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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$ExampleBullet.class
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bin/sjgs/__example_games/__PhysicsDemonstration$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$ExampleKeyInput.class
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bin/sjgs/__example_games/__PhysicsDemonstration$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/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$13.class
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bin/sjgs/core/input/__Keyboard$14.class
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bin/sjgs/core/input/__Keyboard$16.class
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bin/sjgs/core/input/__Keyboard$2.class
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