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.gitignore

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*.userosscache
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*.sln.docstates
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# DLLs
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*.dll
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# User-specific files (MonoDevelop/Xamarin Studio)
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*.userprefs
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# Python Tools for Visual Studio (PTVS)
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__pycache__/
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*.pyc
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*.pyc
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/SFML-Sprite-Anim/App.config
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/SFML-Sprite-Anim/SFML-Sprite-Anim.csproj
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/SFML-Sprite-Anim.sln

README.md

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# SFML-Sprite-Animation

SFML-Sprite-Anim/Program.cs

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using characters;
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using SFML.Graphics;
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using SFML.System;
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using SFML.Window;
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using SFML_Test.characters;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using System.Windows.Forms;
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namespace SFML_Test
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{
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static class Program
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{
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static void Main()
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{
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// INITIALIZING WINDOW
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RenderWindow renderWindow = new RenderWindow(new VideoMode(800, 600), "www.github.com/kenuux - SFML Learning Purpose - Sprite Movement/Animation", Styles.Close, new ContextSettings(32, 0, 8));
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renderWindow.SetFramerateLimit(60);
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renderWindow.Closed += RenderWindow_Closed;
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// ASSETS CREDITS
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Text assetsBy = new Text("Assets by lionheart963.itch.io", new Font("fonts/PixelFJVerdana12pt.ttf"));
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assetsBy.Scale = new Vector2f(0.35f, 0.35f);
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assetsBy.Position = new Vector2f(30, renderWindow.Size.Y - 30);
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// FPS COUNT LABEL
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Text fpsStats = new Text("FPS: ?", new Font("fonts/PixelFJVerdana12pt.ttf"));
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fpsStats.Scale = new Vector2f(0.35f, 0.35f);
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fpsStats.Position = new Vector2f(30, 30);
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// CHARACTER
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Character bob = new Character("BOB", new IntRect(0, 0, 24, 32), new Vector2f(renderWindow.Size.X / 2, renderWindow.Size.Y / 2 / 2), new Animation[] {
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new Animation("sprites/idle.png", 3, 60, 0, 60, 60, 350f),
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new Animation("sprites/run.png", 5, 60, 0, 60, 60, 100f)
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});
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// BLACK WINDOW
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Color windowColor = new Color(0, 0, 0);
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// CLOCKS
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Clock fpsClock = new Clock();
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Clock deltaTimeClock = new Clock();
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while (renderWindow.IsOpen)
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{
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renderWindow.DispatchEvents();
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// DELTA TIME
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float dt = deltaTimeClock.Restart().AsMilliseconds();
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// CHARACTER
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bob.HandleInput(renderWindow);
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bob.Update(dt);
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renderWindow.Clear(windowColor);
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// FPS COUNT
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float framerate = 1.0f / fpsClock.Restart().AsSeconds();
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fpsStats.DisplayedString = fpsStats.DisplayedString = "FPS: " + Math.Round(framerate).ToString();
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// DRAWING
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bob.Draw(renderWindow);
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renderWindow.Draw(assetsBy);
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renderWindow.Draw(fpsStats);
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renderWindow.Display();
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}
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}
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private static void RenderWindow_Closed(object sender, EventArgs e)
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{
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RenderWindow window = (RenderWindow) sender;
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window.Close();
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}
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}
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}
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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// Allgemeine Informationen über eine Assembly werden über die folgenden
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// Attribute gesteuert. Ändern Sie diese Attributwerte, um die Informationen zu ändern,
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// die einer Assembly zugeordnet sind.
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[assembly: AssemblyTitle("SFML-Test")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("")]
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[assembly: AssemblyProduct("SFML-Test")]
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[assembly: AssemblyCopyright("Copyright © 2019")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// Durch Festlegen von ComVisible auf FALSE werden die Typen in dieser Assembly
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// für COM-Komponenten unsichtbar. Wenn Sie auf einen Typ in dieser Assembly von
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// COM aus zugreifen müssen, sollten Sie das ComVisible-Attribut für diesen Typ auf "True" festlegen.
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[assembly: ComVisible(false)]
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// Die folgende GUID bestimmt die ID der Typbibliothek, wenn dieses Projekt für COM verfügbar gemacht wird
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[assembly: Guid("ff07d384-7177-4323-9df6-23ecc1fe48a5")]
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// Versionsinformationen für eine Assembly bestehen aus den folgenden vier Werten:
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//
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// Hauptversion
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// Nebenversion
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// Buildnummer
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// Revision
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//
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// Sie können alle Werte angeben oder Standardwerte für die Build- und Revisionsnummern verwenden,
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// übernehmen, indem Sie "*" eingeben:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("1.0.0.0")]
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[assembly: AssemblyFileVersion("1.0.0.0")]

SFML-Sprite-Anim/Properties/Resources.Designer.cs

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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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Version 2.0
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The primary goals of this format is to allow a simple XML format
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that is mostly human readable. The generation and parsing of the
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various data types are done through the TypeConverter classes
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associated with the data types.
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Example:
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... ado.net/XML headers & schema ...
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<resheader name="resmimetype">text/microsoft-resx</resheader>
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<resheader name="version">2.0</resheader>
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<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
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<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
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<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
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<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
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<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<value>[base64 mime encoded serialized .NET Framework object]</value>
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</data>
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<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
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<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
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<comment>This is a comment</comment>
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</data>
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There are any number of "resheader" rows that contain simple
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name/value pairs.
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Each data row contains a name, and value. The row also contains a
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type or mimetype. Type corresponds to a .NET class that support
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text/value conversion through the TypeConverter architecture.
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Classes that don't support this are serialized and stored with the
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mimetype set.
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The mimetype is used for serialized objects, and tells the
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ResXResourceReader how to depersist the object. This is currently not
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extensible. For a given mimetype the value must be set accordingly:
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Note - application/x-microsoft.net.object.binary.base64 is the format
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that the ResXResourceWriter will generate, however the reader can
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read any of the formats listed below.
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mimetype: application/x-microsoft.net.object.binary.base64
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value : The object must be serialized with
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: System.Serialization.Formatters.Binary.BinaryFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.soap.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.bytearray.base64
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value : The object must be serialized into a byte array
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: using a System.ComponentModel.TypeConverter
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: and then encoded with base64 encoding.
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-->
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<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
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<xsd:element name="root" msdata:IsDataSet="true">
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<xsd:complexType>
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<xsd:choice maxOccurs="unbounded">
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<xsd:element name="metadata">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" />
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<xsd:attribute name="type" type="xsd:string" />
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<xsd:attribute name="mimetype" type="xsd:string" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="assembly">
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<xsd:complexType>
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<xsd:attribute name="alias" type="xsd:string" />
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<xsd:attribute name="name" type="xsd:string" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="data">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" msdata:Ordinal="1" />
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<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
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<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="resheader">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" />
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</xsd:complexType>
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</xsd:element>
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</xsd:choice>
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</xsd:complexType>
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</xsd:element>
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</xsd:schema>
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<resheader name="resmimetype">
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<value>text/microsoft-resx</value>
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</resheader>
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<resheader name="version">
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<value>2.0</value>
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</resheader>
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<resheader name="reader">
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<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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<resheader name="writer">
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<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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</root>

SFML-Sprite-Anim/Properties/Settings.Designer.cs

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<?xml version='1.0' encoding='utf-8'?>
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<SettingsFile xmlns="http://schemas.microsoft.com/VisualStudio/2004/01/settings" CurrentProfile="(Default)">
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<Profiles>
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<Profile Name="(Default)" />
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</Profiles>
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<Settings />
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</SettingsFile>

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