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#Ignores Sublime Text's Project | ||
*.sublime-project | ||
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#Ignores the binaries | ||
#marvellous/export/ |
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www.marvellous.com.br |
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rilifon.github.io | ||
================= | ||
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Marvellous Site |
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<!DOCTYPE HTML> | ||
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<html> | ||
<head> | ||
<meta charset='UTF-8'> | ||
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<meta name="description" content="Marvellous Soft Game Developer"> | ||
<neta name="keywords" content="marvellous, games, development, psychoball, naomi, zombies, mayhem"> | ||
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<title>Marvellous Softwares</title> | ||
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<link rel="shortcut icon" href="marvellous/assets/images/icon.ico"> | ||
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<style> | ||
body { | ||
background-color: #608FBD; | ||
} | ||
</style> | ||
</head> | ||
|
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<script> | ||
(function(i,s,o,g,r,a,m){i['GoogleAnalyticsObject']=r;i[r]=i[r]||function(){ | ||
(i[r].q=i[r].q||[]).push(arguments)},i[r].l=1*new Date();a=s.createElement(o), | ||
m=s.getElementsByTagName(o)[0];a.async=1;a.src=g;m.parentNode.insertBefore(a,m) | ||
})(window,document,'script','//www.google-analytics.com/analytics.js','ga'); | ||
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ga('create', 'UA-48072734-2', 'marvellous.com.br'); | ||
ga('send', 'pageview'); | ||
</script> | ||
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<body> | ||
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<!--<object type="application/x-shockwave-flash" data="marvellous/bin/marvellous.swf" | ||
width="100%" height="1080" border="0"> | ||
<param name="movie" value="marvellous/bin/marvellous.swf"/> | ||
<param name="quality" value="high"/> | ||
</object>--> | ||
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<object type="application/x-shockwave-flash" data="marvellous/export/flash/bin/marvellous.swf" | ||
width="100%" height="2160" border="0"> | ||
<param name="movie" value="marvellous/export/flash/bin/marvellous.swf"/> | ||
<param name="quality" value="high"/> | ||
</object> | ||
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<!-- | ||
<div align="center"> | ||
<img src="marvellous/assets/images/construction.jpg" alt="What a bummer! Site under construction!"> | ||
<h1>Meanwhile, why not check our games at <a href="http://uspgamedev.org/">http://uspgamedev.org/</a>?</h1> | ||
</div> | ||
--> | ||
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</body> | ||
</html> |
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<!DOCTYPE HTML> | ||
|
||
<html> | ||
<head> | ||
<meta charset='UTF-8'> | ||
|
||
<meta name="description" content="Marvellous Soft Game Developer"> | ||
<neta name="keywords" content="marvellous, games, development, psychoball, naomi, zombies, mayhem"> | ||
|
||
<title>Marvellous Softwares</title> | ||
|
||
<link rel="shortcut icon" href="marvellous/assets/images/icon.ico"> | ||
|
||
<style> | ||
body { | ||
background-color: #608FBD; | ||
} | ||
</style> | ||
</head> | ||
|
||
<script> | ||
(function(i,s,o,g,r,a,m){i['GoogleAnalyticsObject']=r;i[r]=i[r]||function(){ | ||
(i[r].q=i[r].q||[]).push(arguments)},i[r].l=1*new Date();a=s.createElement(o), | ||
m=s.getElementsByTagName(o)[0];a.async=1;a.src=g;m.parentNode.insertBefore(a,m) | ||
})(window,document,'script','//www.google-analytics.com/analytics.js','ga'); | ||
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ga('create', 'UA-48072734-2', 'marvellous.com.br'); | ||
ga('send', 'pageview'); | ||
</script> | ||
|
||
<body> | ||
|
||
<object type="application/x-shockwave-flash" data="marvellous/bin/marvellous.swf" | ||
width="100%" height="1080" border="0"> | ||
<param name="movie" value="marvellous/bin/marvellous.swf"/> | ||
<param name="quality" value="high"/> | ||
</object> | ||
|
||
<!--<object type="application/x-shockwave-flash" data="marvellous/export/flash/bin/marvellous.swf" | ||
