Fix style warnings

This commit is contained in:
Cong
2020-09-15 00:00:19 +10:00
parent a10387a5e3
commit 3d601e583b
12 changed files with 134 additions and 127 deletions

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@@ -1,12 +1,12 @@
![C-Dogs SDL](http://cxong.github.io/cdogs-sdl/images/title.png)
==========
# ![C-Dogs SDL](http://cxong.github.io/cdogs-sdl/images/title.png)
[![Codacy Badge](https://api.codacy.com/project/badge/Grade/6b607b26b4dd43468519e1da6c619384)](https://app.codacy.com/manual/cxong/cdogs-sdl?utm_source=github.com&utm_medium=referral&utm_content=cxong/cdogs-sdl&utm_campaign=Badge_Grade_Dashboard)
[![Build Status](https://travis-ci.org/cxong/cdogs-sdl.svg?branch=master)](https://travis-ci.org/cxong/cdogs-sdl)
[![Build Status (Windows)](https://ci.appveyor.com/api/projects/status/github/cxong/cdogs-sdl?svg=true)](https://ci.appveyor.com/project/cxong/cdogs-sdl)
[![Github All Releases](https://img.shields.io/github/downloads/cxong/cdogs-sdl/total.svg)](https://github.com/cxong/cdogs-sdl/releases)
[![Release](http://img.shields.io/github/release/cxong/cdogs-sdl.svg)](https://github.com/cxong/cdogs-sdl/releases/latest)
## ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/radio.png) Introduction ##
## ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/radio.png) Introduction
C-Dogs SDL is a classic overhead run-and-gun game, supporting up to 4 players
in co-op and deathmatch modes. Customize your player, choose from many weapons,
@@ -17,7 +17,7 @@ Have fun!
For more information about the original C-Dogs read [`original\_readme.txt`](https://raw.githubusercontent.com/cxong/cdogs-sdl/master/doc/original_readme.txt).
## ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/folder.png) What is C-Dogs SDL? ##
## ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/folder.png) What is C-Dogs SDL
![Walk cycle](https://github.com/cxong/cxong.github.io/blob/master/_posts/cdogs_walk_cycle_jones.gif)
@@ -34,7 +34,7 @@ These days the project is maintained by Cong Xu, who along with a few other cont
So what are you waiting for? Download C-Dogs SDL today and have a blast!
## ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/barrel_blue.png) Platforms ##
## ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/barrel_blue.png) Platforms
<a href="https://repology.org/metapackage/cdogs-sdl/versions">
<img src="https://repology.org/badge/vertical-allrepos/cdogs-sdl.svg" alt="Packaging status" align="right">
@@ -45,13 +45,13 @@ See the SDL website - <http://www.libsdl.org> for more about SDL itself.
C-Dogs SDL runs on Linux, \*BSD, Windows, Mac OS X, Pandora and GCW-Zero. There are a few other unsupported and outdated ports too.
## ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/cd.png) Installation ##
## ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/cd.png) Installation
Please use the installers for your platform for installing.
Follow the [getting started wiki](https://github.com/cxong/cdogs-sdl/wiki#getting-started) to build on your platform. You will need the SDL2 development libraries installed.
## ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/barrel_skull.png) License ##
## ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/barrel_skull.png) License
tl;dr: **GPLv2** for code, **CC0/CC-BY/CC-BY-SA** for assets. Significant amounts of **BSD 2-clause** code.
@@ -59,9 +59,9 @@ Code is licensed under GPL version 2, with significant portions under BSD 2-clau
Data is licensed under various free terms, including CC0, CC-BY and CC-BY-SA. [The original C-Dogs data is also under CC-BY](https://raw.githubusercontent.com/cxong/cdogs-sdl/master/doc/README_DATA.md). New data is licensed as CC0 if not specified. You are free to use, modify and redistribute these for any purpose, as long as you follow their licenses.
## ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/circuit.png) Contact ##
## ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/circuit.png) Contact
If you have any questions, comments, bug reports, patches or anything else related to C-Dogs SDL:
- [Raise an issue](https://github.com/cxong/cdogs-sdl/issues)
- Email: Cong <congusbongus@gmail.com>
- Email: Cong <mailto:congusbongus@gmail.com>

