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Add music and change license accordingly
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Add world select
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SgtCoDFish committed Aug 25, 2014
1 parent dc8f557 commit 34a5b29
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28 changes: 27 additions & 1 deletion LICENSE
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Expand Up @@ -228,4 +228,30 @@ Font data copyright Google 2012
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
limitations under the License.

---

The music files are from RPGmaker.net and come with the following license:

RMN Music Pack is a collection of videogame music composed by members of http://www.rpgmaker.net for anyone and
everyone to use in their non-commercial videogame projects. RMN Music Pack was created in three-months timeframe
as an event organized by 800 M.P.H. and NewBlack with assistance of Kenton Anderson.

You can find the full list of submissions at http://rpgmaker.net/events/rmn_music_pack


Special thanks to everyone partaking the event, http://www.rpgmakerweb.com/, Clyve, Liberty, Archeia and Jonnie19

And all the attending artists: Jasprelao, Jeremiah "McTricky" George, Jude, Gamesfreak13563, Tarranon, Cornflake,
Xcalnarok, Lana42, Kunsel, Subaru, NathanGDay, Snowy Fox, ReclaimedGlory, Apoc, hyde9318 and 800 M.P.H.

Album cover artwork has been made by http://yaichino.deviantart.com/ and CD artwork by http://23hauntsme.deviantart.com/



RMN Music Pack is licensed under a Creative Commons Attribution-NonCommercial 3.0 Unported License.

If you use our music in your projects, please credit the artists!

Enjoy!
3 changes: 3 additions & 0 deletions core/assets/maps/world2/boss_slain.txt
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You have slain the Icycle!
You find a better weapon and notice a bit of hair growth...
The Icycle's soul essence has filled the pedestal in the home world!
3 changes: 3 additions & 0 deletions core/assets/maps/world2/boss_start.txt
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You gaze upon the Icycle,
It is frosty, just like that girl you met at the bar last week.
You decide to help the Wizard's frozen beard and slay it!
3 changes: 3 additions & 0 deletions core/assets/maps/world3/boss_slain.txt
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You have slain the Fist Thing!
You find a better weapon and notice a bit of hair growth...
The Fist Thing's soul essence has filled the pedestal in the home world!
4 changes: 4 additions & 0 deletions core/assets/maps/world3/boss_start.txt
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This is the Fist Thing, just as the name suggests, a Fist... Thing...
You decide to give it a good...
...
... POUNDING!
3 changes: 3 additions & 0 deletions core/assets/maps/world4/boss_slain.txt
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You have slain the Eyesore!
You find a better weapon and notice a bit of hair growth...
The Eyesore's soul essence has filled the pedestal in the home world!
3 changes: 3 additions & 0 deletions core/assets/maps/world4/boss_start.txt
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Eyesore really is a sight for sore eyes...
Time to make it see reason...
WITH YOUR BLADE!
3 changes: 3 additions & 0 deletions core/assets/maps/world5/boss_slain.txt
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You have slain the Skullotor!
You find a better weapon and notice a bit of hair growth...
The Skullotor's soul essence has filled the pedestal in the home world!
4 changes: 4 additions & 0 deletions core/assets/maps/world5/boss_start.txt
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Being a skull, it is evident this thing has been slain before...
Does that make it a zombie or some sort of ghost?
Does it even matter?
Enough philosophy, killing time!
3 changes: 3 additions & 0 deletions core/assets/maps/world6/boss_slain.txt
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You have slain the Rainbro!
You find a better weapon and notice a bit of hair growth...
The Rainbro's soul essence has filled the pedestal in the home world!
4 changes: 4 additions & 0 deletions core/assets/maps/world6/boss_start.txt
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You see Rainbro and you literally cannot even.
Why do those grey people have a problem with such a cool little guy?
But who are you to judge?
Besides, you need to kill him to progress the game...
Binary file added core/assets/maps/world7/World7Tileset.png
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3 changes: 3 additions & 0 deletions core/assets/maps/world7/boss_slain.txt
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You have slain the Dragaragataramunam!
And with that, you know that the world will once again be at peace!
Congratulations, I'm sure some beautiful maiden will be waiting for you somewhere!
4 changes: 4 additions & 0 deletions core/assets/maps/world7/boss_start.txt
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So that old man was really working in collaberation with those wizards all along?
He is actually some crazy flying demon man?
Who could have guessed that amazing plot twist?
Time to put that slime slaying training to good use and slay this foul beast!
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1 change: 1 addition & 0 deletions core/assets/maps/world7/npc/npc1.txt
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<No one seems to be home>
5 changes: 5 additions & 0 deletions core/assets/maps/world7/npc/npc2.txt
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Ah we have been expecting you hero...
Thank you for helping us unlock Mr Old's true form...
...
BEHOLD!
Dragaragataramunam!
65 changes: 65 additions & 0 deletions core/assets/maps/world7/world7.tmx
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<?xml version="1.0" encoding="UTF-8"?>
<map version="1.0" orientation="orthogonal" width="8" height="8" tilewidth="32" tileheight="32">
<properties>
<property name="textPrefix" value="maps/world7/npc/"/>
</properties>
<tileset firstgid="1" name="maptiles" tilewidth="32" tileheight="32">
<image source="World7Tileset.png" width="96" height="96"/>
</tileset>
<tileset firstgid="10" name="npcs" tilewidth="32" tileheight="32">
<image source="world7_npc.png" width="64" height="32"/>
</tileset>
<tileset firstgid="12" name="boss" tilewidth="32" tileheight="32">
<image source="final_boss.png" width="1664" height="128"/>
</tileset>
<layer name="floor" width="8" height="8">
<data encoding="base64">
AQAAAAEAAAABAAAAAQAAAAEAAAABAAAAAQAAAAEAAAABAAAAAQAAAAEAAAABAAAAAQAAAAEAAAABAAAAAQAAAAEAAAABAAAAAQAAAAEAAAABAAAAAQAAAAEAAAABAAAAAQAAAAEAAAABAAAAAQAAAAEAAAABAAAAAQAAAAEAAAABAAAAAQAAAAEAAAACAAAAAgAAAAEAAAABAAAAAQAAAAEAAAABAAAAAQAAAAIAAAACAAAAAQAAAAEAAAABAAAAAQAAAAIAAAACAAAAAQAAAAEAAAACAAAAAgAAAAEAAAABAAAAAQAAAAEAAAABAAAAAQAAAAEAAAABAAAAAQAAAA==
</data>
</layer>
<layer name="npc1" width="8" height="8">
<properties>
<property name="npc" value="true"/>
<property name="solid" value="true"/>
</properties>
<data encoding="base64">
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA==
</data>
</layer>
<layer name="npc2" width="8" height="8">
<properties>
<property name="npc" value="true"/>
<property name="solid" value="true"/>
</properties>
<data encoding="base64">
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACwAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA==
</data>
</layer>
<layer name="boss" width="8" height="8">
<properties>
<property name="boss" value="Dragaragataramunam"/>
<property name="hidden" value="true"/>
<property name="solid" value="true"/>
</properties>
<data encoding="base64">
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAABFAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA==
</data>
</layer>
<layer name="solidobs" width="8" height="8">
<properties>
<property name="solid" value="true"/>
</properties>
<data encoding="base64">
BwAAAAYAAAAGAAAABgAAAAYAAAAGAAAABgAAAAgAAAAEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAABQAAAAQAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAFAAAABAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAUAAAAEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAABQAAAAQAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAFAAAABAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAUAAAAGAAAABgAAAAYAAAAGAAAABgAAAAYAAAAGAAAABgAAAA==
</data>
</layer>
<layer name="playerspawn" width="8" height="8">
<properties>
<property name="hidden" value="true"/>
<property name="playerspawn" value="true"/>
</properties>
<data encoding="base64">
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAQgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA==
</data>
</layer>
</map>
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101 changes: 101 additions & 0 deletions core/src/uk/org/ulcompsoc/tesseract/MusicManager.java
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package uk.org.ulcompsoc.tesseract;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.audio.Music;
import com.badlogic.gdx.utils.Disposable;
import com.badlogic.gdx.utils.GdxRuntimeException;

