diff options
Diffstat (limited to 'devtools/CompleteTestKit/Animation Styles')
141 files changed, 0 insertions, 554 deletions
diff --git a/devtools/CompleteTestKit/Animation Styles/AnimTestMod.py b/devtools/CompleteTestKit/Animation Styles/AnimTestMod.py deleted file mode 100755 index 2626357..0000000 --- a/devtools/CompleteTestKit/Animation Styles/AnimTestMod.py +++ /dev/null @@ -1,361 +0,0 @@ -from AnimatedSprite import Spritesheet, AnimatedSprite -import sys, pygame, time -pygame.init() - -print "Full Test - Authors Dave Silverman and Scott Mengel" -print "Set size to 600 x 400 px" -print "Running..." - -#-------------------------------------------------------------- -#CONSTANTS AND VARIABLES - -make=input("How many instances of each animation would you like to load? ") -img={} -ft="" #filetype -r=0 #frame refreshes -i=1 #cycles images -size = width, height = 600,400 #screen sizes -t=0 #trial number - -#These are arrays of file types and paths to the corresponding folders so that later I can just iterate through this array and grab -#the path my images are in and the file type of the images in that folder. We have one array for each type of sprite sheet that we are testing. -AnimPerLineArr=[ ["bmp","AnimationPerLine/bmp16/"] , ["bmp","AnimationPerLine/bmp24/"] , ["gif","AnimationPerLine/gif/"] , ["gif","AnimationPerLine/gift/"] , ["png","AnimationPerLine/png/"] , ["png","AnimationPerLine/pngt/"] ] -OneSheetArr=[ ["bmp","OneSheetPerAnimation/bmp16/"] , ["bmp","OneSheetPerAnimation/bmp24/"] , ["gif","OneSheetPerAnimation/gif/"] , ["gif","OneSheetPerAnimation/gift/"] , ["png","OneSheetPerAnimation/png/"] , ["png","OneSheetPerAnimation/pngt/"] ] -IndivFrameArr=[ ["bmp","IndividualFrames/bmp16/"] , ["bmp","IndividualFrames/bmp24/"] , ["gif","IndividualFrames/gif/"] , ["gif","IndividualFrames/gift/"] , ["png","IndividualFrames/png/"] , ["png","IndividualFrames/pngt/"] ] - -screen = pygame.display.set_mode(size) #Screen Set 600x400 -backgroundR = 152 -backgroundG = 0 -backgroundB = 152 -screen.fill((backgroundR, backgroundG, backgroundB))#setting the background color to purple. -#----------------------------------------------------------------- -#Reading Individual Frames - -def readIndivFrames(fileType, path): -# This definition is used to read in the images that each only have one frame of animation on them and to display their animations - - #This list holds the frames for the first animation - images1 = [ - [pygame.image.load("%sa1/1.%s"%(path,fileType))], - [pygame.image.load("%sa1/2.%s"%(path,fileType))], - [pygame.image.load("%sa1/3.%s"%(path,fileType))], - [pygame.image.load("%sa1/4.%s"%(path,fileType))], - [pygame.image.load("%sa1/5.%s"%(path,fileType))], - [pygame.image.load("%sa1/6.%s"%(path,fileType))], - [pygame.image.load("%sa1/7.%s"%(path,fileType))], - [pygame.image.load("%sa1/8.%s"%(path,fileType))], - [pygame.image.load("%sa1/9.%s"%(path,fileType))] - ] - - #This list holds the frames for the second animation. - images2 = [ - [pygame.image.load("%sa2/1.%s"%(path,fileType))], - [pygame.image.load("%sa2/2.%s"%(path,fileType))], - [pygame.image.load("%sa2/3.%s"%(path,fileType))], - [pygame.image.load("%sa2/4.%s"%(path,fileType))], - [pygame.image.load("%sa2/5.%s"%(path,fileType))], - [pygame.image.load("%sa2/6.%s"%(path,fileType))], - [pygame.image.load("%sa2/7.%s"%(path,fileType))], - [pygame.image.load("%sa2/8.%s"%(path,fileType))], - [pygame.image.load("%sa2/9.%s"%(path,fileType))] - ] - - #instances is an array of all the instances of each of the two animations. - instances = [] - - #cnt represents how many times both animations need to be made - cnt = make - while cnt > 0: - #animatedSprites is a list that hads two valuse in it. One for the first animation and one for the second animation. - animatedSprites = [] - #Each position in animatedSprites contains a list that has an actual animatedSprite object, and a list that contains all of that animatedSprite - #object's position and speed values - animatedSprites.append([AnimatedSprite(images1,'',10),[(40*cnt),0,2,2]]) - - animatedSprites.append([AnimatedSprite(images2,'',10),[(40*cnt),40,2,2]]) - - #Adds the animatedSprites list to the instances list. - instances.append(animatedSprites) - - #Increments the cnt object - cnt = cnt - 1 - - #trials represents the number of trials that is perfor,ed for each test. - trials = 0 - while trials < 5: - - #This loop is used to go through to the deepest level of this list and modify the positions of each set