Compare commits

...

147 Commits

Author SHA1 Message Date
Florian Rival
b21e617e9c Bump newIDE version 2019-06-23 15:13:11 +01:00
Florian Rival
5068248525 Update translations 2019-06-23 15:11:06 +01:00
Florian Rival
20a7d424c2 Fix Prettier 2019-06-23 12:53:28 +01:00
Florian Rival
18ea55600f Handle error when game cannot be created in the specified folder 2019-06-23 12:39:36 +01:00
Florian Rival
3cdf539f42 Fix uncaught exceptions on login/account creation/password reset 2019-06-23 12:27:10 +01:00
Florian Rival
3008898917 Add tutorials by @piyushpalawat99 and Nilarjun 2019-06-22 18:53:53 +01:00
Florian Rival
3c5c3735be Add Castpixel to the list of contributors 2019-06-22 18:37:30 +01:00
Florian Rival
5feddb98f6 Fix yarn.lock 2019-06-22 18:33:25 +01:00
Florian Rival
f8c8d938f5 New space shooter example with custom behaviors and art by @castpixel 2019-06-22 18:33:00 +01:00
Florian Rival
c4cd2c4a26 Move resources (res, JsPlatform, CppPlatform) to newIDE and remove old, unused folders 2019-06-22 17:17:09 +01:00
Florian Rival
3b454616a5 Fix selection being dismissed when panning the view in InstancesEditor 2019-06-22 16:30:35 +01:00
Florian Rival
e42582cde0 Upgrade a bunch of dependencies
Upgrade react to v16.8
Upgrade storybook to v5
Upgrade react-mosaic to v3.1.0
Upgrade react-sortable-tree
Upgrade react-sortable-hoc
Upgrade react-dnd to 7.7.0

