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Update icons and fix ZS builtin usage detection
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ZS-Icon.png
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ZS-Icon.png
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ZS-Icon.psd
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ZS-Icon.psd
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@ -75,7 +75,7 @@
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}
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"Entry"
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{
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"MsmKey" = "8:_F1964A3FC0114E58A81978C4C7107596"
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"MsmKey" = "8:_EF059CAB8D2A4444B8233E61C53F3349"
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"OwnerKey" = "8:_UNDEFINED"
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"MsmSig" = "8:_UNDEFINED"
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}
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@ -352,10 +352,10 @@
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"IsDependency" = "11:FALSE"
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"IsolateTo" = "8:"
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}
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"{1FB2D0AE-D3B9-43D4-B9DD-F88EC61E35DE}:_F1964A3FC0114E58A81978C4C7107596"
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"{1FB2D0AE-D3B9-43D4-B9DD-F88EC61E35DE}:_EF059CAB8D2A4444B8233E61C53F3349"
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{
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"SourcePath" = "8:..\\Releases\\ZSharp-Win-x64\\Pong-Example-Project\\script.slg"
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"TargetName" = "8:script.slg"
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"SourcePath" = "8:..\\Releases\\ZSharp-Win-x64\\Pong-Example-Project\\script.zs"
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"TargetName" = "8:script.zs"
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"Tag" = "8:"
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"Folder" = "8:_AB72F4F4665144CA990532BBC3679E36"
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"Condition" = "8:"
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@ -459,15 +459,15 @@
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{
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"Name" = "8:Microsoft Visual Studio"
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"ProductName" = "8:ZSharp"
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"ProductCode" = "8:{4E83312A-4C42-44BD-8604-E55F7D1B005B}"
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"PackageCode" = "8:{A82E7BE4-0442-482B-A5CB-CC097C9915DF}"
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"ProductCode" = "8:{E0DBFA73-DB3D-45D9-8CF3-72E965B6029B}"
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"PackageCode" = "8:{F096C1DE-0546-4388-90EC-8AB800FA4D52}"
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"UpgradeCode" = "8:{8ABDE53F-7FF9-455B-A777-B4C1C624FA13}"
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"AspNetVersion" = "8:2.0.50727.0"
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"RestartWWWService" = "11:FALSE"
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"RemovePreviousVersions" = "11:TRUE"
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"DetectNewerInstalledVersion" = "11:TRUE"
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"InstallAllUsers" = "11:FALSE"
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"ProductVersion" = "8:1.3.0"
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"ProductVersion" = "8:1.3.1"
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"Manufacturer" = "8:Sam-Astro"
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"ARPHELPTELEPHONE" = "8:"
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"ARPHELPLINK" = "8:"
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@ -116,7 +116,7 @@ bool IsFunction(const string& funcName)
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}
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bool IsZSFunction(const string& funcName)
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{
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if (funcName[0] == 'S' && funcName[1] == 'L' && funcName[2] == 'B' && funcName[3] == '.')
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if (funcName[0] == 'Z' && funcName[1] == 'S' && funcName[2] == '.')
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return true;
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else
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return false;
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@ -385,7 +385,7 @@ boost::any ProcessLine(const vector<vector<string>>& words, int lineNum, unorder
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return EvalExpression(unWrapVec(vector<string>(words.at(lineNum).begin() + 1, words.at(lineNum).end())), variableValues);
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// Check if it is ZS Builtin function
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else if (words.at(lineNum).at(0)[0] == 'S' && words.at(lineNum).at(0)[1] == 'L' && words.at(lineNum).at(0)[2] == 'B' && words.at(lineNum).at(0)[3] == '.')
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else if (words.at(lineNum).at(0)[0] == 'Z' && words.at(lineNum).at(0)[1] == 'S' && words.at(lineNum).at(0)[2] == '.')