of animations so that they - #are not all directly on top of each other. - groups = len(instances) - 1 - while groups >= 0: - instances[groups][0][1][0] = 40 * groups - instances[groups][0][1][1] = 0 - instances[groups][1][1][0] = 40 * groups - instances[groups][1][1][1] = 40 - groups = groups - 1 - - #changes is a variable that is used to track how many frames have rendered. - changes = 0 - #start represents the time the test starts - start = time.time() - #This is the loop that goes through until 500 frames have passed - while changes < 500: - #This loop goes through the first level of the instances list so that every group of animations is updated - groups = len(instances) - 1 - while groups >= 0: - instances[groups][0][0].nextFrame() - instances[groups][1][0].nextFrame() - - #These two ifs are used to check if the first animation is off screen and adjust its velocity if it is so that it will come back - if instances[groups][0][1][0] < 0 or instances[groups][0][1][0] > width - 40: - instances[groups][0][1][2] = instances[groups][0][1][2] * -1 - - if instances[groups][0][1][1] < 0 or instances[groups][0][1][1] > height - 40: - instances[groups][0][1][3] = instances[groups][0][1][3] * -1 - - #These two ifs are used to check if the second animation is off screen and adjust its velocity if it is so that it will come back - if instances[groups][1][1][0] < 0 or instances[groups][1][1][0] > width - 40: - instances[groups][1][1][2] = instances[groups][1][1][2] * -1 - - if instances[groups][1][1][1] < 0 or instances[groups][1][1][1] > height - 40: - instances[groups][1][1][3] = instances[groups][1][1][3] * -1 - - - #These two statements update the position of the first animation based on its velocity - instances[groups][0][1][0] += instances[groups][0][1][2] - instances[groups][0][1][1] += instances[groups][0][1][3] - - #These two statements update the position of the second animation based on its velocity - instances[groups][1][1][0] += instances[groups][1][1][2] - instances[groups][1][1][1] += instances[groups][1][1][3] - - #blits the new position of both animations - screen.blit(instances[groups][0][0].image[0], (instances[groups][0][0].image[0].get_rect().move(instances[groups][0][1][0], instances[groups][0][1][1]))) - screen.blit(instances[groups][1][0].image[0], (instances[groups][1][0].image[0].get_rect().move(instances[groups][1][1][0], instances[groups][1][1][1]))) - - #iterates group object to next one to update - groups = groups - 1 - #flips the display so that the new frames show up - pygame.display.flip() - #fills the screen with the background coor - screen.fill((backgroundR,backgroundG,backgroundB)) - #iterates the changes object - changes = changes + 1 - #iterates the trials object - trials = trials + 1 - #prints what trial we are on and the frame rate. - print(trials) - print(1/((time.time() -start)/500)) - -#----------------------------------------------------------------- - -def readPerLine(fileType, path): - - spriteSheet1 = Spritesheet(("%sButtons.%s"%(path,fileType))) - - instances= [] - - cnt = make - while cnt > 0: - animatedSprites = [] - animatedSprites.append([AnimatedSprite(spriteSheet1.img_extract(9,2,40,40),("%stext.txt"%(path)),10),[(40*cnt),0,2,2]]) - - animatedSprites.append([AnimatedSprite(spriteSheet1.img_extract(9,2,40,40),("%stext.txt"%(path)),10),[(40*cnt),40,2,2]]) - - instances.append(animatedSprites) - - cnt = cnt - 1 - - #trials represents the number of trials that is perfor,ed for each test. - trials = 0 - while trials < 5: - - #This loop is used to go through to the deepest level of this list and modify the positions of each set of animations so that they - #are not all directly on top of each other. - groups = len(instances) - 1 - while groups >= 0: - instances[groups][0][1][0] = 40 * groups - instances[groups][0][1][1] = 0 - instances[groups][1][1][0] = 40 * groups - instances[groups][1][1][1] = 40 - groups = groups - 1 - - #changes is a variable that is used to track how many frames have rendered. - changes = 0 - #start represents the time the test starts - start = time.time() - #This is the loop that goes through until 500 frames have passed - while changes < 500: - #This loop goes through the first level of the instances list so that every group of animations is updated - groups = len(instances) - 1 - while groups >= 0: - instances[groups][0][0].nextFrame() - instances[groups][1][0].nextFrame() - - #These two ifs are used to check if the first animation is off screen