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@@ -1 +1 @@
**bullets.json** and **guns.json**: definitions for bullets and guns used in game. See https://github.com/cxong/cdogs-sdl/wiki/Custom-Weapons
**bullets.json** and **guns.json**: definitions for bullets and guns used in game. See <https://github.com/cxong/cdogs-sdl/wiki/Custom-Weapons>

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@@ -10,10 +10,10 @@ This is a simple guide to making sprites that will fit in the style of C-Dogs. C
C-Dogs sprites are:
- Pixel art
- Somewhat limited palette
- Lit from the top-left, with a secondary light from the bottom-left
- Some objects, like pickups, cast a 1px full black shadow along its bottom-right
- Pixel art
- Somewhat limited palette
- Lit from the top-left, with a secondary light from the bottom-left
- Some objects, like pickups, cast a 1px full black shadow along its bottom-right
### Colours
@@ -22,17 +22,17 @@ Try to use the limited palette that original C-Dogs uses. Not all current sprite
![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/palette.png)
If you use GIMP, you can also import this palette using
- Windows > Palettes
- Right click the list > Import Palette... > find palette.png
- Open an image you want to palettise
- Image > Mode > Indexed... > Use custom palette > select the imported C-Dogs palette
- Windows > Palettes
- Right click the list > Import Palette... > find palette.png
- Open an image you want to palettise
- Image > Mode > Indexed... > Use custom palette > select the imported C-Dogs palette
### Lighting
The primary light is from the top-left. This means that:
- Top and left edges are brightest
- The top surface is brighter than the front surface
- Top and left edges are brightest
- The top surface is brighter than the front surface
Take these examples:

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@@ -1,13 +1,14 @@
- Rows are:
- Groups of 5 rows: unarmed/armed
- First row of group: idle
- Next 4 rows of group: walking
- Columns are directions
- Colors are:
- Red (0 hue): skin
- Green (120 hue): hair
- Blue (240 hue): arms
- Yellow (60 hue): body
- Cyan (180 hue): legs
- Magenta (300 hue): feet
- Any other shade: as is (recommend R, G, and B between 5 and 250)
- Rows are:
- Groups of 5 rows: unarmed/armed
- First row of group: idle
- Next 4 rows of group: walking
- Columns are directions
- Colors are:
- Red (0 hue): skin
- Green (120 hue): hair
- Blue (240 hue): arms
- Yellow (60 hue): body
- Cyan (180 hue): legs
- Magenta (300 hue): feet
- Any other shade: as is (recommend R, G, and B between 5 and 250)

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@@ -49,15 +49,15 @@ do
then
collections=$collections,hand_right
fi
$BLENDER -b $INFILE -P render.py -- $collections $action $frames $part
"$BLENDER" -b "$INFILE" -P render.py -- "$collections" "$action" "$frames" "$part"
DIMENSIONS=`identify -format "%wx%h" out/${part}_${action}_0_00.png`
DIMENSIONS=`identify -format "%wx%h" "out/${part}_${action}_0_00.png"`
OUTFILE=$1/${part}_${action}_${DIMENSIONS}.png
rm $OUTFILE
montage -geometry +0+0 -background none -tile x8 out/${part}_${action}_*.png -channel A tmpimage
convert tmpimage -dither None -colors 32 -level 25%,60% $OUTFILE
rm "$OUTFILE"
montage -geometry +0+0 -background none -tile x8 "out/${part}_${action}_*.png" -channel A tmpimage
convert tmpimage -dither None -colors 32 -level 25%,60% "$OUTFILE"
rm tmpimage
chmod 644 $OUTFILE
chmod 644 "$OUTFILE"
echo "Created $OUTFILE"
done
done