Fix a crash (infinite loop) when using Trans as title of MosaicWindow
(because old versions of react-mosaic where doing a deep equality
check of props in shouldComponentUpdate).
2019-06-22 16:03:53 +01:00
Piyush Palawat
d44e7868c1 Add link to documentation for CommonConversionsExtension.cpp (#1122) 2019-06-22 15:22:04 +01:00
Florian Rival
cd9c5d6095 Fix first argument swallowed when launching from command line 2019-06-21 19:35:08 +01:00
Florian Rival
181fcdab09 Catch exception and display error if an extension can't be loaded properly 2019-06-21 19:31:49 +01:00
Florian Rival
c3f3021509 Use 'My Documents' as the default folder for GDevelop projects 2019-06-20 23:06:03 +01:00
Florian Rival
6aac240425 Add link about publishing on Kongregate or Game Jolt 2019-06-20 23:02:15 +01:00
Piyush Palawat
4e64b37bab Add various links to documentation (#1118) 2019-06-20 22:46:58 +01:00
Florian Rival
4c59e90a1c Fix generation of behavior code for properties with empty number as default value 2019-06-19 21:54:16 +01:00
Florian Rival
4483e0659a Rename 'Value to test' to 'Value to compare' 2019-06-19 21:28:58 +01:00
Florian Rival
73827f6f30 Make a fix in pixi-simple-gestures to prevent potential error 2019-06-19 19:30:46 +01:00
Florian Rival
7f97d753a8 Fix behavior number properties action 2019-06-19 08:50:09 +01:00
Florian Rival
a4a638371f Disable sending analytics for warnings (too much noise) 2019-06-19 08:48:44 +01:00
Florian Rival
ed3f6425b2 Add multiplayer-platformer-with-gamepads example 2019-06-17 22:14:56 +01:00
Florian Rival
bbb0738f5f Hide a property of a behavior in a test game 2019-06-16 17:08:55 +01:00
Florian Rival
0231d30508 Add EventsScope and hide behavior private instructions when not in the proper scope 2019-06-16 17:08:55 +01:00
Florian Rival
64db614914 Allow instructions/expressions to be marked as private 2019-06-16 17:08:55 +01:00
Florian Rival
b5acc58b41 Improve typing of expression/instruction selectors and add support for displaying subheaders 2019-06-16 17:08:55 +01:00
Florian Rival
1b1e6b67c6 Fix object filtering by type not applied 2019-06-16 17:08:55 +01:00
Florian Rival
2891c6b7e4 Fix behavior properties code generation 2019-06-16 17:08:55 +01:00
Florian Rival
689136cadb Allow behavior properties to be hidden in the editor 2019-06-16 17:08:55 +01:00
Florian Rival
181976e1b3 Add refactoring of properties actions/conditions/expressions when renaming property/behavior/extension 2019-06-16 17:08:55 +01:00
Florian Rival
b1f7660ffa Add editor for properties of events based behaviors 2019-06-16 17:08:55 +01:00
Florian Rival
52489c3cc9 Add generation of action/conditions/expressions to use properties of events based behavior 2019-06-16 17:08:55 +01:00
Florian Rival
129f932e26 Add properties to EventsBasedBehavior 2019-06-16 17:08:55 +01:00
Florian Rival
38575e8f24 Use implements webidl keyword to simplify some bindings (2) 2019-06-16 17:08:55 +01:00
Florian Rival
c4a426c65f Use implements webidl keyword to simplify some bindings (1) 2019-06-16 17:08:55 +01:00
Florian Rival
c2b123d20b Add NamedPropertyDescriptor 2019-06-16 17:08:55 +01:00
Wend1go
26cf2e35f2 Add outline, shadow, gradient and alignment to Text object (#1096) 2019-06-16 11:36:26 +01:00
Florian Rival
c77d522abc Make name of object parameter consistent in TiledSpriteObject extension 2019-06-16 11:12:31 +01:00
Wend1go
d4a6f4d562 Add opacity and tint support to Tiled Sprite (#1110) 2019-06-15 19:43:00 +01:00
Florian Rival
69b182b08f Add color, layer and sceneName to function parameter types in IDE 2019-06-15 13:33:21 +01:00
Piyush Palawat
26dbd7e971 Fixed broken images for Shopify (#1106)
The images in the beta and web version of "Shopify" category were broken, while the ones in the version built from source were not. I believe it was because of case-sensitivity and have fixed the same, even though I wasn't able to try it.
2019-06-15 13:10:24 +01:00
Florian Rival
8f99eac776 Automatically disable smoothing of new images if project scale mode is set to nearest (pixel-perfect) 2019-06-09 23:04:03 +01:00
Florian Rival
61a125f293 Fix centering of the view when opening a scene 2019-06-09 22:29:45 +01:00
Wend1go
6448c6a78a Add scale actions/conditions for Text objects (#1092) 2019-06-09 21:20:30 +01:00
Florian Rival
d290c98e28 Use unicode sign for relational operators shown in EventsSheet 2019-06-08 16:08:31 +01:00
Florian Rival
973c282b57 Improve various parameter fields
* Add SceneNameField
* Simplify some fields
* Fix ObjectSelector/ObjectField error display
2019-06-08 16:53:22 +02:00
Florian Rival
d911610d80 Display inline errors in events sheet for mouse and key parameters 2019-06-08 16:53:22 +02:00
Florian Rival
bc2e273f43 Fix crash when pressing Esc while selecting an object in InstructionParametersEditor 2019-06-08 16:53:22 +02:00
Florian Rival
234d2f4923 Bump newIDE version 2019-06-06 17:48:19 +02:00
Florian Rival
2c2efa4a99 Fix SerializerElement broken when using attributes with children (#1088)
* Fix SerializerElement broken when using attributes with children
* Fix usage of AddChild on arrays without named children
2019-06-06 17:43:15 +02:00
Florian Rival
3f7fe1d55d Search in more parents when downloading libGD.js 2019-06-06 00:23:03 +02:00
mohajain
1bb5a6614e Fix typo in Readme (#1085) 2019-06-05 21:16:07 +02:00
Piyush Palawat
8e8d96dd3a Fix broken images for Sensors category in expressions list (#1083) 2019-06-04 23:43:45 +02:00
Florian Rival
3b07b9f354 Update web-app to GDJS 5.0.0-beta70 2019-06-02 23:56:18 +01:00
Florian Rival
0f0c9b8fe8 Use behavior name for display if full name is not entered 2019-06-02 23:34:14 +01:00
Florian Rival
c1e78ee1e3 Add Layer string expression to get object layer 2019-06-02 23:33:50 +01:00
Florian Rival
49fd9554ee Add AlertMessage about running games locally 2019-06-02 18:50:17 +01:00
Florian Rival
92f682e693 Bump newIDE version 2019-06-01 12:57:49 +01:00
Florian Rival
e6aae81ca3 Fix object paste/duplicate setting a wrong name to the object
Fix #1076
2019-06-01 12:57:00 +01:00
Florian Rival
bd1feb9270 Bump newIDE version 2019-06-01 12:38:18 +01:00
Florian Rival
5bfb6369db Fix firebase import warning by only importing app and auth 2019-05-31 19:51:12 +01:00
Florian Rival
ea05994702 Fix Physics2Behavior shared data not properly initialized 2019-05-31 19:22:58 +01:00
Florian Rival
e303734ac0 Update CircleCI configuration to build GDevelop.js too 2019-05-30 18:12:52 +01:00
Florian Rival
5467eededf Update CircleCI configuration 2019-05-30 08:20:25 +01:00
Florian Rival
98f431b903 Update firebase to version 6.1.0 2019-05-30 08:20:25 +01:00
Bouh
94a1701648 Fix width of images in Changelog (#1069) 2019-05-29 21:38:29 +01:00
Florian Rival
03de6a8fef Add experimental CircleCI configuration 2019-05-29 21:20:11 +01:00
Florian Rival
7c787e2531 Bump newIDE version 2019-05-28 23:13:06 +01:00
Florian Rival
feb0baf1e6 Avoid description fields being too tall in OptionsEditorDialog 2019-05-28 23:06:42 +01:00
Florian Rival
bf8c3312f7 Add StrEqual condition 2019-05-28 23:00:06 +01:00
Florian Rival
8198f3c817 Fix Prettier 2019-05-28 22:26:18 +01:00
Florian Rival
8edf08cc5f Fix StatusBar 2019-05-28 22:15:16 +01:00
Florian Rival
05aeffe5f0 Add StatusBar to InstancesEditor, showing mouse position 2019-05-28 22:11:16 +01:00
Bouh
007db6e9be Add copy/cut/paste for events based behaviors (#1066) 2019-05-28 21:10:06 +01:00
Florian Rival
452f83eef6 Add explanation about not playing music before first user interaction 2019-05-28 08:14:44 +01:00
Florian Rival
b08bd9e108 Fix object renaming from ObjectEditorDialog
Fix #1060
2019-05-27 23:22:52 +01:00
Florian Rival
2e9601757c Add support for adding tags to objects and filter by tags (#1065) 2019-05-27 23:20:07 +01:00
Piyush Palawat
fecb22d61e Fix spelling mistakes in the "Vibrate by pattern" action. (#1063) 2019-05-27 17:55:58 +01:00
Florian Rival
8cb5e137ce Display error messages in case no key or mouse button is selected 2019-05-24 20:49:39 +01:00
Florian Rival
5957c35afe Bump newIDE version 2019-05-23 23:46:56 +01:00
Florian Rival
4d0ac8d9a4 Update translations 2019-05-23 23:44:56 +01:00
Florian Rival
3a90d15ddb Remove useless translations markers 2019-05-23 23:00:25 +01:00
Florian Rival
d7bee58182 Improve support for JS code events by exposing the context of the events function, if any 2019-05-23 22:02:32 +01:00
Florian Rival
65a14eea7f Add tests for gdjs.VariablesContainer 2019-05-23 17:34:06 +01:00
Florian Rival
899b70c9bf Display errors for resources before warning 2019-05-22 08:39:47 +01:00
Todor Imreorov
b2de428820 Add warning for resources located outside of project folder (#1055) 2019-05-22 08:34:50 +01:00
Florian Rival
51060f806d Add help buttons 2019-05-21 23:33:50 +01:00
Florian Rival
6725a30111 Add more fallbacks to download a version of libGD.js 2019-05-21 21:24:30 +01:00
Todor Imreorov
b65eefc3ee Add npm/yarn commands to run Electron (#1057) 2019-05-21 20:12:00 +01:00
Florian Rival
0a710481af Fix formatting of expressions having code-only (hidden) parameters 2019-05-21 00:21:16 +01:00
Florian Rival
724d76e00d Only display extensions with behaviors in NewBehaviorDialog 2019-05-21 00:07:23 +01:00
Florian Rival
7e3966f04c Fix Prettier 2019-05-21 00:01:59 +01:00
Florian Rival
049483dbbd Fix support for calling behavior methods from other behavior methods 2019-05-20 23:36:13 +01:00
Florian Rival
b8270eb55e Fix typo 2019-05-19 23:28:37 +01:00
Florian Rival
e737ab2443 Merge pull request #1049 from 4ian/feature/runtime-behavior
Events based behaviors 🚀
2019-05-19 23:20:58 +01:00
Florian Rival
7fe3fa1c6f Fix search/tags in ExtensionsSearch 2019-05-19 22:19:58 +01:00
Florian Rival
8d0ba97fbf Add author to EventsFunctionsExtension 2019-05-19 22:13:17 +01:00
Florian Rival
0be7ee859a Fix SetReturnString argument type 2019-05-19 16:51:55 +01:00
Florian Rival
eeeafff2b2 Add tags in ExtensionsSearch 2019-05-18 17:15:37 +01:00
Florian Rival
2bccc31cbb Remove useless TODO 2019-05-18 16:17:45 +01:00
Florian Rival
60bb4ad69f Remove warnings from .vscode/c_cpp_properties.json (2) 2019-05-18 16:08:32 +01:00
Florian Rival
fdfe7b35f6 Allow to replace an extension when importing one 2019-05-18 16:08:00 +01:00
Florian Rival
457940ab04 Add import/export to file for events functions extensions 2019-05-18 15:31:50 +01:00
Florian Rival
c9a90b2b77 Add support for short description and tags in EventsFunctionsExtension 2019-05-18 12:05:21 +01:00
Florian Rival
4e23c46ca1 Remove warnings from .vscode/c_cpp_properties.json 2019-05-18 00:58:28 +01:00
Florian Rival
a98575133f Add button to explain how to create new behaviors 2019-05-18 00:58:04 +01:00
Florian Rival
b7e85078d1 Remove some TODOs and add messages if too much extensions to display 2019-05-18 00:47:46 +01:00
Florian Rival
1494a474f1 Add button to search extensions in ProjectManager 2019-05-17 19:49:11 +01:00
Florian Rival
c7ba85ce03 Display extension full header in ExtensionInstallDialog and handle errors 2019-05-17 19:16:39 +01:00
Florian Rival
327be156f3 Rework EventsFunctionsExtensionsLoader to use context 2019-05-17 08:54:14 +01:00
Florian Rival
2d850b0798 [WIP] Add ExtensionsSearch to NewBehaviorDialog 2019-05-16 21:03:51 +01:00
Florian Rival
7d144f19c0 Add missing translation tags 2019-05-15 21:33:13 +01:00
Florian Rival
6496095d7c Add help links for events based behaviors 2019-05-15 21:31:54 +01:00
Florian Rival
1778aa1bc3 Add copy/cut/paste for events functions 2019-05-12 23:35:15 +01:00
Florian Rival
7769c02a86 Fix flow 2019-05-10 16:15:06 +01:00
Florian Rival
a97486b92b Remove CopyOf prefix when pasting things in ProjectManager 2019-05-10 16:08:38 +01:00
Florian Rival
6315857651 Fix copy/cut/paste for Events Functions/Behaviors Extensions 2019-05-10 16:02:29 +01:00
Florian Rival
99238a099d Only allow changing behavior's object type if actually possible 2019-05-10 15:49:27 +01:00
Florian Rival
58db3beaf8 Add more tests for WholeProjectRefactorer 2019-05-10 14:05:04 +01:00
Florian Rival
ccb18a0da4 Fix opening of behavior function from events sheet and prevent using reserved names 2019-05-10 12:49:54 +01:00
Florian Rival
89ac323c8e Add support for automatic refactoring when events function (including expressions) is renamed 2019-05-10 11:37:33 +01:00
Florian Rival
3073b9f44d Fix typos 2019-05-09 11:25:40 +01:00
Florian Rival
32dd269d18 Add automatic refactoring of project when an events based behavior is renamed 2019-05-08 16:05:03 +01:00
Florian Rival
b96fda0f8c Run Prettier 2019-05-08 10:47:57 +01:00
Florian Rival
4b85f23969 Prepare the new refactorings in WholeProjectRefactorer for behaviors 2019-05-08 00:20:02 +01:00
Florian Rival
e670563c92 Add tests for WholeProjectRefactorer and events based functions/extensions 2019-05-07 18:11:52 +01:00
Florian Rival
1e9dab2117 Fix Behavior field not automatically filling when editing expressions 2019-05-07 14:32:04 +01:00
Florian Rival
aac867f960 Set default minimum FPS to 20 2019-05-07 13:56:08 +01:00
Florian Rival
9e89f51a59 Ensure behavior type is displayed in selector even if unknown 2019-05-07 12:28:04 +01:00
Florian Rival
2d31e910fa Add support for EventsBasedBehavior object type 2019-05-07 00:46:45 +01:00
Florian Rival
6332230c4c Add basic test game for EventsBasedBehavior 2019-05-06 23:32:37 +01:00
Florian Rival
3161f641d8 Rename ownerRemovedFromScene to onOwnerRemovedFromScene 2019-05-06 23:08:41 +01:00
Florian Rival
6dba9d9031 Improve EventsBasedBehavior edition in IDE 2019-05-06 22:51:50 +01:00
Florian Rival
433dc763d1 Separate Behavior into BehaviorContent and Behavior, and add RuntimeBehavior for GDCpp 2019-05-03 22:47:21 +01:00
Wend1go
99416e93cc Fix the display of two parameters in FileSystem extension (#1046) 2019-05-02 10:35:37 +01:00
Florian Rival
68e01e253e Bump newIDE version 2019-05-01 17:49:48 +01:00
Florian Rival
b764fbbde7 Use checksum to verify if a third party editor needs update.
Also a protection against potential tampering of third party editors.
2019-05-01 13:53:59 +01:00
Florian Rival
73121d5d53 [WIP] Add code generation for EventsBasedBehavior (2) 2019-04-29 21:48:28 +01:00
Florian Rival
7b69d41857 Remove useless GetCustomCodeInMain and related methods 2019-04-29 11:56:02 +01:00
Florian Rival
2353815fdf [WIP] Add code generation for EventsBasedBehavior 2019-04-26 17:49:06 +01:00
Florian Rival
9bbc5e426c [WIP] Add support for EventsBasedBehavior in newIDE 2019-04-26 14:12:59 +01:00
Florian Rival
7925e75652 [WIP] Add EventsBasedBehavior 2019-04-26 14:12:59 +01:00
Florian Rival
13bc2a5cd8 Remove more dead code 2019-04-26 14:12:59 +01:00
Florian Rival
bf8d1a6a28 Remove dead code from gd::Layout 2019-04-26 14:12:59 +01:00
Florian Rival
338f062781 Refactor EventsFunctionsExtension to use EventsFunctionsContainer/SerializableWithNameList 2019-04-26 14:12:59 +01:00
3556 changed files with 81044 additions and 471497 deletions