and adjust its velocity if it is so that it will come back - if instances[groups][0][1][0] < 0 or instances[groups][0][1][0] > width - 40: - instances[groups][0][1][2] = instances[groups][0][1][2] * -1 - - if instances[groups][0][1][1] < 0 or instances[groups][0][1][1] > height - 40: - instances[groups][0][1][3] = instances[groups][0][1][3] * -1 - - #These two ifs are used to check if the second animation is off screen and adjust its velocity if it is so that it will come back - if instances[groups][1][1][0] < 0 or instances[groups][1][1][0] > width - 40: - instances[groups][1][1][2] = instances[groups][1][1][2] * -1 - - if instances[groups][1][1][1] < 0 or instances[groups][1][1][1] > height - 40: - instances[groups][1][1][3] = instances[groups][1][1][3] * -1 - - - #These two statements update the position of the first animation based on its velocity - instances[groups][0][1][0] += instances[groups][0][1][2] - instances[groups][0][1][1] += instances[groups][0][1][3] - - #These two statements update the position of the second animation based on its velocity - instances[groups][1][1][0] += instances[groups][1][1][2] - instances[groups][1][1][1] += instances[groups][1][1][3] - - #blits the new position of both animations - screen.blit(instances[groups][0][0].image, (instances[groups][0][0].image.get_rect().move(instances[groups][0][1][0], instances[groups][0][1][1]))) - screen.blit(instances[groups][1][0].image, (instances[groups][1][0].image.get_rect().move(instances[groups][1][1][0], instances[groups][1][1][1]))) - - #iterates group object to next one to update - groups = groups - 1 - #flips the display so that the new frames show up - pygame.display.flip() - #fills the screen with the background coor - screen.fill((backgroundR,backgroundG,backgroundB)) - #iterates the changes object - changes = changes + 1 - #iterates the trials object - trials = trials + 1 - #prints what trial we are on and the frame rate. - print(trials) - print(1/((time.time() -start)/500)) - -#----------------------------------------------------------------- -def readIndivSheet(fileType, path): - - #creates instances of the spritesheet object witht he given sprite sheet images - spriteSheet1 = Spritesheet(("%s1.%s"%(path,fileType))) - spriteSheet2 = Spritesheet(("%s2.%s"%(path,fileType))) - - instances= [] - - #Increments the cnt object - cnt = make - while cnt > 0: - #animatedSprites is a list that hads two valuse in it. One for the first animation and one for the second animation. - animatedSprites = [] - - animatedSprites.append([AnimatedSprite(spriteSheet1.img_extract(9,1,40,40),("%stext.txt"%(path)),10),[(40*cnt),0,2,2]]) - animatedSprites[0][0].addImages(spriteSheet2.img_extract(9,1,40,40)) - - animatedSprites.append([AnimatedSprite(spriteSheet1.img_extract(9,1,40,40),("%stext.txt"%(path)),10),[(40*cnt),40,2,2]]) - animatedSprites[1][0].addImages(spriteSheet2.img_extract(9,1,40,40)) - - instances.append(animatedSprites) - - cnt = cnt - 1 - - #trials represents the number of trials that is perfor,ed for each test. - trials = 0 - while trials < 5: - - #This loop is used to go through to the deepest level of this list and modify the positions of each set of animations so that they - #are not all directly on top of each other. - groups = len(instances) - 1 - while groups >= 0: - instances[groups][0][1][0] = 40 * groups - instances[groups][0][1][1] = 0 - instances[groups][1][1][0] = 40 * groups - instances[groups][1][1][1] = 40 - groups = groups - 1 - - #changes is a variable that is used to track how many frames have rendered. - changes = 0 - #start represents the time the test starts - start = time.time() - #This is the loop that goes through until 500 frames have passed - while changes < 500: - #This loop goes through the first level of the instances list so that every group of animations is updated - groups = len(instances) - 1 - while groups >= 0: - instances[groups][0][0].nextFrame() - instances[groups][1][0].nextFrame() - - #These two ifs are used to check if the first animation is off screen and adjust its velocity if it is so that it will come back - if instances[groups][0][1][0] < 0 or instances[groups][0][1][0] > width - 40: - instances[groups][0][1][2] = instances[groups][0][1][2] * -1 - - if instances[groups][0][1][1] < 0 or instances[groups][0][1][1] > height - 40: - instances[groups][0][1][3] = instances[groups][0][1][3] * -1 - - #These two ifs are used to check if the second animation is off screen and adjust its velocity