width="100%" height="2160" border="0"> | ||
<param name="movie" value="marvellous/export/flash/bin/marvellous.swf"/> | ||
<param name="quality" value="high"/> | ||
</object>--> | ||
|
||
<!-- | ||
<div align="center"> | ||
<img src="marvellous/assets/images/construction.jpg" alt="What a bummer! Site under construction!"> | ||
<h1>Meanwhile, why not check our games at <a href="http://uspgamedev.org/">http://uspgamedev.org/</a>?</h1> | ||
</div> | ||
--> | ||
|
||
|
||
</body> | ||
</html> |
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<?xml version="1.0" encoding="utf-8"?> | ||
<project> | ||
<!------------------------------APPLICATION SETTINGS----------------------------> | ||
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<app title="marvellous" file="marvellous" main="Main" version="0.0.1" company="HaxeFlixel" /> | ||
|
||
<!--The flixel preloader is not accurate in Chrome. You can use it regularly if you embed the swf into a html file, or you can set the actual size of your file manually at "Flxpreloader-onUpdate-bytesTotal"!--> | ||
<app preloader="flixel.system.FlxPreloader" /> | ||
|
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<!--The swf version should be at least 11.2 without FLX_NO_MOUSE_ADVANCED --> | ||
<set name="SWF_VERSION" value="11.2" /> | ||
|
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<!--------------------------------WINDOW SETTINGS-------------------------------> | ||
|
||
<!--These window settings apply to all targets--> | ||
<window width="640" height="480" fps="60" background="#000000" hardware="true" vsync="true" /> | ||
|
||
<!--Web-specific--> | ||
<window if="web" orientation="portrait" /> | ||
|
||
<!--Desktop-specific--> | ||
<window if="desktop" orientation="landscape" fullscreen="false" resizable="true" /> | ||
|
||
<!--Mobile-specific--> | ||
<window if="mobile" orientation="landscape" fullscreen="true" width="0" height="0" /> | ||
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<!--------------------------------PATHS SETTINGS--------------------------------> | ||
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<set name="BUILD_DIR" value="export" /> | ||
<classpath name="source" /> | ||
|
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<!--You can use rename="newName" to shorten the paths to individual subdirectories!--> | ||
<assets path="assets" /> | ||
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<!--------------------------------LIBRARIES-------------------------------------> | ||
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<haxelib name="openfl" /> | ||
<haxelib name="flixel"/> | ||
|
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<!--In case you want to use the addons package--> | ||
<!--<haxelib name="flixel-addons" />--> | ||
|
||
<!--In case you want to use the ui package--> | ||
<!--<haxelib name="flixel-ui"/>--> | ||
|
||
<!--In case you want to use nape with flixel--> | ||
<!--<haxelib name="nape" />--> | ||
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<!---------------------------------HAXEDEFINES----------------------------------> | ||
|
||
<!--Enable this for nape release builds for a serious peformance improvement--> | ||
<!--<haxedef name="NAPE_RELEASE_BUILD" />--> | ||
|
||
<!--Enable the flixel core recording system--> | ||
<!--<haxedef name="FLX_RECORD" />--> | ||
|
||
<!--Disable the right and middle mouse buttons--> | ||
<!--<haxedef name="FLX_NO_MOUSE_ADVANCED" />--> | ||
|
||
<!--Disable the Native cursor api for Flash target--> | ||
<!-- <haxedef name="FLX_NO_NATIVE_CURSOR" /> --> | ||
|
||
<!--Optimise inputs, be careful you will get null errors if you don't use conditionals in your game--> | ||
<!--<haxedef name="FLX_NO_MOUSE" if="mobile" />--> | ||
<!--<haxedef name="FLX_NO_KEYBOARD" if="mobile" />--> | ||
<!--<haxedef name="FLX_NO_TOUCH" if="desktop" />--> | ||
<!--<haxedef name="FLX_NO_GAMEPAD" />--> | ||
|
||
<!--Disable the Flixel core sound tray--> | ||
<!--<haxedef name="FLX_NO_SOUND_TRAY" />--> | ||
|
||
<!--Disable the Flixel sound management code--> | ||
<!--<haxedef name="FLX_NO_SOUND_SYSTEM" />--> | ||
|
||
<!--Disable the Flixel core focus lost screen--> | ||
<!--<haxedef name="FLX_NO_FOCUS_LOST_SCREEN" />--> | ||
|
||
<!--Disable the Flixel core debugger. Automatically gets set whenever you compile in release mode!--> | ||