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@@ -1,10 +1,10 @@
- Rows are:
- First row: normal
- Second row: when shooting
- Colors are:
- Red (0 hue): skin
- Green (120 hue): hair
- Any other shade: as is (recommend R, G, and B between 5 and 250)
- Head will be rendered centered, but the base of the head when looking up
should appear 3 pixels below the center
- Note: head height must be even otherwise they will be offset by 1px (this is a bug)
- Rows are:
- First row: normal
- Second row: when shooting
- Colors are:
- Red (0 hue): skin
- Green (120 hue): hair
- Any other shade: as is (recommend R, G, and B between 5 and 250)
- Head will be rendered centered, but the base of the head when looking up
should appear 3 pixels below the center
- Note: head height must be even otherwise they will be offset by 1px (this is a bug)

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@@ -29,27 +29,27 @@ do
frames=$idle_frames
fi
layers=$i
$BLENDER -b $INFILE -P render.py -- $layers $action $frames $part
"$BLENDER" -b "$INFILE" -P render.py -- "$layers" "$action" "$frames" "$part"
for (( j=0; j<8; j++ ))
do
# Face not looking down needs to be shifted down a pixel
if [ $j -ge 3 -a $j -le 5 ]
if [ "$j" -ge 3 -a "$j" -le 5 ]
then
:
else
convert out/${part}_${action}_${j}_00.png -page +0+1 -background none -flatten tmpimage
mv tmpimage out/${part}_${action}_${j}_00.png
convert "out/${part}_${action}_${j}_00.png" -page +0+1 -background none -flatten tmpimage
mv tmpimage "out/${part}_${action}_${j}_00.png"
fi
done
DIMENSIONS=`identify -format "%wx%h" out/${part}_${action}_0_00.png`
DIMENSIONS=`identify -format "%wx%h" "out/${part}_${action}_0_00.png"`
done
OUTFILE=$1_${DIMENSIONS}.png
rm $OUTFILE
montage -geometry +0+0 -background none -tile 8x out/${part}_idle_*.png out/${part}_firing_*.png -channel A tmpimage
convert tmpimage -dither None -colors 32 -level 25%,60% $OUTFILE
rm "$OUTFILE"
montage -geometry +0+0 -background none -tile 8x "out/${part}_idle_*.png" "out/${part}_firing_*.png" -channel A tmpimage
convert tmpimage -dither None -colors 32 -level 25%,60% "$OUTFILE"
rm tmpimage
chmod 644 $OUTFILE
chmod 644 "$OUTFILE"
echo "Created $OUTFILE"
done

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@@ -11,8 +11,11 @@ Door sprites are generated via imagemagick by compositing several base sprites.
### Door sprites
- ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/normal_h.png) normal_h = ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/open_h.png) open_h + ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/base/h.png) h + ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/base/left.png) left + ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/base/right.png) right
- ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/normal_left.png)![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/normal_hmid.png)![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/normal_right.png) normal_left + normal_hmid normal_right
- ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/normal_v.png) normal_v = ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/base/v.png) v + ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/base/top.png) top + ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/base/bottom.png) bottom
- ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/normal_top.png) normal_top
![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/normal_vmid.png) normal_vmid
![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/normal_bottom.png) normal_bottom
@@ -22,8 +25,11 @@ Door sprites are generated via imagemagick by compositing several base sprites.
Colors: ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/yellow_h.png) yellow ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/green_h.png) green ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/blue_h.png) blue ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/red_h.png) red
- ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/yellow_h.png) key_h = ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/normal_h.png) normal_h + ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/base/key/yellow_h.png) key_h + ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/base/key/yellow_left.png) key_left + ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/base/key/yellow_right.png) key_right
- ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/yellow_left.png) ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/yellow_hmid.png) ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/yellow_right.png) key_left + key_hmid + key_right
- ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/yellow_v.png) key_v = ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/normal_v.png) normal_v + ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/base/key/yellow_v.png) key_v + ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/base/key/yellow_top.png) key_top + ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/base/key/yellow_bottom.png) key_bottom
- ![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/yellow_top.png) key_top
![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/yellow_vmid.png) key_vmid
![](https://github.com/cxong/cdogs-sdl/blob/master/graphics/door/blast/yellow_bottom.png) key_bottom