if it is so that it will come back - if instances[groups][1][1][0] < 0 or instances[groups][1][1][0] > width - 40: - instances[groups][1][1][2] = instances[groups][1][1][2] * -1 - - if instances[groups][1][1][1] < 0 or instances[groups][1][1][1] > height - 40: - instances[groups][1][1][3] = instances[groups][1][1][3] * -1 - - - #These two statements update the position of the first animation based on its velocity - instances[groups][0][1][0] += instances[groups][0][1][2] - instances[groups][0][1][1] += instances[groups][0][1][3] - - #These two statements update the position of the second animation based on its velocity - instances[groups][1][1][0] += instances[groups][1][1][2] - instances[groups][1][1][1] += instances[groups][1][1][3] - - #blits the new position of both animations - screen.blit(instances[groups][0][0].image, (instances[groups][0][0].image.get_rect().move(instances[groups][0][1][0], instances[groups][0][1][1]))) - screen.blit(instances[groups][1][0].image, (instances[groups][1][0].image.get_rect().move(instances[groups][1][1][0], instances[groups][1][1][1]))) - - #iterates group object to next one to update - groups = groups - 1 - #flips the display so that the new frames show up - pygame.display.flip() - #fills the screen with the background coor - screen.fill((backgroundR,backgroundG,backgroundB)) - #iterates the changes object - changes = changes + 1 - #iterates the trials object - trials = trials + 1 - #prints what trial we are on and the frame rate. - print(trials) - print(1/((time.time() -start)/500)) - - -#----------------------------------------------------------------- -iterator = 0 -print"" -print "Testing One Sheet Per Animation" -print "" -while iterator < len(AnimPerLineArr): - - print"" - print OneSheetArr[iterator][1] - readIndivSheet(OneSheetArr[iterator][0],OneSheetArr[iterator][1]) - iterator += 1 - -iterator = 0 -print"" -print "Testing One Animation Per Line" -print "" -while iterator < len(OneSheetArr): - - print "" - print AnimPerLineArr[iterator][1] - readPerLine(AnimPerLineArr[iterator][0],AnimPerLineArr[iterator][1]) - iterator += 1 - -iterator = 0 -print "" -print "Testing Individual Frames" -print "" -while iterator < len(IndivFrameArr): - - print "" - print IndivFrameArr[iterator][1] - readIndivFrames(IndivFrameArr[iterator][0],IndivFrameArr[iterator][1]) - iterator += 1 diff --git a/devtools/CompleteTestKit/Animation Styles/AnimatedSprite.py b/devtools/CompleteTestKit/Animation Styles/AnimatedSprite.py deleted file mode 100755 index e4a3e3b..0000000 --- a/devtools/CompleteTestKit/Animation Styles/AnimatedSprite.py +++ /dev/null @@ -1,169 +0,0 @@ -import pygame - -class Spritesheet: - """ - Class from http://www.scriptedfun.com/transcript-2-using-sprite-sheets-and-drawing-the-background/ - - This class is used to seperate sprite sheets into the individual frames contained on them and put them into an array of images. - """ - - def __init__(self, filename): - #This is the constructor. You pass in a file that contains your frames and it sets it to the sheet property. - - self.sheet = pygame.image.load(filename)#.convert() - - def imgat(self, rect): - #This definition is called by imgsat and takes an individual frame and creates a seperate image out of it - - rect = pygame.Rect(rect) - image = pygame.Surface(rect.size)#.convert() - image.blit(self.sheet, (0, 0), rect) - return image - - def imgsat(self, rects): - #This definition is called by img_extract. It takes the array of frames and passes them into imgat so they can be turned into usable images. - #It then takes the returned images and adds them to the final array of frames. - - imgs = [] - for rect in rects: - imgs.append(self.imgat(rect)) - return imgs - - def img_extract( self, cols, rows, width, height ): - #This definition begins the chain rection of calling all of the other definitions by sending the list of rectangles that are the images - #into imgsat. - - rect_list = [] - for y in range(0, rows): - for x in range(0, cols): - rect_list.append( (width*x, height*y, width, height) ) - return self.imgsat( rect_list) - - -class AnimatedSprite(pygame.sprite.Sprite): - """ - http://shinylittlething.com/2009/07/21/pygame-and-animated-sprites/ - - This class is meant to hold the array of images/frames for animation so they can be used to animate. - """ - - def __init__(self,images,textfileName,fps = 10): - #This is the consrtuctor for the class. It takes in the array of imnages/frames, a text file that explains what frames belong - #to each animation, and a frame rateat which the animations should run. - - pygame.sprite.Sprite.