68
.circleci/config.yml Normal file
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@@ -0,0 +1,68 @@
# CircleCI 2.0 configuration file to build GDevelop app running
# on the Electron runtime (newIDE/electron-app).
version: 2
jobs:
build:
docker:
- image: circleci/node:lts
working_directory: ~/GDevelop
steps:
- checkout
# System dependencies (for Electron Builder and Emscripten)
- run:
name: Install dependencies for Emscripten
command: sudo apt install cmake
- run:
name: Install Emscripten (for GDevelop.js)
command: git clone https://github.com/juj/emsdk.git && cd emsdk && ./emsdk install sdk-1.37.37-64bit && ./emsdk activate sdk-1.37.37-64bit && cd ..
- run:
name: Install Wine for Electron builder
command: sudo dpkg --add-architecture i386 && sudo apt-get update && sudo apt install wine32
- run:
name: Install system dependencies for Electron builder
command: sudo apt install icnsutils && sudo apt install graphicsmagick && sudo apt install rsync
# Node.js dependencies
- restore_cache:
keys:
- gd-nodejs-dependencies-{{ checksum "newIDE/app/package.json" }}-{{ checksum "newIDE/electron-app/package.json" }}-{{ checksum "GDevelop.js/package.json" }}
# fallback to using the latest cache if no exact match is found
- gd-nodejs-dependencies---
- run:
name: Install GDevelop.js dependencies and build it
command: cd GDevelop.js && sudo npm install -g grunt-cli && npm install && cd ..
- run:
name: Install GDevelop IDE dependencies
command: cd newIDE/app && npm install && cd ../electron-app && npm install
- save_cache:
paths:
- newIDE/electron-app/node_modules
- newIDE/app/node_modules
- GDevelop.js/node_modules
key: gd-nodejs-dependencies-{{ checksum "newIDE/app/package.json" }}-{{ checksum "newIDE/electron-app/package.json" }}
# Build GDevelop IDE (including GDevelop.js)
- run:
name: Build GDevelop.js
command: cd GDevelop.js && source ../emsdk/emsdk_env.sh && npm run build && npm test && cd ..
- run:
name: Build GDevelop IDE
command: cd newIDE/electron-app && npm run build -- --mac --win --linux tar.gz --publish=never
# Upload artifacts
- run:
name: Clean dist folder to keep only installers/binaries.
command: rm -rf newIDE/electron-app/dist/linux-unpacked && rm -rf newIDE/electron-app/dist/win-unpacked && rm -rf newIDE/electron-app/dist/mac
- store_artifacts:
path: newIDE/electron-app/dist

2
.gitignore vendored
View File

@@ -5,7 +5,6 @@
/docs/GDCore Documentation
/ExtLibs/SFML
/ExtLibs/*.7z
/scripts/Repository keys
/scripts/logs/*.txt
/scripts/gdcore-gdcpp-gdjs-extensions-messages.pot
/Binaries/.build*
@@ -66,3 +65,4 @@
**/.DS_Store
**/node_modules/
.idea
.vscode/ipch

View File

@@ -4,7 +4,6 @@
"name": "Mac",
"includePath": [
"${workspaceRoot}",
"${workspaceRoot}/IDE",
"${workspaceRoot}/GDCpp",
"${workspaceRoot}/GDJS",
"${workspaceRoot}/Extensions",
@@ -12,7 +11,6 @@
"${workspaceRoot}/ExtLibs/SFML/include",
"/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/include/c++/v1",
"/usr/local/include",
"/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/clang/9.0.0/include",
"/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/include",
"/usr/include",
"${workspaceRoot}"
@@ -28,7 +26,6 @@
"path": [
"/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/include/c++/v1",
"/usr/local/include",
"/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/clang/9.0.0/include",
"/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/include",
"/usr/include",
"${workspaceRoot}"
@@ -108,4 +105,4 @@
}
],
"version": 4
}
}

View File

@@ -79,7 +79,8 @@
"mutex": "cpp",
"__hash": "cpp",
"__debug": "cpp",
"__threading_support": "cpp"
"__threading_support": "cpp",
"any": "cpp"
},
"files.exclude": {
"Binaries/*build*": true,

View File

@@ -1,7 +0,0 @@
#Execute this file to launch the game
#If you can not launch it, make sure that this file
#as well as 'ExeLinux' have the right to be executed
#(Right click on file > Properties)
export LD_LIBRARY_PATH=.:$LD_LIBRARY_PATH
./ExeLinux

View File

@@ -1,26 +0,0 @@
#Execute this file to launch GDevelop
#If you can not launch GD, make sure that this file
#as well as 'GDIDE' have the right to be executed
#(Right click on file > Properties)
export LD_LIBRARY_PATH=.:$LD_LIBRARY_PATH
if [ -z ${1+x} ]; then
GDK_BACKEND=x11 ./GDIDE
else
GDK_BACKEND=x11 ./GDIDE "$1"
fi
if [ "$?" = "127" ]; then
mkdir -p ~/.GDevelop
GDK_BACKEND=x11 ./GDIDE 1> ~/.GDevelop/errorMsgWhileLoadingGD.txt 2> ~/.GDevelop/errorMsgWhileLoadingGD.txt
errorMsg=$(cat < ~/.GDevelop/errorMsgWhileLoadingGD.txt)
echo "$errorMsg" | grep "loading shared"
if [ "$?" == "0" ]; then
zenity --error --text="Unable to launch GDevelop! Here is the error message:\n\n <b>$errorMsg</b>\n\nMay be a <b>package is not installed</b>.\nCheck if you can find the package in the Software Center.";
else
zenity --error --text="Unable to launch GDevelop, a unknown error happened! Here is the full error message:\n\n <b>$errorMsg</b>\n\n.";
fi;
fi;

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<comment>The &quot;Player&quot; object has an automatism called &quot;Platformer object&quot;: &#x0A;You can move it using the arrows key and the Shift key to jump.&#x0A;&#x0A;The platforms are recognized thanks to their &quot;Platform&quot; automatism.</comment>
<comment2>L&apos;objet &quot;Player&quot; possède un automatisme appelé &quot;Personnage déplaçable sur les plateformes&quot;:&#x0A;Vous pouvez le bouger avec les flèches directionnelles et utiliser la touche Shift ( ou Maj ) pour sauter.&#x0A;&#x0A;Les plateformes ont toutes un automatisme &quot;Plateforme&quot; afin d&apos;être reconnues comme telles.</comment2>
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<comment>Change the animation according to what the player do.</comment>
<comment2>On change l&apos;animation en fonction de ce que fait le joueur.</comment2>
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<condition>
<type inverted="false" value="PlatformAutomatism::IsFalling" />
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<parameter>Player</parameter>
<parameter>PlatformerObject</parameter>
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<color b="109" g="230" r="255" textB="0" textG="0" textR="0" />
<comment>We use a timer to know the time elasped since the beginning of the movement. Then, we use this time to determine the speed of the player (and update the animation speed scale to accelerate the animation)</comment>
<comment2>On utilise un chronomètre pour connaître le temps écoulé depuis le début du mouvement du personnage. Ensuite, on utilise ce temps pour déterminer la vitesse du personnage (et mettre à jour l&apos;échelle de vitesse de l&apos;animation du personnage).</comment2>
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<comment>Make sure the camera follows the player.</comment>
<comment2>On s&apos;assure que la caméra suit le joueur.</comment2>
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<color b="109" g="230" r="255" textB="0" textG="0" textR="0" />
<comment>Management of the moving platform:</comment>
<comment2>Gestion de la plateforme bougeante:</comment2>
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<variables />
<automatisms />
<string>Left clic to add the tile, right clic to delete it.&#x0A;Use 0-5 to select a tile to add (not from the numpad)&#x0A;S to save the level, L to reload it.</string>
<font></font>
<characterSize>20</characterSize>
<color b="0" g="0" r="0" />
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<automatisms />
<string>Current&#x0A;Tile :</string>
<font></font>
<characterSize>20</characterSize>
<color b="0" g="0" r="0" />
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<tiles>0#-1#-1</tiles>
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<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="DepartScene" />
<parameters>
<parameter></parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="ModVarScene" />
<parameters>
<parameter>current_tile</parameter>
<parameter>=</parameter>
<parameter>103</parameter>
</parameters>
<subActions />
</action>
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</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Comment</type>
<color b="109" g="230" r="255" textB="0" textG="0" textR="0" />
<comment>Met à jour l&apos;indicateur de tuile (qui montre la tuile que l&apos;on souhaite insérer)</comment>
<comment2>Update the tile indicator (which shows the tile that will be inserted)</comment2>
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions />
<actions>
<action>
<type inverted="false" value="TileMapObject::SetTile" />
<parameters>
<parameter>CurrentTileIndicator</parameter>
<parameter>0</parameter>
<parameter>0</parameter>
<parameter>0</parameter>
<parameter>Variable(current_tile)</parameter>
</parameters>
<subActions />
</action>
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<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Comment</type>
<color b="109" g="230" r="255" textB="0" textG="0" textR="0" />
<comment>Ajoute la tuile dans l&apos;objet.&#x0A;Les expressions GetColumnAt et GetRowAt permettent de trouver la colonne et la ligne en fonction de la position (ici la position de la souris)</comment>
<comment2>Add the tile in the object.&#x0A;GetColumnAt and GetRowAt expressions allow us to get the column and the row from the position (in that case, the mouse position)</comment2>
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="SourisBouton" />
<parameters>
<parameter></parameter>
<parameter>Left</parameter>
</parameters>
<subConditions />
</condition>
<condition>
<type inverted="false" value="BuiltinCommonInstructions::Once" />
<parameters />
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="TileMapObject::SetTile" />
<parameters>
<parameter>Level</parameter>
<parameter>0</parameter>
<parameter>Level.GetColumnAt(MouseX())</parameter>
<parameter>Level.GetRowAt(MouseY())</parameter>
<parameter>Variable(current_tile)</parameter>
</parameters>
<subActions />
</action>
</actions>
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</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Comment</type>
<color b="109" g="230" r="255" textB="0" textG="0" textR="0" />
<comment>Supprime la tuile&#x0A;Similaire à l&apos;événement précédent mais on met la tuile #-1 (cela permet de supprimer la tuile)</comment>
<comment2>Remove the tile.&#x0A;Similar to the previous event but we set the tile #-1 to remove the tile.</comment2>
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="SourisBouton" />
<parameters>
<parameter></parameter>
<parameter>Right</parameter>
</parameters>
<subConditions />
</condition>
<condition>
<type inverted="false" value="BuiltinCommonInstructions::Once" />
<parameters />
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="TileMapObject::SetTile" />
<parameters>
<parameter>Level</parameter>
<parameter>0</parameter>
<parameter>Level.GetColumnAt(MouseX())</parameter>
<parameter>Level.GetRowAt(MouseY())</parameter>
<parameter>-1</parameter>
</parameters>
<subActions />
</action>
</actions>
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</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Comment</type>
<color b="109" g="230" r="255" textB="0" textG="0" textR="0" />
<comment>Evénements pour changer la tuile à insérer</comment>
<comment2>Events to change the tile to insert</comment2>
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="KeyPressed" />
<parameters>
<parameter></parameter>
<parameter>Num1</parameter>
</parameters>
<subConditions />
</condition>
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<color b="109" g="230" r="255" textB="0" textG="0" textR="0" />
<comment>Sauvegarder et charger un niveau (il est juste sauvegardé dans une variable, pas dans un fichier)</comment>
<comment2>Save and load a level (just saved in a variable, not in a file)</comment2>
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View File

