class
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bin/sjgs/__example_games/__InventoryExample$ExampleInventory.class
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bin/sjgs/__example_games/__InventoryExample$ExampleInventorySlot.class
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bin/sjgs/__example_games/__InventoryExample$ExampleInventorySlot.class
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bin/sjgs/__example_games/__InventoryExample$MouseInput.class
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bin/sjgs/__example_games/__InventoryExample$MouseInput.class
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bin/sjgs/__example_games/__InventoryExample$items.class
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bin/sjgs/__example_games/__InventoryExample$items.class
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bin/sjgs/__example_games/__InventoryExample.class
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bin/sjgs/__example_games/__InventoryExample.class
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bin/sjgs/__example_games/__LightingDemonstration$Block.class
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bin/sjgs/__example_games/__LightingDemonstration$Block.class
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bin/sjgs/__example_games/__LightingDemonstration$KeyInput.class
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bin/sjgs/__example_games/__LightingDemonstration$KeyInput.class
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bin/sjgs/__example_games/__LightingDemonstration$Player.class
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bin/sjgs/__example_games/__LightingDemonstration$Player.class
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bin/sjgs/__example_games/__LightingDemonstration$StaticLight.class
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bin/sjgs/__example_games/__LightingDemonstration$StaticLight.class
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bin/sjgs/__example_games/__LightingDemonstration.class
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bin/sjgs/__example_games/__LightingDemonstration.class
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bin/sjgs/__example_games/__PhysicsDemonstration$ExampleBullet.class
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bin/sjgs/__example_games/__PhysicsDemonstration$ExampleDevConsole.class
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bin/sjgs/__example_games/__PhysicsDemonstration$ExampleDevConsole.class
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bin/sjgs/__example_games/__PhysicsDemonstration$ExampleKeyInput.class
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bin/sjgs/__example_games/__PhysicsDemonstration$ExampleMouseInput.class
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bin/sjgs/__example_games/__PhysicsDemonstration$ExampleMouseInput.class
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bin/sjgs/__example_games/__PhysicsDemonstration$ExampleObject.class
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bin/sjgs/__example_games/__PhysicsDemonstration$ExampleObject.class
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bin/sjgs/__example_games/__PhysicsDemonstration$ExamplePlayer.class
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bin/sjgs/__example_games/__PhysicsDemonstration$ExamplePlayer.class
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bin/sjgs/__example_games/__PhysicsDemonstration$ExampleTile.class
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bin/sjgs/__example_games/__PhysicsDemonstration$ExampleTile.class
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bin/sjgs/__example_games/__PhysicsDemonstration.class
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bin/sjgs/__example_games/__PhysicsDemonstration.class
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bin/sjgs/base_objects/BaseTile.class
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bin/sjgs/base_objects/BaseTile.class
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bin/sjgs/base_objects/Bullet.class
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bin/sjgs/base_objects/Bullet.class
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bin/sjgs/base_objects/GameObject.class
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bin/sjgs/base_objects/GameObject.class
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bin/sjgs/base_objects/HardObject.class
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bin/sjgs/base_objects/HardObject.class
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bin/sjgs/base_objects/Mob.class
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bin/sjgs/base_objects/Mob.class
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bin/sjgs/base_objects/PlayerBase.class
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bin/sjgs/base_objects/PlayerBase.class
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bin/sjgs/base_objects/SoftObject.class
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bin/sjgs/base_objects/mob_ai/mob_travel_around_rectangle.py
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bin/sjgs/base_objects/mob_ai/mob_travel_around_rectangle.py
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# mob will travel around a given rectangle -- think like in early stages of metroid
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# territory === given rectangle
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def mob_travel_around_rectangle_ai(mob, territory, speed, clockWise):
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fullBounds = mob.getFullBounds()
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rightBounds = mob.getRightBounds()
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leftBounds = mob.getLeftBounds()
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topBounds = mob.getTopBounds()
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bottomBounds = mob.getBottomBounds()
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top = territory.getTop()
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right = territory.getRight()
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left = territory.getLeft()
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bottom = territory.getBottom()
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if clockWise:
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if fullBounds.intersects(right) and not fullBounds.intersects(bottom):
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mob.setVelocity(0, speed)
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mob.setX(territory.pos.x + territory.getWidth())
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mob.setY(restrict(mob.getY(), territory.getY() - 2))
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elif fullBounds.intersects(top):
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mob.setVelocity(speed, 0)