__init__(self) - self._images = images - - # Track the time we started, and the time between updates. - # Then we can figure out when we have to switch the image. - self._start = pygame.time.get_ticks() - self._delay = 1000 / fps - self._last_update = 0 - self._frame = 0 - self.animations = {} - - #This tests to see if the text file is being used. In a situation where something only has one animation you have - #no need for the text file and can pass in an empty string to signify this. - if textfileName != '': - f = open(textfileName, 'r') - currentLine = f.readline() - #This while loop goes through and as long as you have not reached an empty line it continues to read the formatted lines - while currentLine != '': - #The lines of text are formatted to contain the name, start frame, and end frame, of each animation - animValues = currentLine.split(",") - #animations is a dictionary that uses the name of each animation as the reference and then has a two item list at each - #position containing the start and end frame of the corresponding animation - self.animations[animValues[0]] = [int(animValues[1]), int(animValues[2])] - currentLine = f.readline()#Moving on to the next line. - - def addImages(self, images): - #This definition simply allows you to add more images to your array of images. - - self._images.extend(images) - - def update(self, t): - # This method updates the animation in a situation where there is only one animation contained within the object. - - #calculates the amount of time that has passed since the last update - timePassed = t - self._last_update - #checks if enough time has passed that it would need to update the frame of the animation - if timePassed > self._delay: - #since enough time has passed, it will determine how many times the frame was supposed to change since the last update - frameChanges = int(timePassed/self._delay) - #goes to the frame that it should be at right now and skips any frames that would have already been over and done with - self._frame += frameChanges - #checks if the current frame is past the final frame and continues to check over and over until it is not - while self._frame >= len(self._images): - #since we are past the final frame it is now figuring out how many frames past the final frame we have actually gone - framesPast = self._frame - len(self._images) - #sets the current frame to the frame it should be at - self._frame = framesPast - 1 - #sets the current image to the image associated with the current frame - self.image = self._images[self._frame] - #sets the last update value to the current time so that at the next update the time change is accurate - self._last_update = t - - def updateAnimation(self, t, animName): - # This method updates the animation based on the start and end frame of the specific animation you are on. - #This means that if your object contains multiple animations, you can use this method to reference the exact - #animation that you are using. - - #calculates the amount of time that has passed since the last update - timePassed = t - self._last_update - #checks if enough time has passed that it would need to update the frame of the animation - if timePassed > self._delay: - #Checks to make sure that the current frame is actually set to a position within the animation - if self._frame < self.animations.get(animName)[0] or self._frame > self.animations.get(animName)[1]: - #corrects the position of the current frame - self._frame = self.animations.get(animName)[0] - #since enough time has passed, it will determine how many times the frame was supposed to change since the last update - frameChanges = int(timePassed/self._delay) - #goes to the frame that it should be at right now and skips any frames that would have already been over and done with - self._frame += frameChanges - #checks if the current frame is past the final frame of the current animation and continues to check over and over - #until it is not - while self._frame >= self.animations.get(animName)[1]: - #Determines how many frames past the final frame of the animation it is - framesPast = self._frame - self.animations.get(animName)[1] - #Sets the current frame to the frame it should be at - self._frame = framesPast - 1 + self.animations.get(animName)[0] - #sets the current image to the image associated with the current frame - self.image = self._images[self._frame] - #sets