progress on adding base layer

This commit is contained in:
Harrison Deng 2018-09-11 00:05:34 -05:00
parent 10d9400342
commit bce143efbb
292 changed files with 10211 additions and 0 deletions

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RhythmBullet.sln Normal file
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 15
VisualStudioVersion = 15.0.28010.2019
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "RhythmBullet", "RhythmBullet\RhythmBullet.csproj", "{4242553D-40F9-40F0-9AE6-CB6771DD9CF9}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{4242553D-40F9-40F0-9AE6-CB6771DD9CF9}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{4242553D-40F9-40F0-9AE6-CB6771DD9CF9}.Debug|Any CPU.Build.0 = Debug|Any CPU
{4242553D-40F9-40F0-9AE6-CB6771DD9CF9}.Release|Any CPU.ActiveCfg = Release|Any CPU
{4242553D-40F9-40F0-9AE6-CB6771DD9CF9}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {C7334E35-D9AE-4FF0-A8AE-DC3A1ED7CB86}
EndGlobalSection
EndGlobal

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#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
/platform:DesktopGL
/config:
/profile:Reach
/compress:False
#-------------------------------- References --------------------------------#
#---------------------------------- Content ---------------------------------#

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using System;
namespace RhythmBullet
{
/// <summary>
/// The main class.
/// </summary>
public static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
using (var game = new RhythmBulletGame())
{
game.Run();
}
}
}
}

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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("RhythmBullet")]
[assembly: AssemblyProduct("RhythmBullet")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyCopyright("Copyright © 2018")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("78eb6f5c-0f37-458a-9928-0fd0799c93a5")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>8.0.30703</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{4242553D-40F9-40F0-9AE6-CB6771DD9CF9}</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>RhythmBullet</RootNamespace>
<AssemblyName>RhythmBullet</AssemblyName>
<FileAlignment>512</FileAlignment>
<MonoGamePlatform>DesktopGL</MonoGamePlatform>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|AnyCPU'">
<DebugSymbols>true</DebugSymbols>
<OutputPath>bin\$(MonoGamePlatform)\$(Platform)\$(Configuration)\</OutputPath>
<DefineConstants>DEBUG;TRACE;LINUX</DefineConstants>
<DebugType>full</DebugType>
<PlatformTarget>AnyCPU</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<Prefer32Bit>false</Prefer32Bit>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|AnyCPU'">
<OutputPath>bin\$(MonoGamePlatform)\$(Platform)\$(Configuration)\</OutputPath>
<DefineConstants>TRACE;LINUX</DefineConstants>
<Optimize>true</Optimize>
<DebugType>pdbonly</DebugType>
<PlatformTarget>AnyCPU</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<Prefer32Bit>false</Prefer32Bit>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup>
<ApplicationIcon>Icon.ico</ApplicationIcon>
</PropertyGroup>
<PropertyGroup>
<ApplicationManifest>app.manifest</ApplicationManifest>
</PropertyGroup>
<ItemGroup>
<Compile Include="Zer01HD\UI\Page\Page.cs" />
<Compile Include="RhythmBulletGame.cs" />
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Zer01HD\UI\Page\PageManager.cs" />
<Compile Include="Zer01HD\UI\Screen\Screen.cs" />
</ItemGroup>
<ItemGroup>
<Reference Include="MonoGame.Framework">
<HintPath>$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\MonoGame.Framework.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Icon.ico" />
<EmbeddedResource Include="Icon.bmp" />
</ItemGroup>
<ItemGroup>
<MonoGameContentReference Include="Content\Content.mgcb" />
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x86\SDL2.dll">
<Link>x86\SDL2.dll</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x64\SDL2.dll">
<Link>x64\SDL2.dll</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x86\soft_oal.dll">
<Link>x86\soft_oal.dll</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x64\soft_oal.dll">
<Link>x64\soft_oal.dll</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x86\libSDL2-2.0.so.0">
<Link>x86\libSDL2-2.0.so.0</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x64\libSDL2-2.0.so.0">
<Link>x64\libSDL2-2.0.so.0</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x86\libopenal.so.1">
<Link>x86\libopenal.so.1</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x64\libopenal.so.1">
<Link>x64\libopenal.so.1</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\libSDL2-2.0.0.dylib">
<Link>libSDL2-2.0.0.dylib</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\libopenal.1.dylib">
<Link>libopenal.1.dylib</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\MonoGame.Framework.dll.config">
<Link>MonoGame.Framework.dll.config</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="app.manifest" />
</ItemGroup>
<ItemGroup>
<Folder Include="Zer01HD\Utilities\" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Content.Builder.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using RhythmBullet.Zer01HD.UI.Screen;
namespace RhythmBullet
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class RhythmBulletGame : Game
{
private Screen currentScreen;
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
public RhythmBulletGame()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.PreferredBackBufferWidth = 1920;
graphics.PreferredBackBufferHeight = 1080;
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) Exit();
// TODO: Add your update logic here
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
base.Draw(gameTime);
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace RhythmBullet.Zer01HD.UI
{
class Page
{
private int x, y;
public Page()
{
}
public void Update(GameTime gameTime)
{
}
public void Draw(SpriteBatch batch)
{
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace RhythmBullet.Zer01HD.UI
{
class PageManager
{
private readonly List<Page> pages = new List<Page>();
public void Act(GameTime gameTime)
{
foreach (Page page in pages)
{
page.act(gameTime);
}
}
public void Draw(SpriteBatch spriteBatch)
{
foreach (Page page in pages)
{
page.draw(spriteBatch);
}
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace RhythmBullet.Zer01HD.UI.Screen
{
class Screen
{
public void Update(GameTime gameTime)
{
}
public void Draw(SpriteBatch spriteBatch)
{
}
public void Show()
{
}
public void Hide()
{
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<assembly manifestVersion="1.0" xmlns="urn:schemas-microsoft-com:asm.v1">
<assemblyIdentity version="1.0.0.0" name="RhythmBullet"/>
<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
<security>
<requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3">
<requestedExecutionLevel level="asInvoker" uiAccess="false" />
</requestedPrivileges>
</security>
</trustInfo>
<compatibility xmlns="urn:schemas-microsoft-com:compatibility.v1">
<application>
<!-- A list of the Windows versions that this application has been tested on and is
is designed to work with. Uncomment the appropriate elements and Windows will
automatically selected the most compatible environment. -->
<!-- Windows Vista -->
<supportedOS Id="{e2011457-1546-43c5-a5fe-008deee3d3f0}" />
<!-- Windows 7 -->
<supportedOS Id="{35138b9a-5d96-4fbd-8e2d-a2440225f93a}" />
<!-- Windows 8 -->
<supportedOS Id="{4a2f28e3-53b9-4441-ba9c-d69d4a4a6e38}" />
<!-- Windows 8.1 -->
<supportedOS Id="{1f676c76-80e1-4239-95bb-83d0f6d0da78}" />
<!-- Windows 10 -->
<supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}" />
</application>
</compatibility>
<application xmlns="urn:schemas-microsoft-com:asm.v3">
<windowsSettings>
<dpiAware xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">true/pm</dpiAware>
</windowsSettings>
</application>
</assembly>