<haxedef name="FLX_NO_DEBUG" unless="debug" /> | ||
</project> |
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The development of model checking is an unproven quandary. Such a claim might seem counterintuitive but rarely conflicts with the need to provide flip-flop gates to cyberinformaticians. Given the current status of cooperative information, information theorists clearly desire the synthesis of simulated annealing, which embodies the practical principles of empathic electrical engineering. In this position paper, we disconfirm not only that courseware and lambda calculus [7] are never incompatible, but that the same is true for RPCs. | ||
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Telephony must work. To put this in perspective, consider the fact that seminal analysts mostly use SMPs to realize this objective. Next, for example, many frameworks study IPv7. Thusly, atomic communication and Bayesian archetypes collude in order to realize the synthesis of wide-area networks. | ||
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Unfortunately, this method is fraught with difficulty, largely due to cache coherence. We emphasize that our approach is Turing complete. Furthermore, indeed, DHTs and compilers have a long history of cooperating in this manner. Even though such a claim at first glance seems perverse, it always conflicts with the need to provide model checking to leading analysts. Along these same lines, this is a direct result of the emulation of public-private key pairs. Therefore, we see no reason not to use highly-available symmetries to enable 802.11b. | ||
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Our focus in our research is not on whether the well-known amphibious algorithm for the emulation of local-area networks by Miller [17] is optimal, but rather on exploring a novel algorithm for the emulation of superpages (Cloke). While conventional wisdom states that this quandary is usually overcame by the evaluation of active networks, we believe that a different approach is necessary. Existing extensible and authenticated algorithms use amphibious algorithms to emulate psychoacoustic archetypes. Contrarily, the simulation of Markov models might not be the panacea that systems engineers expected. Similarly, we allow IPv6 to provide virtual epistemologies without the understanding of linked lists [7]. While similar methodologies construct certifiable models, we realize this mission without analyzing cache coherence. | ||
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In our research, we make three main contributions. For starters, we use symbiotic symmetries to verify that public-private key pairs and scatter/gather I/O can cooperate to answer this issue. We consider how forward-error correction can be applied to the synthesis of journaling file systems. Continuing with this rationale, we describe a large-scale tool for enabling simulated annealing (Cloke), validating that Web services can be made signed, random, and ambimorphic. | ||
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The rest of the paper proceeds as follows. We motivate the need for model checking. Furthermore, to surmount this challenge, we show that write-back caches can be made decentralized, classical, and game-theoretic. We validate the emulation of RAID. On a similar note, we demonstrate the visualization of Markov models. As a result, we conclude. |
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---|---|---|
@@ -0,0 +1,150 @@ | ||
#if (!macro || !haxe3) | ||
#if (nme || openfl) | ||
|
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import Main; | ||
import flash.display.DisplayObject; | ||
import openfl.Assets; | ||
import flash.events.Event; | ||
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class ApplicationMain { | ||
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static var mPreloader:flixel.system.FlxPreloader; | ||
|
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public static function main() { | ||
|
||
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||
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var call_real = true; | ||
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//nme.Lib.setPackage("HaxeFlixel", "marvellous", "com.example.myapp", "0.0.1"); | ||