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</automatisms>
</object>
</objects>
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<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Comment</type>
<color b="109" g="230" r="255" textB="0" textG="0" textR="0" />
<comment>The &quot;Player&quot; object has an automatism called &quot;Platformer object&quot;: &#x0A;You can move it using the arrows key and the Shift key to jump.&#x0A;&#x0A;The platforms are recognized thanks to their &quot;Platform&quot; automatism.</comment>
<comment2>L&apos;objet &quot;Player&quot; possède un automatisme appelé &quot;Personnage déplaçable sur les plateformes&quot;:&#x0A;Vous pouvez le bouger avec les flèches directionnelles et utiliser la touche Shift ( ou Maj ) pour sauter.&#x0A;&#x0A;Les plateformes ont toutes un automatisme &quot;Plateforme&quot; afin d&apos;être reconnues comme telles.</comment2>
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Comment</type>
<color b="109" g="230" r="255" textB="0" textG="0" textR="0" />
<comment>Change the animation according to what the player do.</comment>
<comment2>On change l&apos;animation en fonction de ce que fait le joueur.</comment2>
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="PlatformAutomatism::IsJumping" />
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<parameter>Player</parameter>
<parameter>PlatformerObject</parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="ChangeAnimation" />
<parameters>
<parameter>Player</parameter>
<parameter>=</parameter>
<parameter>1</parameter>
</parameters>
<subActions />
</action>
</actions>
<events />
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="PlatformAutomatism::IsFalling" />
<parameters>
<parameter>Player</parameter>
<parameter>PlatformerObject</parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="ChangeAnimation" />
<parameters>
<parameter>Player</parameter>
<parameter>=</parameter>
<parameter>1</parameter>
</parameters>
<subActions />
</action>
</actions>
<events />
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="PlatformAutomatism::IsOnFloor" />
<parameters>
<parameter>Player</parameter>
<parameter>PlatformerObject</parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions />
<events>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="true" value="PlatformAutomatism::IsMoving" />
<parameters>
<parameter>Player</parameter>
<parameter>PlatformerObject</parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="ChangeAnimation" />
<parameters>
<parameter>Player</parameter>
<parameter>=</parameter>
<parameter>0</parameter>
</parameters>
<subActions />
</action>
</actions>
<events />
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="PlatformAutomatism::IsMoving" />
<parameters>
<parameter>Player</parameter>
<parameter>PlatformerObject</parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="ChangeAnimation" />
<parameters>
<parameter>Player</parameter>
<parameter>=</parameter>
<parameter>2</parameter>
</parameters>
<subActions />
</action>
</actions>
<events />
</event>
</events>
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="KeyPressed" />
<parameters>
<parameter></parameter>
<parameter>Left</parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="FlipX" />
<parameters>
<parameter>Player</parameter>
<parameter>yes</parameter>
</parameters>
<subActions />
</action>
</actions>
<events />
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="KeyPressed" />
<parameters>
<parameter></parameter>
<parameter>Right</parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="FlipX" />
<parameters>
<parameter>Player</parameter>
<parameter>no</parameter>
</parameters>
<subActions />
</action>
</actions>
<events />
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Comment</type>
<color b="109" g="230" r="255" textB="0" textG="0" textR="0" />
<comment>Make sure the camera follows the player.</comment>
<comment2>On s&apos;assure que la caméra suit le joueur.</comment2>
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions />
<actions>
<action>
<type inverted="false" value="CameraX" />
<parameters>
<parameter></parameter>
<parameter>=</parameter>
<parameter>Player.X()</parameter>
<parameter></parameter>
<parameter></parameter>
</parameters>
<subActions />
</action>
</actions>
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</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Comment</type>
<color b="109" g="230" r="255" textB="0" textG="0" textR="0" />
<comment>Management of the moving platform:</comment>
<comment2>Gestion de la plateforme bougeante:</comment2>
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="DepartScene" />
<parameters>
<parameter></parameter>
</parameters>
<subConditions />
</condition>
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<actions>
<action>
<type inverted="false" value="Cache" />
<parameters>
<parameter>GoLeft</parameter>
</parameters>
<subActions />
</action>
<action>
<type inverted="false" value="Cache" />
<parameters>
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<subActions />
</action>
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<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="CollisionNP" />
<parameters>
<parameter>GoLeft</parameter>
<parameter>MovingPlatform</parameter>
<parameter></parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="Arreter" />
<parameters>
<parameter>MovingPlatform</parameter>
</parameters>
<subActions />
</action>
<action>
<type inverted="false" value="AddForceXY" />
<parameters>
<parameter>MovingPlatform</parameter>
<parameter>-150</parameter>
<parameter>0</parameter>
<parameter>1</parameter>
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<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="CollisionNP" />
<parameters>
<parameter>GoRight</parameter>
<parameter>MovingPlatform</parameter>
<parameter></parameter>
</parameters>
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</condition>
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<action>
<type inverted="false" value="Arreter" />
<parameters>
<parameter>MovingPlatform</parameter>
</parameters>
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<action>
<type inverted="false" value="AddForceXY" />
<parameters>
<parameter>MovingPlatform</parameter>
<parameter>150</parameter>
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View File