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@@ -16,69 +16,69 @@ done
# Generate door bases
# normal_h = open_h + h + left + right
convert $1/base/open_h.png -background none -gravity South -extent 16x21 \
$1/base/h.png -geometry +0+0 -composite \
$1/base/left.png -geometry +0+0 -composite \
$1/base/right.png -geometry +0+0 -composite \
$1/normal_h.png
convert $1/base/open_h.png -background none -gravity South -extent 16x21 \
$1/base/h.png -geometry +0+0 -composite \
$1/base/left.png -geometry +0+0 -composite \
$1/normal_left.png
convert $1/base/open_h.png -background none -gravity South -extent 16x21 \
$1/base/h.png -geometry +0+0 -composite \
$1/normal_hmid.png
convert $1/base/open_h.png -background none -gravity South -extent 16x21 \
$1/base/h.png -geometry +0+0 -composite \
$1/base/right.png -geometry +0+0 -composite \
$1/normal_right.png
convert "$1/base/open_h.png" -background none -gravity South -extent 16x21 \
"$1/base/h.png" -geometry +0+0 -composite \
"$1/base/left.png" -geometry +0+0 -composite \
"$1/base/right.png" -geometry +0+0 -composite \
"$1/normal_h.png"
convert "$1/base/open_h.png" -background none -gravity South -extent 16x21 \
"$1/base/h.png" -geometry +0+0 -composite \
"$1/base/left.png" -geometry +0+0 -composite \
"$1/normal_left.png"
convert "$1/base/open_h.png" -background none -gravity South -extent 16x21 \
"$1/base/h.png" -geometry +0+0 -composite \
"$1/normal_hmid.png"
convert "$1/base/open_h.png" -background none -gravity South -extent 16x21 \
"$1/base/h.png" -geometry +0+0 -composite \
"$1/base/right.png" -geometry +0+0 -composite \
"$1/normal_right.png"
# normal_v = v + top + bottom
convert $1/base/v.png \
$1/base/top.png -geometry +0+0 -composite \
$1/base/bottom.png -geometry +0+0 -composite \
$1/normal_v.png
convert $1/base/v.png \
$1/base/top.png -geometry +0+0 -composite \
$1/normal_top.png
cp $1/base/v.png $1/normal_vmid.png
convert $1/base/v.png \
$1/base/bottom.png -geometry +0+0 -composite \
$1/normal_bottom.png
convert "$1/base/v.png" \
"$1/base/top.png" -geometry +0+0 -composite \
"$1/base/bottom.png" -geometry +0+0 -composite \
"$1/normal_v.png"
convert "$1/base/v.png" \
"$1/base/top.png" -geometry +0+0 -composite \
"$1/normal_top.png"
cp "$1/base/v.png" "$1/normal_vmid.png"
convert "$1/base/v.png" \
"$1/base/bottom.png" -geometry +0+0 -composite \
"$1/normal_bottom.png"
# Generate keys
for key in blue green red yellow; do
# key_h = normal_h + key_h + key_left + key_right
convert $1/normal_h.png \
$1/base/key/${key}_h.png -geometry +0+0 -composite \
$1/base/key/${key}_left.png -geometry +0+0 -composite \
$1/base/key/${key}_right.png -geometry +0+0 -composite \
$1/${key}_h.png
convert $1/normal_left.png \
$1/base/key/${key}_h.png -geometry +0+0 -composite \
$1/base/key/${key}_left.png -geometry +0+0 -composite \
$1/${key}_left.png
convert $1/normal_hmid.png \
$1/base/key/${key}_h.png -geometry +0+0 -composite \
$1/${key}_hmid.png
convert $1/normal_right.png \
$1/base/key/${key}_h.png -geometry +0+0 -composite \
$1/base/key/${key}_right.png -geometry +0+0 -composite \
$1/${key}_right.png
convert "$1/normal_h.png" \
"$1/base/key/${key}_h.png" -geometry +0+0 -composite \
"$1/base/key/${key}_left.png" -geometry +0+0 -composite \
"$1/base/key/${key}_right.png" -geometry +0+0 -composite \
"$1/${key}_h.png"
convert "$1/normal_left.png" \
"$1/base/key/${key}_h.png" -geometry +0+0 -composite \
"$1/base/key/${key}_left.png" -geometry +0+0 -composite \
"$1/${key}_left.png"
convert "$1/normal_hmid.png" \
"$1/base/key/${key}_h.png" -geometry +0+0 -composite \
"$1/${key}_hmid.png"
convert "$1/normal_right.png" \
"$1/base/key/${key}_h.png" -geometry +0+0 -composite \
"$1/base/key/${key}_right.png" -geometry +0+0 -composite \
"$1/${key}_right.png"
# key_v = normal_v + key_v + key_top + key_bottom
convert $1/normal_v.png \
$1/base/key/${key}_v.png -geometry +0+0 -composite \
$1/base/key/${key}_top.png -geometry +0+0 -composite \
$1/base/key/${key}_bottom.png -geometry +0+0 -composite \
$1/${key}_v.png
convert $1/normal_top.png \
$1/base/key/${key}_v.png -geometry +0+0 -composite \
$1/base/key/${key}_top.png -geometry +0+0 -composite \
$1/${key}_top.png
convert $1/normal_vmid.png \
$1/base/key/${key}_v.png -geometry +0+0 -composite \
$1/${key}_vmid.png
convert $1/normal_bottom.png \
$1/base/key/${key}_v.png -geometry +0+0 -composite \
$1/base/key/${key}_bottom.png -geometry +0+0 -composite \
$1/${key}_bottom.png
convert "$1/normal_v.png" \
"$1/base/key/${key}_v.png" -geometry +0+0 -composite \
"$1/base/key/${key}_top.png" -geometry +0+0 -composite \
"$1/base/key/${key}_bottom.png" -geometry +0+0 -composite \
"$1/${key}_v.png"
convert "$1/normal_top.png" \
"$1/base/key/${key}_v.png" -geometry +0+0 -composite \
"$1/base/key/${key}_top.png" -geometry +0+0 -composite \
"$1/${key}_top.png"
convert "$1/normal_vmid.png" \
"$1/base/key/${key}_v.png" -geometry +0+0 -composite \
"$1/${key}_vmid.png"
convert "$1/normal_bottom.png" \
"$1/base/key/${key}_v.png" -geometry +0+0 -composite \
"$1/base/key/${key}_bottom.png" -geometry +0+0 -composite \
"$1/${key}_bottom.png"
done

