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.squot-materialize

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],
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#encoding : @4
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},
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SquotCypressMapper {
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#package : MCPackage {
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#name : 'BaselineOfGameMecha'
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},
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#path : FSAbsolutePath [
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'src'
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]
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},
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SquotCypressMapper {
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#package : MCPackage {
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#name : 'GameMecha-DemoGame'
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},
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#path : @9
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},
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SquotBlobMapper {
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#path : FSAbsolutePath [
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'testMapFile.morph'
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],
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#encoding : @4
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},
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SquotCypressMapper {
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#package : MCPackage {
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#name : 'GameMecha-Collisions'
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},
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#path : @9
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},
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SquotPlaintextMapper {
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#path : FSAbsolutePath [
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'testingResources',
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],
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#encoding : @4
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},
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SquotCypressMapper {
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#package : MCPackage {
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#name : 'GameMecha-KeyHandling'
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},
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#path : @9
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},
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SquotSoundMapper {
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#path : FSAbsolutePath [
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'testingResources',
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'squeak.wav'
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],
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#encoding : 'WAV'
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},
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SquotTonelMapper {
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#package : MCPackage {
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#name : 'GameMecha-ResourceLoading'
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},
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#path : FSAbsolutePath [
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'src'
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]
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},
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SquotPlaintextMapper {
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#path : FSAbsolutePath [
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'.smalltalk.ston'
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],
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#encoding : 'TXT'
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},
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SquotTonelMapper {
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#package : MCPackage {
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#name : 'GameMecha-Examples'
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},
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#path : @19
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},
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SquotImageMapper {
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#path : FSAbsolutePath [
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'GMTEIcons',
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],
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#encoding : 'TXT'
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},
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SquotTonelMapper {
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#package : MCPackage {
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#name : 'GameMecha-Collisions'
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},
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#path : @19
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},
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SquotPlaintextMapper {
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#path : FSAbsolutePath [
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'LICENSE'
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],
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#encoding : @4
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},
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SquotTonelMapper {
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SquotCypressMapper {
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#package : MCPackage {
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#name : 'GameMecha-KeyHandling'
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#name : 'GameMecha-Test'
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},
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#path : @19
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#path : @9
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},
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SquotTonelMapper {
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SquotCypressMapper {
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#package : MCPackage {
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#name : 'GameMecha-TileEditor'
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#name : 'GameMecha-Examples'
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},
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#path : @19
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#path : @9
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},
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SquotImageMapper {
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#path : FSAbsolutePath [
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SquotImageMapper {
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#path : FSAbsolutePath [
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'GMTEIcons',
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'up.png'
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'redo.png'
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],
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#encoding : @4
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},
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SquotImageMapper {
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#path : FSAbsolutePath [
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'GMTEIcons',
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'redo.png'
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'up.png'
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],
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#encoding : @4
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},
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],
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#encoding : @4
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},
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SquotCypressMapper {
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#package : MCPackage {
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#name : 'GameMecha-ResourceLoading'
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},
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#path : @9
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},
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SquotBlobMapper {
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#path : FSAbsolutePath [
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'map.morph'
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],
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#encoding : @4
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},
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SquotTonelMapper {
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#package : MCPackage {
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#name : 'GameMecha-Test'
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},
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#path : @19
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},
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SquotPlaintextMapper {
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#path : FSAbsolutePath [
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'.squot'
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],
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#encoding : @4
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},
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SquotTonelMapper {
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#package : MCPackage {
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#name : 'BaselineOfGameMecha'
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},
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#path : @19
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},
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SquotImageMapper {
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#path : FSAbsolutePath [
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'GMTEIcons',
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'merge.png'
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],
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#encoding : @4
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},
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SquotTonelMapper {
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SquotCypressMapper {
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#package : MCPackage {
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#name : 'GameMecha-DemoGame'
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#name : 'GameMecha-TileEditor'
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},
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#path : @19
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#path : @9
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}
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]
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{
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"noMethodMetaData" : true,
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"separateMethodMetaAndSource" : false,
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"useCypressPropertiesFile" : true }

src/BaselineOfGameMecha.package/BaselineOfGameMecha.class/README.md

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Class {
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#name : #BaselineOfGameMecha,
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#superclass : #BaselineOf,
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#category : #BaselineOfGameMecha
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}
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{
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#category : #baseline,
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#'squeak_changestamp' : 'ek 9/13/2024 16:07'
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}
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BaselineOfGameMecha >> baseline: spec [
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baseline
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baseline: spec
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<baseline>
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spec
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for: #'common'
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group: 'core' with: #('GameMecha-ResourceLoading' 'GameMecha-Collisions' 'GameMecha-KeyHandling' 'GameMecha-TileEditor');
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group: 'examples' with: #('GameMecha-Examples' 'GameMecha-DemoGame');
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group: 'test' with: #('GM-Test');
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yourself]
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]
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yourself]
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{
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"class" : {
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},
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"instance" : {
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"baseline:" : "ek 9/13/2024 16:07" } }
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{
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"category" : "BaselineOfGameMecha",
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"classinstvars" : [
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],
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"classvars" : [
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],
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"commentStamp" : "",
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"instvars" : [
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],
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"name" : "BaselineOfGameMecha",
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"pools" : [
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],
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"super" : "BaselineOf",
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"type" : "normal" }
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SystemOrganization addCategory: #BaselineOfGameMecha!