@@ -1,655 +0,0 @@
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<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Comment</type>
<color b="109" g="230" r="255" textB="0" textG="0" textR="0" />
<comment>Demander quel joueur prendre et se connecter à l&apos;autre ordinateur&#x0A;Choose the player and connect to the second computer.</comment>
<comment2></comment2>
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="DepartScene" />
<parameters />
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="ShowYesNoMsgBox" />
<parameters>
<parameter></parameter>
<parameter>firstPlayer</parameter>
<parameter>&quot;Être le premier joueur ?&quot;</parameter>
<parameter>&quot;Choix du joueur&quot;</parameter>
</parameters>
<subActions />
</action>
<action>
<type inverted="false" value="ShowTextInput" />
<parameters>
<parameter></parameter>
<parameter>OtherIP</parameter>
<parameter>&quot;Adresse IP de l&apos;autre ordinateur&quot;</parameter>
<parameter>&quot;Connexion&quot;</parameter>
</parameters>
<subActions />
</action>
</actions>
<events>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Comment</type>
<color b="109" g="230" r="255" textB="0" textG="0" textR="0" />
<comment>Les ports ont été personnalisés suivant que l&apos;ordinateur soit le premier ou le second joueur afin&#x0A;de permettre de pouvoir tester l&apos;exemple sur un même ordinateur ( En lançant deux fois le jeu et&#x0A;en entrant 127.0.0.1 en adresse IP )&#x0A;Ports numbers have been customized so as to allow testing the example on the same computer,&#x0A;by launching twice the game and by typing 127.0.0.1 in IP Adress.</comment>
<comment2></comment2>
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="VarSceneTxt" />
<parameters>
<parameter>firstPlayer</parameter>
<parameter>=</parameter>
<parameter>&quot;yes&quot;</parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="Network::ListenToPort" />
<parameters>
<parameter>50001</parameter>
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</action>
<action>
<type inverted="false" value="Network::AddRecipient" />
<parameters>
<parameter>VariableString(OtherIP)</parameter>
<parameter>50002</parameter>
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<subActions />
</action>
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</event>
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<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="VarSceneTxt" />
<parameters>
<parameter>firstPlayer</parameter>
<parameter>=</parameter>
<parameter>&quot;no&quot;</parameter>
</parameters>
<subConditions />
</condition>
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<action>
<type inverted="false" value="Network::ListenToPort" />
<parameters>
<parameter>50002</parameter>
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<action>
<type inverted="false" value="Network::AddRecipient" />
<parameters>
<parameter>VariableString(OtherIP)</parameter>
<parameter>50001</parameter>
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<subActions />
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<events />
</event>
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<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Comment</type>
<color b="109" g="230" r="255" textB="0" textG="0" textR="0" />
<comment>1er joueur&#x0A;First player</comment>
<comment2></comment2>
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="VarSceneTxt" />
<parameters>
<parameter>firstPlayer</parameter>
<parameter>=</parameter>
<parameter>&quot;yes&quot;</parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions />
<events>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Comment</type>
<color b="109" g="230" r="255" textB="0" textG="0" textR="0" />
<comment>Mise à jour de la position du joueur 2&#x0A;Update position of second player</comment>
<comment2></comment2>
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions />
<actions>
<action>
<type inverted="false" value="Network::ReceivePackets" />
<parameters />
<subActions />
</action>
<action>
<type inverted="false" value="MettreXY" />
<parameters>
<parameter>Object2</parameter>
<parameter>=</parameter>
<parameter>Network::GetReceivedDataValue(&quot;Object2/X&quot;)</parameter>
<parameter>=</parameter>
<parameter>Network::GetReceivedDataValue(&quot;Object2/Y&quot;)</parameter>
</parameters>
<subActions />
</action>
</actions>
<events />
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Comment</type>
<color b="109" g="230" r="255" textB="0" textG="0" textR="0" />
<comment>Déplacement du joueur 1&#x0A;Manage movement of first player</comment>
<comment2></comment2>
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="KeyPressed" />
<parameters>
<parameter></parameter>
<parameter>Right</parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="AddForceXY" />
<parameters>
<parameter>Object1</parameter>
<parameter>150</parameter>
<parameter>0</parameter>
<parameter>0</parameter>
</parameters>
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</action>
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</event>
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<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="KeyPressed" />
<parameters>
<parameter></parameter>
<parameter>Down</parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
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<centerPoint automatic="true" name="centre" x="216.500000" y="29.500000" />
<customCollisionMask>
<polygon>
<vertice x="0.000000" y="0.000000" />
<vertice x="433.000000" y="0.000000" />
<vertice x="433.000000" y="59.000000" />
<vertice x="0.000000" y="59.000000" />
</polygon>
</customCollisionMask>
</sprite>
</sprites>
</direction>
</directions>
</animation>
<animation useMultipleDirections="false">
<directions>
<direction looping="false" timeBetweenFrames="1.000000">
<sprites>
<sprite hasCustomCollisionMask="false" image="PressedBt.png">
<points />
<originPoint name="origine" x="0.000000" y="0.000000" />
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</polygon>
</customCollisionMask>
</sprite>
</sprites>
</direction>
</directions>
</animation>
</animations>
</object>
</objects>
<events>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="true" value="SourisSurObjet" />
<parameters>
<parameter>Button</parameter>
<parameter></parameter>
<parameter></parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="ChangeAnimation" />
<parameters>
<parameter>Button</parameter>
<parameter>=</parameter>
<parameter>0</parameter>
</parameters>
<subActions />
</action>
</actions>
<events />
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="SourisSurObjet" />
<parameters>
<parameter>Button</parameter>
<parameter></parameter>
<parameter></parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="ChangeAnimation" />
<parameters>
<parameter>Button</parameter>
<parameter>=</parameter>
<parameter>1</parameter>
</parameters>
<subActions />
</action>
</actions>
<events>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="SourisBouton" />
<parameters>
<parameter></parameter>
<parameter>Left</parameter>
</parameters>
<subConditions />
</condition>
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<actions>
<action>
<type inverted="false" value="ChangeAnimation" />
<parameters>
<parameter>Button</parameter>
<parameter>=</parameter>
<parameter>2</parameter>
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<subActions />
</action>
</actions>
<events />
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="MouseButtonReleased" />
<parameters>
<parameter></parameter>
<parameter>Left</parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions />
<events>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Comment</type>
<color b="109" g="230" r="255" textB="0" textG="0" textR="0" />
<comment>Do a specific task:</comment>
<comment2></comment2>
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="SourisSurObjet" />
<parameters>
<parameter>Button1</parameter>
<parameter></parameter>
<parameter></parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="TextObject::String" />
<parameters>
<parameter>NewObject</parameter>
<parameter>=</parameter>
<parameter>&quot;You clicked on Button 1!&quot;</parameter>
</parameters>
<subActions />
</action>
</actions>
<events />
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="SourisSurObjet" />
<parameters>
<parameter>Button2</parameter>
<parameter></parameter>
<parameter></parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="TextObject::String" />
<parameters>
<parameter>NewObject</parameter>
<parameter>=</parameter>
<parameter>&quot;You clicked on Button 2!&quot;</parameter>
</parameters>
<subActions />
</action>
</actions>
<events />
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="SourisSurObjet" />
<parameters>
<parameter>Button3</parameter>
<parameter></parameter>
<parameter></parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="TextObject::String" />
<parameters>
<parameter>NewObject</parameter>
<parameter>=</parameter>
<parameter>&quot;You clicked on Button 3!&quot;</parameter>
</parameters>
<subActions />
</action>
</actions>
<events />
</event>
</events>
</event>
</events>
</event>
</events>
<layers>
<layer name="" visibility="true">
<cameras>
<camera defaultSize="true" defaultViewport="true" height="0.000000" viewportBottom="1.000000" viewportLeft="0.000000" viewportRight="1.000000" viewportTop="0.000000" width="0.000000" />
</cameras>
</layer>
</layers>
<automatismsSharedData />
</layout>
</layouts>
<externalEvents />
<externalLayouts />
<externalSourceFiles />
</project>

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@@ -1,137 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<project firstLayout="">
<gdVersion build="84" major="3" minor="6" revision="0" />
<properties linuxExecutableFilename="" macExecutableFilename="" useExternalSourceFiles="true" winExecutableFilename="" winExecutableIconFile="">
<name>Project</name>
<author></author>
<windowWidth>800</windowWidth>
<windowHeight>600</windowHeight>
<latestCompilationDirectory></latestCompilationDirectory>
<maxFPS>60</maxFPS>
<minFPS>10</minFPS>
<verticalSync>false</verticalSync>
<extensions>
<extension name="BuiltinObject" />
<extension name="BuiltinAudio" />
<extension name="BuiltinVariables" />
<extension name="BuiltinTime" />
<extension name="BuiltinMouse" />
<extension name="BuiltinKeyboard" />
<extension name="BuiltinJoystick" />
<extension name="BuiltinCamera" />
<extension name="BuiltinWindow" />
<extension name="BuiltinFile" />
<extension name="BuiltinNetwork" />
<extension name="BuiltinScene" />
<extension name="BuiltinAdvanced" />
<extension name="Sprite" />
<extension name="BuiltinCommonInstructions" />
<extension name="BuiltinCommonConversions" />
<extension name="BuiltinStringInstructions" />
<extension name="BuiltinMathematicalTools" />
<extension name="BuiltinExternalLayouts" />
<extension name="TextObject" />
</extensions>
<platforms>
<platform name="GDevelop C++ platform" />
</platforms>
<currentPlatform>GDevelop C++ platform</currentPlatform>
</properties>
<resources>
<resources />
<resourceFolders />
</resources>
<objects />
<objectsGroups />
<variables />
<layouts>
<layout b="209" disableInputWhenNotFocused="true" mangledName="Scene_321" name="Scene 1" oglFOV="90.000000" oglZFar="500.000000" oglZNear="1.000000" r="209" standardSortMethod="true" stopSoundsOnStartup="true" title="" v="209">
<uiSettings associatedLayout="" grid="false" gridB="255" gridG="180" gridHeight="32" gridOffsetX="0" gridOffsetY="0" gridR="158" gridWidth="32" snap="true" windowMask="false" zoomFactor="1.000000" />
<objectsGroups />
<variables />
<instances />
<objects />
<events>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Comment</type>
<color b="109" g="230" r="255" textB="0" textG="0" textR="0" />
<comment>Simple C++ code to change scene background color&#x0A;and to go to the next scene when Space is pressed</comment>
<comment2></comment2>
</event>
<event associatedGDManagedSourceFile="/tmp/GDTemporaries/GD0x384d7b0SourceFile.cpp" codeDisplayedInEditor="true" disabled="false" displayedName="" folded="false" functionNameAutogenerated="true" functionToCall="GDCppCode0x642a4f0" inlineCode='scene.SetBackgroundColor(250, 100,240);&#x0A;&#x0D;&#x0A;//Change scene when Space is pressed&#x0D;&#x0A;if ( sf::Keyboard::isKeyPressed(sf::Keyboard::Space))&#x0D;&#x0A;{&#x0D;&#x0A; scene.RequestChange(RuntimeScene::SceneChange::REPLACE_SCENE, &quot;Scene 2&quot;);&#x0D;&#x0A;}' lastChangeTimeStamp="1439372103" objectToPassAsParameter="NewObject" passObjectListAsParameter="false" passSceneAsParameter="true">
<type>BuiltinCommonInstructions::CppCode</type>
<includes>
<include>&lt;iostream&gt;</include>
<include>&lt;SFML/Window.hpp&gt;</include>
<include>&quot;GDCpp/CommonTools.h&quot;</include>
<include>&quot;TextObject/TextObject.h&quot;</include>
</includes>
<dependencies />
</event>
</events>
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<layer name="" visibility="true">
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<camera defaultSize="true" defaultViewport="true" height="0.000000" viewportBottom="1.000000" viewportLeft="0.000000" viewportRight="1.000000" viewportTop="0.000000" width="0.000000" />
</cameras>
</layer>
</layers>
<automatismsSharedData />
</layout>
<layout b="209" disableInputWhenNotFocused="true" mangledName="Scene_322" name="Scene 2" oglFOV="90.000000" oglZFar="500.000000" oglZNear="1.000000" r="209" standardSortMethod="true" stopSoundsOnStartup="true" title="" v="209">
<uiSettings associatedLayout="" grid="false" gridB="255" gridG="180" gridHeight="32" gridOffsetX="0" gridOffsetY="0" gridR="158" gridWidth="32" snap="true" windowMask="false" zoomFactor="1.000000" />
<objectsGroups />
<variables />
<instances>
<instance angle="0.000000" customSize="false" height="0.000000" layer="" locked="false" name="NewObject" width="0.000000" x="310.000000" y="261.500000" zOrder="1">
<numberProperties />
<stringProperties />
<initialVariables />
</instance>
</instances>
<objects>
<object bold="false" italic="false" name="NewObject" smoothed="true" type="TextObject::Text" underlined="false">
<variables />
<automatisms />
<string>Text</string>
<font></font>
<characterSize>30</characterSize>
<color b="255" g="255" r="255" />
</object>
</objects>
<events>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Comment</type>
<color b="109" g="230" r="255" textB="0" textG="0" textR="0" />
<comment>This C++ code event calls a function declared in an external C++ file.&#x0A;Please note that this file must be checked in the dependencies of the event to ensure that it is compiled.</comment>
<comment2></comment2>
</event>
<event associatedGDManagedSourceFile="/tmp/GDTemporaries/GD0x384e1f0SourceFile.cpp" codeDisplayedInEditor="true" disabled="false" displayedName="" folded="false" functionNameAutogenerated="true" functionToCall="GDCppCode0x642a558" inlineCode="MyFunction(scene);&#x0D;&#x0A;MyFunction2(objectsList);" lastChangeTimeStamp="1358446772" objectToPassAsParameter="NewObject" passObjectListAsParameter="true" passSceneAsParameter="true">
<type>BuiltinCommonInstructions::CppCode</type>
<includes>
<include>&quot;Test.h&quot;</include>
</includes>
<dependencies>
<dependency sourceFile="Test.cpp" />
</dependencies>
</event>
</events>
<layers>
<layer name="" visibility="true">
<cameras>
<camera defaultSize="true" defaultViewport="true" height="0.000000" viewportBottom="1.000000" viewportLeft="0.000000" viewportRight="1.000000" viewportTop="0.000000" width="0.000000" />
</cameras>
</layer>
</layers>
<automatismsSharedData />
</layout>
</layouts>
<externalEvents />
<externalLayouts />
<externalSourceFiles>
<sourceFile filename="/tmp/GDTemporaries/GD0x384d7b0SourceFile.cpp" gdManaged="true" language="C++" />
<sourceFile filename="Test.cpp" gdManaged="false" language="C++" />
<sourceFile filename="Test.h" gdManaged="false" language="C++" />
<sourceFile filename="/tmp/GDTemporaries/GD0x384e1f0SourceFile.cpp" gdManaged="true" language="C++" />
</externalSourceFiles>
</project>