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mob.setY(territory.pos.y - mob.getHeight())
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mob.setX(restrict(mob.getX(), territory.getX() - 1))
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elif fullBounds.intersects(left) and not fullBounds.intersects(top) and not topBounds.intersects(bottom):
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mob.setVelocity(0, -speed)
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mob.setX(territory.pos.x - mob.getHeight())
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elif fullBounds.intersects(bottom):
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mob.setVelocity(-speed, 0)
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mob.setY(territory.pos.y + 2 + mob.getHeight())
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else:
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if fullBounds.intersects(right) and not fullBounds.intersects(top):
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mob.setVelocity(0, -speed)
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mob.setX(territory.pos.x + territory.getWidth())
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mob.setY(restrict(mob.getY(), territory.getY() - 2))
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elif fullBounds.intersects(top) and not fullBounds.intersects(left):
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mob.setVelocity(-speed, 0)
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mob.setY(territory.pos.y - mob.getHeight())
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elif fullBounds.intersects(bottom) and not fullBounds.intersects(right):
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mob.setVelocity(speed, 0)
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mob.setY(territory.pos.y + mob.getHeight() + 2)
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elif fullBounds.intersects(left):
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mob.setVelocity(0, speed)
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mob.setX(territory.pos.x - mob.getHeight())
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bin/sjgs/core/Camera.class
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bin/sjgs/core/Camera.class
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bin/sjgs/core/DeveloperConsole.class
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bin/sjgs/core/Engine.class
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bin/sjgs/core/Engine.class
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bin/sjgs/core/Handler.class
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bin/sjgs/core/Handler.class
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bin/sjgs/core/input/Keyboard.class
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bin/sjgs/core/input/Keyboard.class
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bin/sjgs/core/input/Mouse.class
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bin/sjgs/core/input/Mouse.class
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bin/sjgs/core/input/__Keyboard$1.class
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bin/sjgs/core/input/__Keyboard$10.class
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bin/sjgs/core/input/__Keyboard$11.class
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bin/sjgs/core/input/__Keyboard$19.class
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bin/sjgs/core/input/__Keyboard$2.class
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bin/sjgs/core/input/__Keyboard$20.class
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bin/sjgs/core/input/__Keyboard$22.class
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bin/sjgs/core/input/__Keyboard$27.class
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### Java standard library imports
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from java.lang.Math import *
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from java.lang import Integer, Float, Double
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### engine imports
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from sjgs.core import Engine as Engine
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from sjgs.core import Camera as Camera
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from sjgs.core import Handler as Handler
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import sjgs.core.input.Mouse as Mouse
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import sjgs.enums.Facing as Facing
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import sjgs.enums.TickRate as TickRate
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import sjgs.enums.Type as Type
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from sjgs.graphics.Colors import *
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from sjgs.graphics import Colors
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from sjgs.base_objects import *
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import sjgs.sound.SoundPlayer as SoundPlayer
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import sjgs.physics.Physics as Physics
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import sjgs.physics.structs.BoundingBox as BoundingBox
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import sjgs.physics.structs.CollisionResponse as CollisionResponse
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from sjgs.utils.Utils import *
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import sjgs.utils.Utils
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import sjgs.utils.tools.Timer as Timer
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import sjgs.utils.encryption.StrongCaesarCipher
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import sjgs.utils.data_structures.Stack as Stack
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from sjgs.utils.data_structures.shapes import *
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from sjgs.utils.data_structures.vectors import *
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from sjgs.utils.data_structures.gaming import *
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import sjgs.utils.data_structures.shapes.Rectangle as Rectangle
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import sjgs.utils.data_structures.vectors.Point2f as Point2f
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import sjgs.utils.data_structures.vectors.SimplePoint as SimplePoint
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import sjgs.utils.data_structures.shapes.Line as Line
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from sjgs.graphics.ui.InventorySystemSlot import EMPTY
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import sjgs.graphics.ui.InventorySystem as InventorySystem
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import sjgs.graphics.ui.InventorySystemSlot as InventorySystemSlot
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