src/BaselineOfGameMecha.package/monticello.meta/initializers.st

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{
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}

src/BaselineOfGameMecha/package.st

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This file was deleted.
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{
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"noMethodMetaData" : true,
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"separateMethodMetaAndSource" : false,
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"useCypressPropertiesFile" : true }
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A GMCircleCollisionDetectionShape is a strategy for morphs which want to collide with their circle collision shape.
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It supplies methods for the double dispatch.
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utility
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absDistanceFrom: aPoint to: anotherPoint
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^ (anotherPoint - aPoint) abs
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utility
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circleAt: circlePos mustIntersectRectangleAt: rectanglePos withExtent: rectangleExtent
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^ ((self absDistanceFrom: circlePos to: rectanglePos) x <= (rectangleExtent x / 2) or:
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[(self absDistanceFrom: circlePos to: rectanglePos) y <= (rectangleExtent y / 2)])
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utility
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circleAt: circlePos withRadius: circleRadius canIntersectRectangleAt: rectanglePos withExtent: rectangleExtent
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^ (self absDistanceFrom: circlePos to: rectanglePos) x < (rectangleExtent x / 2 + circleRadius) and:
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[(self absDistanceFrom: circlePos to: rectanglePos) y < (rectangleExtent y / 2 + circleRadius)]
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utility
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circleAt: circlePos withRadius: circleRadius isCollidingWithRectangleAt: rectanglePos withExtent: rectangleExtent
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(self circleAt: circlePos
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withRadius: circleRadius
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canIntersectRectangleAt: rectanglePos
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withExtent: rectangleExtent)
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ifFalse: [^ false].
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(self circleAt: circlePos
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mustIntersectRectangleAt: rectanglePos
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withExtent: rectangleExtent)
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ifTrue: [^ true].
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^ self circleAt: circlePos withRadius: circleRadius isIntersectingRectangleAt: rectanglePos withExtent: rectangleExtent
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utility
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circleAt: circlePos withRadius: circleRadius isIntersectingRectangleAt: rectanglePos withExtent: rectangleExtent
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"Because we calculated circleDistance we can now imagine the rectangle center in 0 @ 0,
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the circle center at circleDistance and the rectangle corner at (aMorph extent)."
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^ ((self absDistanceFrom: circlePos to: rectanglePos) squaredDistanceTo: rectangleExtent / 2) <=
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circleRadius squared
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collision
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isCollidingWith: aMorph
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^ aMorph gmCollisionDetectionShape isCollidingWithCircle: self owner
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collision
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isCollidingWithCircle: aMorph
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^ (self owner center squaredDistanceTo: aMorph center) <
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((self radius + aMorph gmCollisionDetectionShape radius) squared)
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collision
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isCollidingWithRectangle: aMorph
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^ self
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circleAt: self owner center
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withRadius: self radius
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isCollidingWithRectangleAt: aMorph center
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withExtent: aMorph extent
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collision
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isCollidingWithRotatedRectangle: aMorph
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^ aMorph gmCollisionDetectionShape isCollidingWithCircle: self owner
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accessing
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radius
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^ (self owner extent x min: self owner extent y) / 2
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{
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"class" : {
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},
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"instance" : {
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"absDistanceFrom:to:" : "brh 7/25/2018 22:43",
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"circleAt:mustIntersectRectangleAt:withExtent:" : "AZ 7/25/2018 23:01",
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"circleAt:withRadius:canIntersectRectangleAt:withExtent:" : "AZ 7/25/2018 23:02",
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"circleAt:withRadius:isCollidingWithRectangleAt:withExtent:" : "AZ 7/25/2018 23:03",
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"circleAt:withRadius:isIntersectingRectangleAt:withExtent:" : "AZ 7/25/2018 23:03",
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"isCollidingWith:" : "TP 7/10/2018 16:20",
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"isCollidingWithCircle:" : "brh 7/24/2018 20:48",
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"isCollidingWithRectangle:" : "brh 7/25/2018 22:23",
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"isCollidingWithRotatedRectangle:" : "TP 7/10/2018 16:20",
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"radius" : "AZ 7/15/2018 17:09" } }
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{
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"category" : "GameMecha-Collisions",
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"classinstvars" : [
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],
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"classvars" : [
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],
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"commentStamp" : "brh 6/26/2018 21:30",
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"instvars" : [
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],
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"name" : "GMCircleCollisionDetectionShape",
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"pools" : [
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],
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"super" : "GMCollisionDetectionShape",
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"type" : "normal" }
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A GMCollisionDetectionShape is an abstract class which provides an interface for different CollisionDetectionStrategies. Each CollisionDetectionStrategy implements collision detection behavior for a specific shape
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collision
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isCollidingWith: aMorph
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self subclassResponsibility.
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collision
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isCollidingWithCircle: aMorph
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self subclassResponsibility.
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collision
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isCollidingWithRectangle: aMorph
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self subclassResponsibility.
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collision
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isCollidingWithRotatedRectangle: aMorph
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self subclassResponsibility.
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accessing
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owner: anObject
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owner := anObject
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accessing
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owner
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^ owner
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printing
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storeOn: aStream
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self class storeOn: aStream.
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aStream nextPutAll: ' new'.

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