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var loaded:Int = flash.Lib.current.loaderInfo.bytesLoaded; | ||
var total:Int = flash.Lib.current.loaderInfo.bytesTotal; | ||
|
||
flash.Lib.current.stage.align = flash.display.StageAlign.TOP_LEFT; | ||
flash.Lib.current.stage.scaleMode = flash.display.StageScaleMode.NO_SCALE; | ||
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if (loaded < total || true) /* Always wait for event */ { | ||
call_real = false; | ||
mPreloader = new flixel.system.FlxPreloader(); | ||
flash.Lib.current.addChild(mPreloader); | ||
mPreloader.onInit(); | ||
mPreloader.onUpdate(loaded,total); | ||
flash.Lib.current.addEventListener(flash.events.Event.ENTER_FRAME, onEnter); | ||
} | ||
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if (call_real) | ||
begin(); | ||
} | ||
|
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private static function begin() { | ||
var hasMain = false; | ||
|
||
for (methodName in Type.getClassFields(Main)) | ||
{ | ||
if (methodName == "main") | ||
{ | ||
hasMain = true; | ||
break; | ||
} | ||
} | ||
|
||
if (hasMain) | ||
{ | ||
Reflect.callMethod(Main, Reflect.field (Main, "main"), []); | ||
} | ||
else | ||
{ | ||
var instance = Type.createInstance(DocumentClass, []); | ||
if (Std.is(instance, flash.display.DisplayObject)) { | ||
flash.Lib.current.addChild(cast instance); | ||
} | ||
} | ||
} | ||
|
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static function onEnter(_) { | ||
var loaded = flash.Lib.current.loaderInfo.bytesLoaded; | ||
var total = flash.Lib.current.loaderInfo.bytesTotal; | ||
mPreloader.onUpdate(loaded,total); | ||
|
||
if (loaded >= total) { | ||
flash.Lib.current.removeEventListener(flash.events.Event.ENTER_FRAME, onEnter); | ||
mPreloader.addEventListener (Event.COMPLETE, preloader_onComplete); | ||
mPreloader.onLoaded(); | ||
} | ||
} | ||
|
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private static function preloader_onComplete(event:Event):Void { | ||
mPreloader.removeEventListener (Event.COMPLETE, preloader_onComplete); | ||
flash.Lib.current.removeChild(mPreloader); | ||
mPreloader = null; | ||
begin(); | ||
} | ||
} | ||
|
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#else | ||
|
||
import Main; | ||
|
||
class ApplicationMain { | ||
|
||
public static function main() { | ||
|
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var hasMain = false; | ||
|
||
for (methodName in Type.getClassFields(Main)) | ||
{ | ||
if (methodName == "main") | ||
{ | ||
hasMain = true; | ||
break; | ||
} | ||
} | ||
|
||
if (hasMain) | ||
{ | ||
Reflect.callMethod(Main, Reflect.field (Main, "main"), []); | ||
} | ||
else | ||
{ | ||
var instance = Type.createInstance(DocumentClass, []); | ||
if (Std.is(instance, flash.display.DisplayObject)) { | ||
flash.Lib.current.addChild(cast instance); | ||
} | ||
} | ||
} | ||
} | ||
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#end | ||
|
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#if haxe3 @:build(DocumentClass.build()) #end | ||
class DocumentClass extends Main { } | ||
|
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#else | ||
|
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import haxe.macro.Context; | ||
import haxe.macro.Expr; | ||
|
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class DocumentClass { | ||
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macro public static function build ():Array<Field> { | ||
var classType = Context.getLocalClass().get(); | ||
var searchTypes = classType; | ||
while (searchTypes.superClass != null) { | ||
if (searchTypes.pack.length == 2 && searchTypes.pack[1] == "display" && searchTypes.name == "DisplayObject") { | ||
var fields = Context.getBuildFields(); | ||
var method = macro { | ||
return flash.Lib.current.stage; | ||
} | ||
fields.push ({ name: "get_stage", access: [ APrivate ], meta: [ { name: ":getter", params: [ macro stage ], pos: Context.currentPos() } ], kind: FFun({ args: [], expr: method, params: [], ret: macro :flash.display.Stage }), pos: Context.currentPos() }); | ||
return fields; | ||
} | ||
searchTypes = searchTypes.superClass.t.get(); | ||
} | ||
return null; | ||
} | ||
|
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} | ||
#end |
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