/**
* @author Ashley Davis (SgtCoDFish)
*/
public class MusicManager implements Disposable {
public static final float DEFAULT_VOLUME = 0.75f;
public final Music[] loadedMusic;

private int playingIndex = -1;
private boolean isPaused = false;

private float fadeDuration = -1.0f;
private float remainingFadeTime = -1.0f;

public MusicManager(String[] files) {
Music[] temp = new Music[files.length];

for (int i = 0; i < files.length; i++) {
temp[i] = Gdx.audio.newMusic(Gdx.files.internal(files[i]));
temp[i].setLooping(true);
temp[i].setVolume(DEFAULT_VOLUME);
}

loadedMusic = temp;
}

public void play(int index) {
Gdx.app.debug("PLAY", "");
if (playingIndex != -1) {
loadedMusic[playingIndex].stop();
}

if (index < 0) {
throw new GdxRuntimeException("Invalid index in MusicManager.play");
} else if (index >= loadedMusic.length) {
index = index % loadedMusic.length;
}

loadedMusic[index].setVolume(DEFAULT_VOLUME);
loadedMusic[index].play();
playingIndex = index;
}

public void pause() {
if (playingIndex == -1) {
return;
}

isPaused = true;
loadedMusic[playingIndex].pause();
}

public void stop() {
if (playingIndex == -1) {
return;
}

loadedMusic[playingIndex].stop();
playingIndex = -1;
isPaused = false;
}

/**
* Fades the currently playing song over duration seconds.
*
* @param duration
* The duration of the fade.
*/
public void fadeOut(float duration) {
fadeDuration = duration;
remainingFadeTime = fadeDuration;
}

public void update(float deltaTime) {
if (fadeDuration >= 0.0f) {
remainingFadeTime -= deltaTime;

if (remainingFadeTime <= 0.0f) {
Gdx.app.debug("FADE_COMPLETE", "");
fadeDuration = -1.0f;
remainingFadeTime = -1.0f;
loadedMusic[playingIndex].setVolume(DEFAULT_VOLUME);
} else {
loadedMusic[playingIndex].setVolume(Math.min(DEFAULT_VOLUME, remainingFadeTime / fadeDuration));
}
}
}

@Override
public void dispose() {
for (Music m : loadedMusic) {
m.dispose();
}
}
}
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