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return EvalExpression(unWrapVec(words.at(lineNum)), variableValues);
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// Check if it is function
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@ -735,5 +735,11 @@ int main(int argc, char* argv[])
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#endif
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parseZSharp(scriptTextContents);
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#if DEVELOPER_MESSAGES
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cout << "Press Enter to Continue";
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cin.ignore();
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exit(1);
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#endif
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return 0;
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}
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ZSharp/icon.ico
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ZSharp/icon.ico
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@ -13,11 +13,11 @@ float lerpSpeed = 14
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bool aiOn = false
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// Main is always run at the VERY BEGINNING. Start() is the start of GRAPHICS
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// so if you never call SLB.Grapgics.Init, then Start won't run
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// so if you never call ZS.Grapgics.Init, then Start won't run
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func Main()
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{
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// Immediately creates the window, then Start(), then the game loop. The game loop calls Update() every frame
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SLB.Graphics.Init("This is a pong game", SCREENW, SCREENH)
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ZS.Graphics.Init("This is a pong game", SCREENW, SCREENH)
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}
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func Start()
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@ -39,22 +39,22 @@ func Start()
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Vec2 rPaddlePosition = NVec2(rOffset, yPosPaddle)
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global Vec2 rPaddleTargetPosition = NVec2(rOffset, yPosPaddle)
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global Sprite ballSpr = SLB.Graphics.Sprite("./square.png", ballPos, ballScale, 0)
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global Sprite lPaddle = SLB.Graphics.Sprite("./square.png", lPaddlePosition, paddleScale, 0)
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global Sprite rPaddle = SLB.Graphics.Sprite("./square.png", rPaddlePosition, paddleScale, 0)
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global Sprite ballSpr = ZS.Graphics.Sprite("./square.png", ballPos, ballScale, 0)
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global Sprite lPaddle = ZS.Graphics.Sprite("./square.png", lPaddlePosition, paddleScale, 0)
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global Sprite rPaddle = ZS.Graphics.Sprite("./square.png", rPaddlePosition, paddleScale, 0)
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Vec2 netScale = NVec2(1, SCREENH)
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global Sprite net = SLB.Graphics.Sprite("./net.png", centerOfScreen, netScale, 0)
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global Sprite net = ZS.Graphics.Sprite("./net.png", centerOfScreen, netScale, 0)
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float leftOffset = SCREENW / 4
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Vec2 scoreOnePos = NVec2(leftOffset, 30)
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global Text scoreTextOne = SLB.Graphics.Text("0", "./arial.ttf", scoreOnePos, 60, 0, 255, 255, 255)
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global Text scoreTextOne = ZS.Graphics.Text("0", "./arial.ttf", scoreOnePos, 60, 0, 255, 255, 255)
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float rightOffset = SCREENW - (SCREENW / 4)
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Vec2 scoreTwoPos = NVec2(rightOffset, 30)
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global Text scoreTextTwo = SLB.Graphics.Text("0", "./arial.ttf", scoreTwoPos, 60, 0, 255, 255, 255)
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global Text scoreTextTwo = ZS.Graphics.Text("0", "./arial.ttf", scoreTwoPos, 60, 0, 255, 255, 255)
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Vec2 instructionsPos = NVec2(centerOfScreen.x, SCREENH - 60)
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global Text instructionsText = SLB.Graphics.Text("Use 'W' and 'S' or 'UP' and 'DOWN' arrows to control or press 'ENTER' to toggle AI", "./arial.ttf", instructionsPos, 20, 0, 255, 255, 255)
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global Text instructionsText = ZS.Graphics.Text("Use 'W' and 'S' or 'UP' and 'DOWN' arrows to control or press 'ENTER' to toggle AI", "./arial.ttf", instructionsPos, 20, 0, 255, 255, 255)
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global Vec2 ballVelocity = NVec2(ballSpeed, ballSpeed)
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}
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@ -156,16 +156,16 @@ func Update(deltaTime)
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ballSpr.position += scaledVelocity
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// Finally draws all of the sprites
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SLB.Graphics.Draw(ballSpr)
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SLB.Graphics.Draw(lPaddle)
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SLB.Graphics.Draw(rPaddle)
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ZS.Graphics.Draw(ballSpr)
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ZS.Graphics.Draw(lPaddle)
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ZS.Graphics.Draw(rPaddle)
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SLB.Graphics.Draw(net)
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ZS.Graphics.Draw(net)
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SLB.Graphics.DrawText(scoreTextOne)
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SLB.Graphics.DrawText(scoreTextTwo)
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ZS.Graphics.DrawText(scoreTextOne)
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ZS.Graphics.DrawText(scoreTextTwo)
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SLB.Graphics.DrawText(instructionsText)
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ZS.Graphics.DrawText(instructionsText)
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HandleBallBounce()
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}
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@ -256,6 +256,6 @@ func HandleBallBounce()
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func Colliding(a, b)
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{
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bool b = SLB.Physics.AxisAlignedCollision(a, b)
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bool b = ZS.Physics.AxisAlignedCollision(a, b)
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return b
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}
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