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<?xml version="1.0" encoding="UTF-8"?>
<classpath>
<classpathentry kind="con" path="org.eclipse.jdt.launching.JRE_CONTAINER"/>
<classpathentry exported="true" kind="con" path="org.springsource.ide.eclipse.gradle.classpathcontainer"/>
<classpathentry kind="output" path="bin"/>
</classpath>

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#Mon Sep 10 00:40:35 CDT 2018
gradle.version=4.6

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<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>RhythmBullet</name>
<comment></comment>
<projects>
</projects>
<buildSpec>
<buildCommand>
<name>org.eclipse.jdt.core.javabuilder</name>
<arguments>
</arguments>
</buildCommand>
</buildSpec>
<natures>
<nature>org.springsource.ide.eclipse.gradle.core.nature</nature>
<nature>org.eclipse.jdt.core.javanature</nature>
</natures>
<filteredResources>
<filter>
<id>1536558856206</id>
<name></name>
<type>26</type>
<matcher>
<id>org.eclipse.ui.ide.orFilterMatcher</id>
<arguments>
<matcher>
<id>org.eclipse.ui.ide.multiFilter</id>
<arguments>1.0-projectRelativePath-equals-true-false-android</arguments>
</matcher>
<matcher>
<id>org.eclipse.ui.ide.multiFilter</id>
<arguments>1.0-projectRelativePath-equals-true-false-core</arguments>
</matcher>
<matcher>
<id>org.eclipse.ui.ide.multiFilter</id>
<arguments>1.0-projectRelativePath-equals-true-false-desktop</arguments>
</matcher>
</arguments>
</matcher>
</filter>
</filteredResources>
</projectDescription>

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#org.springsource.ide.eclipse.gradle.core.preferences.GradleImportPreferences
#Mon Sep 10 00:40:31 CDT 2018
addResourceFilters=true
afterTasks=afterEclipseImport;
beforeTasks=cleanEclipse;eclipse;
enableAfterTasks=true
enableBeforeTasks=true
enableDependendencyManagement=true
projects=;android;core;desktop;