View File

@@ -1,27 +0,0 @@
#include "GDCpp/Runtime/RuntimeScene.h"
#include "TextObject/TextObject.h" //but do not forget extensions includes
#include <iostream>
//Simple function changing scene background color.
//The function is declared in Test.h and called by Scene 2
void MyFunction(RuntimeScene & scene)
{
scene.SetBackgroundColor(240, 100,100);
}
//Another function manipulating objects this time.
void MyFunction2(std::vector<RuntimeObject*> & objectsList)
{
//Changing the positions of objects
for(unsigned int i = 0;i<objectsList.size();++i)
{
objectsList[i]->SetX(50);
}
//Manipulating the text objects more specifically thanks to GetSpecificObjects
std::vector<RuntimeTextObject*> textObjects = GetSpecificObjects<RuntimeTextObject>(objectsList);
for(unsigned int i = 0;i<textObjects.size();++i)
{
textObjects[i]->SetString("Hi, my X coordinate was changed to be 50.");
}
}

View File

@@ -1,9 +0,0 @@
class RuntimeScene;
class RuntimeObject;
//Simple function changing scene background color.
//The function is implemented in Test.cpp and called by Scene 2 using a C++ code event.
void MyFunction(RuntimeScene & scene);
//Another function implemented in Test.cpp and called by Scene 2.
void MyFunction2(std::vector<RuntimeObject*> & objectsList);