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@@ -8,12 +8,12 @@ if [ "$#" -ne 1 ]; then
fi
command='convert $1 -background none -virtual-pixel background'
for i in `seq 45 45 315`; do
for i in $(seq 45 45 315); do
command="$command \\( -clone 0 -filter Point -distort SRT $i \\)"
done
BASENAME=`basename "$1" | cut -d. -f1`
DIMENSIONS=`identify -format "%wx%h" $1`
BASENAME=$(basename "$1" | cut -d. -f1)
DIMENSIONS=$(identify -format "%wx%h" $1)
OUTFILE=${BASENAME}_${DIMENSIONS}.png
command="$command +append -alpha on $OUTFILE"

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@@ -4,5 +4,5 @@
# TODO: force RGB, don't use grayscale
#
for image in *.png; do
convert $image +depth +dither -remap palette.png ${image}
convert "$image" +depth +dither -remap palette.png "$image"
done

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@@ -15,11 +15,11 @@ if [ "$#" -eq 3 ]; then
fi
FILENAME_PREFIX=${1%%0.*}
EXTENSION=${1##*.}
for i in $(seq 1 $2)
for i in $(seq 1 "$2")
do
FILENAME="${FILENAME_PREFIX}$((($i - 1) * 2 + 1)).${EXTENSION}"
SHIFT=$(($SHIFT_RANGE * $i / $2))
sox -G $1 $FILENAME pitch $SHIFT
FILENAME="${FILENAME_PREFIX}$(($i * 2)).${EXTENSION}"
sox -G $1 $FILENAME pitch -$SHIFT
FILENAME="${FILENAME_PREFIX}$(((i - 1) * 2 + 1)).${EXTENSION}"
SHIFT=$((SHIFT_RANGE * i / $2))
sox -G "$1" "$FILENAME" pitch "$SHIFT"
FILENAME="${FILENAME_PREFIX}$((i * 2)).${EXTENSION}"
sox -G "$1" "$FILENAME" pitch "-$SHIFT"
done