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#org.springsource.ide.eclipse.gradle.core.preferences.GradleProjectPreferences
#Mon Sep 10 00:40:41 CDT 2018
build.family.org.gradle.tooling.model.eclipse.HierarchicalEclipseProject=;android;core;desktop;
org.springsource.ide.eclipse.gradle.linkedresources=
org.springsource.ide.eclipse.gradle.rootprojectloc=

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#org.springsource.ide.eclipse.gradle.core.actions.GradleRefreshPreferences
#Mon Sep 10 00:40:36 CDT 2018
addResourceFilters=true
afterTasks=afterEclipseImport;
beforeTasks=cleanEclipse;eclipse;
enableAfterTasks=true
enableBeforeTasks=true
useHierarchicalNames=false

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<?xml version="1.0" encoding="UTF-8"?>
<classpath>
<classpathentry kind="src" output="bin/main" path="gen">
<attributes>
<attribute name="gradle_scope" value="main"/>
<attribute name="gradle_used_by_scope" value="main"/>
</attributes>
</classpathentry>
<classpathentry kind="src" output="bin/main" path="src">
<attributes>
<attribute name="gradle_scope" value="main"/>
<attribute name="gradle_used_by_scope" value="main"/>
</attributes>
</classpathentry>
<classpathentry kind="con" path="org.eclipse.jdt.launching.JRE_CONTAINER/org.eclipse.jdt.internal.debug.ui.launcher.StandardVMType/JavaSE-1.8/"/>
<classpathentry exported="true" kind="con" path="org.springsource.ide.eclipse.gradle.classpathcontainer"/>
<classpathentry kind="con" path="com.android.ide.eclipse.adt.ANDROID_FRAMEWORK"/>
<classpathentry exported="true" kind="con" path="com.android.ide.eclipse.adt.LIBRARIES"/>
<classpathentry exported="true" kind="con" path="com.android.ide.eclipse.adt.DEPENDENCIES"/>
<classpathentry combineaccessrules="false" kind="src" path="/RhythmBullet-core"/>
<classpathentry kind="output" path="bin/default"/>
</classpath>

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<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>RhythmBullet-android</name>
<comment></comment>
<projects>
</projects>
<buildSpec>
<buildCommand>
<name>com.android.ide.eclipse.adt.ResourceManagerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.PreCompilerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>org.eclipse.jdt.core.javabuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.ApkBuilder</name>
<arguments>
</arguments>
</buildCommand>
</buildSpec>
<natures>
<nature>org.springsource.ide.eclipse.gradle.core.nature</nature>
<nature>org.eclipse.jdt.core.javanature</nature>
<nature>com.android.ide.eclipse.adt.AndroidNature</nature>
</natures>
</projectDescription>

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#org.springsource.ide.eclipse.gradle.core.preferences.GradleProjectPreferences
#Mon Sep 10 00:40:48 CDT 2018
org.springsource.ide.eclipse.gradle.linkedresources=
org.springsource.ide.eclipse.gradle.rootprojectloc=..

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#org.springsource.ide.eclipse.gradle.core.actions.GradleRefreshPreferences
#Mon Sep 10 00:40:41 CDT 2018
addResourceFilters=true
afterTasks=afterEclipseImport;
beforeTasks=cleanEclipse;eclipse;
enableAfterTasks=true
enableBeforeTasks=true
useHierarchicalNames=false

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#
#Mon Sep 10 00:54:15 CDT 2018
org.eclipse.jdt.core.compiler.debug.localVariable=generate
org.eclipse.jdt.core.compiler.compliance=1.6
org.eclipse.jdt.core.compiler.codegen.unusedLocal=preserve
org.eclipse.jdt.core.compiler.debug.sourceFile=generate
org.eclipse.jdt.core.compiler.codegen.targetPlatform=1.6
org.eclipse.jdt.core.compiler.problem.enumIdentifier=error
org.eclipse.jdt.core.compiler.debug.lineNumber=generate
eclipse.preferences.version=1
org.eclipse.jdt.core.compiler.codegen.inlineJsrBytecode=enabled
org.eclipse.jdt.core.compiler.source=1.6
org.eclipse.jdt.core.compiler.problem.assertIdentifier=error

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<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="zero1hd.rhythmbullet" >
<uses-sdk android:minSdkVersion="9" android:targetSdkVersion="27" />
<application
android:allowBackup="true"
android:icon="@drawable/ic_launcher"
android:label="@string/app_name"
android:theme="@style/GdxTheme" >
<activity
android:name="zero1hd.rhythmbullet.AndroidLauncher"
android:label="@string/app_name"
android:screenOrientation="landscape"
android:configChanges="keyboard|keyboardHidden|navigation|orientation|screenSize">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>

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