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<extension name="BuiltinObject" />
<extension name="BuiltinAudio" />
<extension name="BuiltinVariables" />
<extension name="BuiltinTime" />
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<extension name="BuiltinKeyboard" />
<extension name="BuiltinJoystick" />
<extension name="BuiltinCamera" />
<extension name="BuiltinWindow" />
<extension name="BuiltinFile" />
<extension name="BuiltinNetwork" />
<extension name="BuiltinScene" />
<extension name="BuiltinAdvanced" />
<extension name="Sprite" />
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<extension name="BuiltinCommonConversions" />
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<extension name="BuiltinMathematicalTools" />
<extension name="BuiltinExternalLayouts" />
<extension name="DestroyOutsideAutomatism" />
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<platform name="GDevelop JS platform" />
<platform name="GDevelop C++ platform" />
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<currentPlatform>GDevelop JS platform</currentPlatform>
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<resources>
<resources>
<resource alwaysLoaded="false" file="Pea-Standard.png" kind="image" name="Pea-Standard.png" smoothed="true" userAdded="true" />
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<resourceFolders />
</resources>
<objects />
<objectsGroups />
<variables />
<layouts>
<layout b="209" disableInputWhenNotFocused="true" mangledName="New_32scene" name="New scene" oglFOV="90.000000" oglZFar="500.000000" oglZNear="1.000000" r="209" standardSortMethod="true" stopSoundsOnStartup="true" title="" v="209">
<uiSettings associatedLayout="" grid="false" gridB="255" gridG="180" gridHeight="32" gridOffsetX="0" gridOffsetY="0" gridR="158" gridWidth="32" snap="true" windowMask="false" zoomFactor="1.000000" />
<objectsGroups />
<variables />
<instances />
<objects>
<object name="Pea" type="Sprite">
<variables />
<automatisms>
<automatism extraBorder="0.000000" name="DestroyOutside" type="DestroyOutsideAutomatism::DestroyOutside" />
</automatisms>
<animations>
<animation useMultipleDirections="false">
<directions>
<direction looping="false" timeBetweenFrames="1.000000">
<sprites>
<sprite hasCustomCollisionMask="false" image="Pea-Standard.png">
<points />
<originPoint name="origine" x="0.000000" y="0.000000" />
<centerPoint automatic="true" name="centre" x="18.500000" y="18.500000" />
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<polygon>
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<vertice x="0.000000" y="37.000000" />
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<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
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<condition>
<type inverted="false" value="NbObjet" />
<parameters>
<parameter>Pea</parameter>
<parameter>&lt;</parameter>
<parameter>15</parameter>
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<subConditions />
</condition>
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<actions>
<action>
<type inverted="false" value="ModVarScene" />
<parameters>
<parameter>CreateMorePea</parameter>
<parameter>=</parameter>
<parameter>1</parameter>
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<subActions />
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<events />
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<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
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<condition>
<type inverted="false" value="VarScene" />
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<parameter>CreateMorePea</parameter>
<parameter>=</parameter>
<parameter>1</parameter>
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<action>
<type inverted="false" value="Create" />
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<parameter></parameter>
<parameter>Pea</parameter>
<parameter>0</parameter>
<parameter>0</parameter>
<parameter></parameter>
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<subActions />
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<action>
<type inverted="false" value="MettreAutourPos" />
<parameters>
<parameter>Pea</parameter>
<parameter>SceneWindowWidth()/2</parameter>
<parameter>SceneWindowHeight()/2</parameter>
<parameter>10</parameter>
<parameter>Random(360)</parameter>
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<subActions />
</action>
<action>
<type inverted="false" value="AddForceAL" />
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<parameter>Pea</parameter>
<parameter>Random(360)</parameter>
<parameter>300</parameter>
<parameter>1</parameter>
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<action>
<type inverted="false" value="ChangeColor" />
<parameters>
<parameter>Pea</parameter>
<parameter>ToString(Random(255))+&quot;;255;&quot;+ToString(Random(255))</parameter>
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<subActions />
</action>
<action>
<type inverted="false" value="ModVarScene" />
<parameters>
<parameter>CreateMorePea</parameter>
<parameter>=</parameter>
<parameter>0</parameter>
</parameters>
<subActions />
</action>
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<events />
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<automatismsSharedData />
</layout>
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<gdVersion build="95" major="4" minor="0" revision="8" />
<properties folderProject="false" linuxExecutableFilename="" macExecutableFilename="" packageName="com.example.gamename" projectFile="C:\Users\Maciel\Programacion\gits\GD\Binaries\Output\Release_Windows\Examples\Copy_Variables.gdg" useExternalSourceFiles="false" winExecutableFilename="" winExecutableIconFile="">
<name>Project</name>
<author></author>
<windowWidth>800</windowWidth>
<windowHeight>600</windowHeight>
<latestCompilationDirectory></latestCompilationDirectory>
<maxFPS>60</maxFPS>
<minFPS>10</minFPS>
<verticalSync>false</verticalSync>
<extensions>
<extension name="BuiltinObject" />
<extension name="BuiltinAudio" />
<extension name="BuiltinVariables" />
<extension name="BuiltinTime" />
<extension name="BuiltinMouse" />
<extension name="BuiltinKeyboard" />
<extension name="BuiltinJoystick" />
<extension name="BuiltinCamera" />
<extension name="BuiltinWindow" />
<extension name="BuiltinFile" />
<extension name="BuiltinNetwork" />
<extension name="BuiltinScene" />
<extension name="BuiltinAdvanced" />
<extension name="Sprite" />
<extension name="BuiltinCommonInstructions" />
<extension name="BuiltinCommonConversions" />
<extension name="BuiltinStringInstructions" />
<extension name="BuiltinMathematicalTools" />
<extension name="BuiltinExternalLayouts" />
<extension name="TextObject" />
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<platforms>
<platform name="GDevelop C++ platform" />
<platform name="GDevelop JS platform" />
</platforms>
<currentPlatform>GDevelop C++ platform</currentPlatform>
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<resources>
<resources />
<resourceFolders />
</resources>
<objects />
<objectsGroups />
<variables />
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<uiSettings grid="false" gridB="80" gridG="80" gridHeight="32" gridOffsetX="0" gridOffsetY="0" gridR="80" gridWidth="32" snap="true" windowMask="false" zoomFactor="0.701632" />
<objectsGroups />
<variables>
<variable name="Scene">
<children>
<variable name="A" value="5" />
<variable name="B">
<children>
<variable name="alpha">
<children>
<variable name="x" value="5.5" />
<variable name="y" value="-8" />
</children>
</variable>
<variable name="beta" value="150;255;150" />
<variable name="gamma" value="Apples" />
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</instances>
<objects>
<object bold="false" italic="false" name="DebugText" smoothed="true" type="TextObject::Text" underlined="false">
<variables />
<behaviors />
<string>DebugText</string>
<font></font>
<characterSize>24</characterSize>
<color b="220" g="220" r="220" />
</object>
</objects>
<events>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Comment</type>
<color b="128" g="255" r="128" textB="0" textG="0" textR="0" />
<comment>Update debug text at the beginning (only Scene variable will be drawn because others haven&apos;t childrend)</comment>
<comment2></comment2>
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="DepartScene" />
<parameters>
<parameter></parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="ModVarScene" />
<parameters>
<parameter>Update</parameter>
<parameter>=</parameter>
<parameter>1</parameter>
</parameters>
<subActions />
</action>
</actions>
<events />
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Comment</type>
<color b="128" g="255" r="128" textB="0" textG="0" textR="0" />
<comment>If &quot;A&quot; key is pressed, convert the Scene variable into JSON and parse it into a Global variable, then randomize a child from the Global structure, to identify it</comment>
<comment2></comment2>
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="KeyPressed" />
<parameters>
<parameter></parameter>
<parameter>a</parameter>
</parameters>
<subConditions />
</condition>
<condition>
<type inverted="false" value="BuiltinCommonInstructions::Once" />
<parameters />
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="JSONToGlobalVariableStructure" />
<parameters>
<parameter>ToJSON(Scene)</parameter>
<parameter>Global</parameter>
</parameters>
<subActions />
</action>
<action>
<type inverted="false" value="ModVarGlobal" />
<parameters>
<parameter>Global.B.alpha.x</parameter>
<parameter>=</parameter>
<parameter>Random(1000)</parameter>
</parameters>
<subActions />
</action>
<action>
<type inverted="false" value="ModVarScene" />
<parameters>
<parameter>Update</parameter>
<parameter>=</parameter>
<parameter>1</parameter>
</parameters>
<subActions />
</action>
</actions>
<events />
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Comment</type>
<color b="128" g="255" r="128" textB="0" textG="0" textR="0" />
<comment>If &quot;S&quot; key is pressed, convert the Global variable into JSON and parse it into an Object variable, then randomize another child from the Object structure, to identify it</comment>
<comment2></comment2>
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="KeyPressed" />
<parameters>
<parameter></parameter>
<parameter>s</parameter>
</parameters>
<subConditions />
</condition>
<condition>
<type inverted="false" value="VarObjet" />
<parameters>
<parameter>DebugText</parameter>
<parameter>ID</parameter>
<parameter>=</parameter>
<parameter>2</parameter>
</parameters>
<subConditions />
</condition>
<condition>
<type inverted="false" value="BuiltinCommonInstructions::Once" />
<parameters />
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="JSONToObjectVariableStructure" />
<parameters>
<parameter>GlobalVarToJSON(Global)</parameter>
<parameter>DebugText</parameter>
<parameter>Object</parameter>
</parameters>
<subActions />
</action>
<action>
<type inverted="false" value="ModVarObjet" />
<parameters>
<parameter>DebugText</parameter>
<parameter>Object.B.alpha.y</parameter>
<parameter>=</parameter>
<parameter>Random(1000)</parameter>
</parameters>
<subActions />
</action>
<action>
<type inverted="false" value="ModVarScene" />
<parameters>
<parameter>Update</parameter>
<parameter>=</parameter>
<parameter>1</parameter>
</parameters>
<subActions />
</action>
</actions>
<events />
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Comment</type>
<color b="128" g="255" r="128" textB="0" textG="0" textR="0" />
<comment>If &quot;D&quot; key is pressed, convert the Object variable into JSON (note there are no whitespaces after the &quot;,&quot; before the variable name in the ObjectVarToJSON) and parse it into another scene variable Scene_2</comment>
<comment2></comment2>
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="KeyPressed" />
<parameters>
<parameter></parameter>
<parameter>d</parameter>
</parameters>
<subConditions />
</condition>
<condition>
<type inverted="false" value="VarObjet" />
<parameters>
<parameter>DebugText</parameter>
<parameter>ID</parameter>
<parameter>=</parameter>
<parameter>2</parameter>
</parameters>
<subConditions />
</condition>
<condition>
<type inverted="false" value="BuiltinCommonInstructions::Once" />
<parameters />
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="JSONToVariableStructure" />
<parameters>
<parameter>ObjectVarToJSON(DebugText,Object)</parameter>
<parameter>Scene_2</parameter>
</parameters>
<subActions />
</action>
<action>
<type inverted="false" value="ModVarScene" />
<parameters>
<parameter>Update</parameter>
<parameter>=</parameter>
<parameter>1</parameter>
</parameters>
<subActions />
</action>
</actions>
<events />
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Comment</type>
<color b="128" g="255" r="128" textB="0" textG="0" textR="0" />
<comment>Time to update the debug text objects, set Update = 0 to update it only once, and start a counter &quot;i&quot; = 0</comment>
<comment2></comment2>
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="VarScene" />
<parameters>
<parameter>Update</parameter>
<parameter>=</parameter>
<parameter>1</parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="ModVarScene" />
<parameters>
<parameter>Update</parameter>
<parameter>=</parameter>
<parameter>0</parameter>
</parameters>
<subActions />
</action>
<action>
<type inverted="false" value="ModVarScene" />
<parameters>
<parameter>i</parameter>
<parameter>=</parameter>
<parameter>0</parameter>
</parameters>
<subActions />
</action>
</actions>
<events>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Comment</type>
<color b="128" g="255" r="128" textB="0" textG="0" textR="0" />
<comment>Repeat 4 times because there are 4 debug objects, in each repeat select the object with ID = i (counter variable)&#x0A;Update the counter variable (i + 1)&#x0A;Clear the temporal variable Temp, otherwise children are kept from one update to another, messing up the test</comment>
<comment2></comment2>
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Repeat</type>
<repeatExpression>4</repeatExpression>
<conditions>
<condition>
<type inverted="false" value="VarObjet" />
<parameters>
<parameter>DebugText</parameter>
<parameter>ID</parameter>
<parameter>=</parameter>
<parameter>Variable(i)</parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="ModVarScene" />
<parameters>
<parameter>i</parameter>
<parameter>+</parameter>
<parameter>1</parameter>
</parameters>
<subActions />
</action>
<action>
<type inverted="false" value="VariableClearChildren" />
<parameters>
<parameter>Temp</parameter>
</parameters>
<subActions />
</action>
</actions>
<events>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Comment</type>
<color b="128" g="255" r="128" textB="0" textG="0" textR="0" />
<comment>Set starting title in function of the debug object ID, and copy the testing variables into the variable Temp (this way Temp will be equal to one of the variables under test)</comment>
<comment2></comment2>
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="VarObjet" />
<parameters>
<parameter>DebugText</parameter>
<parameter>ID</parameter>
<parameter>=</parameter>
<parameter>0</parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="TextObject::String" />
<parameters>
<parameter>DebugText</parameter>
<parameter>=</parameter>
<parameter>&quot;Scene&quot; + NewLine()</parameter>
</parameters>
<subActions />
</action>
<action>
<type inverted="false" value="JSONToVariableStructure" />
<parameters>
<parameter>ToJSON(Scene)</parameter>
<parameter>Temp</parameter>
</parameters>
<subActions />
</action>
</actions>
<events />
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="VarObjet" />
<parameters>
<parameter>DebugText</parameter>
<parameter>ID</parameter>
<parameter>=</parameter>
<parameter>1</parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="TextObject::String" />
<parameters>
<parameter>DebugText</parameter>
<parameter>=</parameter>
<parameter>&quot;Global&quot; + NewLine()</parameter>
</parameters>
<subActions />
</action>
<action>
<type inverted="false" value="JSONToVariableStructure" />
<parameters>
<parameter>GlobalVarToJSON(Global)</parameter>
<parameter>Temp</parameter>
</parameters>
<subActions />
</action>
</actions>
<events />
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="VarObjet" />
<parameters>
<parameter>DebugText</parameter>
<parameter>ID</parameter>
<parameter>=</parameter>
<parameter>2</parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="TextObject::String" />
<parameters>
<parameter>DebugText</parameter>
<parameter>=</parameter>
<parameter>&quot;Object&quot; + NewLine()</parameter>
</parameters>
<subActions />
</action>
<action>
<type inverted="false" value="JSONToVariableStructure" />
<parameters>
<parameter>ObjectVarToJSON(DebugText,Object)</parameter>
<parameter>Temp</parameter>
</parameters>
<subActions />
</action>
</actions>
<events />
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="VarObjet" />
<parameters>
<parameter>DebugText</parameter>
<parameter>ID</parameter>
<parameter>=</parameter>
<parameter>3</parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="TextObject::String" />
<parameters>
<parameter>DebugText</parameter>
<parameter>=</parameter>
<parameter>&quot;Scene_2&quot; + NewLine()</parameter>
</parameters>
<subActions />
</action>
<action>
<type inverted="false" value="JSONToVariableStructure" />
<parameters>
<parameter>ToJSON(Scene_2)</parameter>
<parameter>Temp</parameter>
</parameters>
<subActions />
</action>
</actions>
<events />
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Comment</type>
<color b="128" g="255" r="128" textB="0" textG="0" textR="0" />
<comment>Copy values from variable Test in the debug object, to draw it, one debug object is selected at each iteration and one variable is copy into Temp variable</comment>
<comment2></comment2>
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="VariableChildExists" />
<parameters>
<parameter>Temp</parameter>
<parameter>&quot;A&quot;</parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="TextObject::String" />
<parameters>
<parameter>DebugText</parameter>
<parameter>+</parameter>
<parameter>&quot;____A = &quot; + VariableString(Temp.A) + NewLine()</parameter>
</parameters>
<subActions />
</action>
</actions>
<events />
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="VariableChildExists" />
<parameters>
<parameter>Temp</parameter>
<parameter>&quot;B&quot;</parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="TextObject::String" />
<parameters>
<parameter>DebugText</parameter>
<parameter>+</parameter>
<parameter>&quot;____B&quot; + NewLine()</parameter>
</parameters>
<subActions />
</action>
</actions>
<events>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="VariableChildExists" />
<parameters>
<parameter>Temp.B</parameter>
<parameter>&quot;alpha&quot;</parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="TextObject::String" />
<parameters>
<parameter>DebugText</parameter>
<parameter>+</parameter>
<parameter>&quot;________alpha&quot; + NewLine()</parameter>
</parameters>
<subActions />
</action>
</actions>
<events>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="VariableChildExists" />
<parameters>
<parameter>Temp.B.alpha</parameter>
<parameter>&quot;x&quot;</parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="TextObject::String" />
<parameters>
<parameter>DebugText</parameter>
<parameter>+</parameter>
<parameter>&quot;____________x = &quot; + VariableString(Temp.B.alpha.x) + NewLine()</parameter>
</parameters>
<subActions />
</action>
</actions>
<events />
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="VariableChildExists" />
<parameters>
<parameter>Temp.B.alpha</parameter>
<parameter>&quot;y&quot;</parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="TextObject::String" />
<parameters>
<parameter>DebugText</parameter>
<parameter>+</parameter>
<parameter>&quot;____________y = &quot; + VariableString(Temp.B.alpha.y) + NewLine()</parameter>
</parameters>
<subActions />
</action>
</actions>
<events />
</event>
</events>
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="VariableChildExists" />
<parameters>
<parameter>Temp.B</parameter>
<parameter>&quot;beta&quot;</parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="TextObject::String" />
<parameters>
<parameter>DebugText</parameter>
<parameter>+</parameter>
<parameter>&quot;________beta = &quot; + VariableString(Temp.B.beta) + NewLine()</parameter>
</parameters>
<subActions />
</action>
</actions>
<events />
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="VariableChildExists" />
<parameters>
<parameter>Temp.B</parameter>
<parameter>&quot;gamma&quot;</parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="TextObject::String" />
<parameters>
<parameter>DebugText</parameter>
<parameter>+</parameter>
<parameter>&quot;________gamma = &quot; + VariableString(Temp.B.gamma)</parameter>
</parameters>
<subActions />
</action>
</actions>
<events />
</event>
</events>
</event>
</events>
</event>
</events>
</event>
</events>
<layers>
<layer name="New layer" visibility="true">
<cameras>
<camera defaultSize="true" defaultViewport="true" height="0.000000" viewportBottom="1.000000" viewportLeft="0.000000" viewportRight="1.000000" viewportTop="0.000000" width="0.000000" />
</cameras>
<effects />
</layer>
<layer name="" visibility="true">
<cameras>
<camera defaultSize="true" defaultViewport="true" height="0.000000" viewportBottom="1.000000" viewportLeft="0.000000" viewportRight="1.000000" viewportTop="0.000000" width="0.000000" />
</cameras>
<effects />
</layer>
</layers>
<behaviorsSharedData />
</layout>
</layouts>
<externalEvents />
<externalLayouts />
<externalSourceFiles />
</project>