the last update value to the current time so that at the next update the time change is accurate - self._last_update = t - - def nextFrame(self): - # This definition is designed to simply move to the next frame. - # All of the other definitions only move to the next frame if - # enough time has passed based on the framerate. With this - # definition I can go right to the next frame allowing me to - # see how fast a framerate I can get to and not be limited by - # what I define. - - #Iterates to the next frame in the animation - self._frame += 1 - #Checks to make sure it has not gone past the final frame of the animation - if self._frame >= len(self._images): - #Since it has gone pastr the final frame it figures out how far past it has gone and corrects it. - framesPast = self._frame - len(self._images) - self._frame = framesPast - #Finally sets the image to the current frame - self.image = self._images[self._frame] - - def nextAnimFrame(self, animName): - # This definition is designed to simply move to the next frame of the specified animation. - - #Checks to make sure that it is actually in the range of the animation's frames - if self._frame < self.animations[animName][0] or self.frame > self.animations[animName][1]: - self._frame = self.animations[animName][0] - - #Iterates to the next frame in the animation - self._frame += 1 - #Checks to make sure it has not gone past the final frame of the animation - if self._frame > self.animations[animName][1]: - #Since it has gone pastr the final frame it figures out how far past it has gone and corrects it. - framesPast = self._frame - self.animations[animName][1] - self._frame = framesPast - 1 + self.animations[animName][0] - #Finally sets the image to the current frame - self.image = self._images[self._frame] - diff --git a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/bmp16/Buttons.bmp b/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/bmp16/Buttons.bmp Binary files differdeleted file mode 100755 index 7edcb3c..0000000 --- a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/bmp16/Buttons.bmp +++ /dev/null diff --git a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/bmp16/text.txt b/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/bmp16/text.txt deleted file mode 100755 index dc66dbe..0000000 --- a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/bmp16/text.txt +++ /dev/null @@ -1,2 +0,0 @@ -anim1,0,8
-anim2,9,17
\ No newline at end of file diff --git a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/bmp24/Buttons.bmp b/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/bmp24/Buttons.bmp Binary files differdeleted file mode 100755 index a96ed6b..0000000 --- a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/bmp24/Buttons.bmp +++ /dev/null diff --git a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/bmp24/text.txt b/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/bmp24/text.txt deleted file mode 100755 index dc66dbe..0000000 --- a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/bmp24/text.txt +++ /dev/null @@ -1,2 +0,0 @@ -anim1,0,8
-anim2,9,17
\ No newline at end of file diff --git a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/gif/Buttons.gif b/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/gif/Buttons.gif Binary files differdeleted file mode 100755 index 8725ade..0000000 --- a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/gif/Buttons.gif +++ /dev/null diff --git a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/gif/text.txt b/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/gif/text.txt deleted file mode 100755 index dc66dbe..0000000 --- a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/gif/text.txt +++ /dev/null @@ -1,2 +0,0 @@ -anim1,0,8
-anim2,9,17
\ No newline at end of file diff --git a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/gift/Buttons.gif b/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/gift/Buttons.gif Binary files differdeleted file mode 100755 index 4be81f6..0000000 --- a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/gift/Buttons.gif +++ /dev/null diff --git a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/gift/text.txt b/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/gift/text.txt deleted file mode 100755 index dc66dbe..0000000 --- a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/gift/text.txt +++ /dev/null @@ -1,2 +0,0 @@ -anim1,0,8
-anim2,9,17
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