View File

@@ -1,299 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<project firstLayout="">
<gdVersion build="84" major="3" minor="6" revision="0" />
<properties linuxExecutableFilename="" macExecutableFilename="" useExternalSourceFiles="false" winExecutableFilename="" winExecutableIconFile="">
<name>Project</name>
<author></author>
<windowWidth>800</windowWidth>
<windowHeight>600</windowHeight>
<latestCompilationDirectory></latestCompilationDirectory>
<maxFPS>60</maxFPS>
<minFPS>10</minFPS>
<verticalSync>false</verticalSync>
<extensions>
<extension name="BuiltinObject" />
<extension name="BuiltinAudio" />
<extension name="BuiltinVariables" />
<extension name="BuiltinTime" />
<extension name="BuiltinMouse" />
<extension name="BuiltinKeyboard" />
<extension name="BuiltinJoystick" />
<extension name="BuiltinCamera" />
<extension name="BuiltinWindow" />
<extension name="BuiltinFile" />
<extension name="BuiltinNetwork" />
<extension name="BuiltinScene" />
<extension name="BuiltinAdvanced" />
<extension name="Sprite" />
<extension name="BuiltinCommonInstructions" />
<extension name="BuiltinCommonConversions" />
<extension name="BuiltinStringInstructions" />
<extension name="BuiltinMathematicalTools" />
<extension name="BuiltinExternalLayouts" />
<extension name="TextObject" />
<extension name="CommonDialogs" />
<extension name="AdvancedXML" />
</extensions>
<platforms>
<platform name="GDevelop C++ platform" />
</platforms>
<currentPlatform>GDevelop C++ platform</currentPlatform>
</properties>
<resources>
<resources />
<resourceFolders />
</resources>
<objects />
<objectsGroups />
<variables />
<layouts>
<layout b="209" disableInputWhenNotFocused="true" mangledName="New_32scene" name="New scene" oglFOV="90.000000" oglZFar="500.000000" oglZNear="1.000000" r="209" standardSortMethod="true" stopSoundsOnStartup="true" title="" v="209">
<uiSettings associatedLayout="" grid="false" gridB="255" gridG="180" gridHeight="32" gridOffsetX="0" gridOffsetY="0" gridR="158" gridWidth="32" snap="true" windowMask="false" zoomFactor="1.000000" />
<objectsGroups />
<variables />
<instances>
<instance angle="0.000000" customSize="false" height="0.000000" layer="" locked="false" name="Explanation" width="0.000000" x="23.000000" y="200.000000" zOrder="0">
<numberProperties />
<stringProperties />
<initialVariables />
</instance>
<instance angle="0.000000" customSize="false" height="0.000000" layer="" locked="false" name="Explanation_fr" width="0.000000" x="28.000000" y="282.000000" zOrder="0">
<numberProperties />
<stringProperties />
<initialVariables />
</instance>
</instances>
<objects>
<object bold="false" italic="true" name="Explanation" smoothed="true" type="TextObject::Text" underlined="false">
<variables />
<automatisms />
<string>Launch the scene, choose a file, and then open the file&#x0A;to see the result.</string>
<font></font>
<characterSize>30</characterSize>
<color b="0" g="0" r="0" />
</object>
<object bold="false" italic="true" name="Explanation_fr" smoothed="true" type="TextObject::Text" underlined="false">
<variables />
<automatisms />
<string>Lancez la scène, choisissez un fichier et ouvrez le pour voir le résultat.</string>
<font></font>
<characterSize>15</characterSize>
<color b="0" g="0" r="0" />
</object>
</objects>
<events>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Comment</type>
<color b="109" g="230" r="255" textB="0" textG="0" textR="0" />
<comment>Let&apos;s create an XML file with this structure:&#x0A;&#x0A;&lt;Root&gt;&#x0A; &lt;MyFirstElement myAttribute=&quot;valueOfMyAttribute&quot; /&gt;&#x0A; &lt;!--Nice comment--&gt;&#x0A; &lt;MySecondElement&gt;&#x0A; &lt;MyRepeatedElement randomAttribute=&quot;4.000000&quot; /&gt;&#x0A; ... repeated 10 times&#x0A; &lt;MyRepeatedElement randomAttribute=&quot;4.000000&quot; /&gt;&#x0A; &lt;/MySecondElement&gt;&#x0A;&lt;/Root&gt;&#x0A;</comment>
<comment2>Créeons un fichier avec cette structure</comment2>
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions>
<condition>
<type inverted="false" value="DepartScene" />
<parameters>
<parameter></parameter>
</parameters>
<subConditions />
</condition>
</conditions>
<actions>
<action>
<type inverted="false" value="AdvancedXML::NewFile" />
<parameters>
<parameter>&quot;MyDocument&quot;</parameter>
<parameter></parameter>
</parameters>
<subActions />
</action>
<action>
<type inverted="false" value="AdvancedXML::CreateNewElement" />
<parameters>
<parameter>&quot;Root&quot;</parameter>
<parameter>0</parameter>
<parameter>&quot;Root&quot;</parameter>
<parameter></parameter>
</parameters>
<subActions />
</action>
<action>
<type inverted="false" value="AdvancedXML::InsertElementIntoAnother" />
<parameters>
<parameter>&quot;Root&quot;</parameter>
<parameter>&quot;MyDocument&quot;</parameter>
<parameter></parameter>
<parameter></parameter>
</parameters>
<subActions />
</action>
</actions>
<events>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Standard</type>
<conditions />
<actions>
<action>
<type inverted="false" value="AdvancedXML::CreateNewElement" />
<parameters>
<parameter>&quot;MyFirstElement&quot;</parameter>
<parameter>0</parameter>
<parameter>&quot;MyFirstElement&quot;</parameter>
<parameter></parameter>
</parameters>
<subActions />
</action>
<action>
<type inverted="false" value="AdvancedXML::CreateNewElement" />
<parameters>
<parameter>&quot;MySecondElement&quot;</parameter>
<parameter>0</parameter>
<parameter>&quot;MySecondElement&quot;</parameter>
<parameter></parameter>
</parameters>
<subActions />
</action>
<action>
<type inverted="false" value="AdvancedXML::InsertElementIntoAnother" />
<parameters>
<parameter>&quot;MyFirstElement&quot;</parameter>
<parameter>&quot;Root&quot;</parameter>
<parameter></parameter>
<parameter></parameter>
</parameters>
<subActions />
</action>
<action>
<type inverted="false" value="AdvancedXML::InsertElementIntoAnother" />
<parameters>
<parameter>&quot;MySecondElement&quot;</parameter>
<parameter>&quot;Root&quot;</parameter>
<parameter></parameter>
<parameter></parameter>
</parameters>
<subActions />
</action>
<action>
<type inverted="false" value="AdvancedXML::SetAttributeString" />
<parameters>
<parameter>&quot;MyFirstElement&quot;</parameter>
<parameter>&quot;myAttribute&quot;</parameter>
<parameter>=</parameter>
<parameter>&quot;valueOfMyAttribute&quot;</parameter>
<parameter></parameter>
</parameters>
<subActions />
</action>
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<events />
</event>
<event disabled="false" folded="false">
<type>BuiltinCommonInstructions::Repeat</type>
<repeatExpression>10</repeatExpression>
<conditions />
<actions>
<action>
<type inverted="false" value="AdvancedXML::CreateNewElement" />
<parameters>
<parameter>&quot;MyRepeatedElement&quot;</parameter>
<parameter>0</parameter>
<parameter>&quot;MyRepeatedElement&quot;</parameter>
<parameter></parameter>
</parameters>
<subActions />
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<action>
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<parameter>Light2</parameter>
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