@@ -0,0 +1,325 @@
<<<<<<< HEAD
var game;
var preload;
var playgame;

window.onload = function () {

// Create a new Phaser Game
game = new Phaser.Game(window.innerWidth,window.innerHeight);

// Add the game states
game.state.add("Preload", preload);
game.state.add("Playgame", playgame);

// Start the "Preload" state
game.state.start("Preload");

}

preload = function(game) {};
preload.prototype = {
preload: function () {

// Preload images
game.load.image("trump", "assets/trump.png");
game.load.image("bodyguard", "assets/bodyguard.png");
game.load.image("taco", "assets/taco.png");
game.load.image("field", "assets/soccerfield.png");
game.load.image("addGuard", "assets/addGuard.png");
game.load.image("addingGuard", "assets/addingGuard.png");

// preload physics
game.load.physics('tacoPhysics', 'assets/physics/taco.json');
game.load.physics('personPhysics', 'assets/physics/person.json');

game.adding = false; ////////////////////////////////////////////////////////////
game.money = 0; ///////////////////////////////////////////////////////////////////
game.numberguards = 0; ///////////////////////////////////////////////////////////////////

//VAR
game.PriceGuard = 10;

},
create: function () {

// Everything is loaded, start the "Playgame" State
game.state.start("Playgame");

}
}

playgame = function(game) {};
playgame.prototype = {
create: function () {
game.add.sprite(0, 0, 'field'); //////////////////////////////////////////////////
game.physics.startSystem(Phaser.Physics.P2JS);
game.physics.p2.setImpactEvents(true);
game.physics.p2.restitution = 0.8;

projectiles = game.add.group();
projectiles.enableBody = true;
projectiles.physicsBodyType = Phaser.Physics.P2JS;

guards = game.add.group(); ////////////////////////////////////////////////////////////////////////////////////
guards.enableBody = true; /////
guards.physicsBodyType = Phaser.Physics.P2JS; /////////////////////////////////////////////////////////////

game.trumpCollisionGroup = game.physics.p2.createCollisionGroup();
game.projectileCollisionGroup = game.physics.p2.createCollisionGroup();

game.guardCollisionGroup = game.physics.p2.createCollisionGroup(); ////////////////////////////
game.physics.p2.updateBoundsCollisionGroup();


// when pressing W create a new projectile
keyW = game.input.keyboard.addKey(Phaser.Keyboard.W);
keyW.onDown.add(this.addProjectile, this);

// create trump
game.trump = game.add.sprite(game.world.centerX, game.world.centerY, 'trump');
game.trump.anchor.setTo(0.5,0.5);
game.physics.p2.enable(game.trump);
game.trump.body.clearShapes();
game.trump.body.loadPolygon('personPhysics', 'person');
game.trump.body.static = true;
game.trump.body.setCollisionGroup(game.trumpCollisionGroup);
game.trump.body.collides([game.projectileCollisionGroup, game.guardCollisionGroup], this.onProjectileHitTrump, this);

//GUARD BUTTON //////////////////////////////////////////////////////////////////////////////////////////////////
button = game.add.button(game.world.width - 100, 10, 'addGuard', this.addingGuardfunc, this);
var style = { font: "40px Arial", fill: "#ffffff" };
game.labelGuards = this.game.add.text(game.world.width - 80, 28, game.numberguards, style);
game.labelMoney = this.game.add.text(20, 28, "money:" + game.money, style);
game.time.events.loop(Phaser.Timer.SECOND * 2, this.addMoney, this);
},
update: function () {

game.trump.angle += 1;

game.labelGuards.setText(game.numberguards); //CHANGE TEXT IN GUARDBUTTON ////////////////////////////////////////////
game.labelMoney.setText(game.money);
if (game.input.activePointer.isDown && game.adding) ////////////////////////////////////////////////////////
{
this.addGuard();
}

},
addProjectile: function () {
var taco = game.add.sprite(game.world.randomX, game.world.randomY, 'taco');
projectiles.add(taco);
taco.body.clearShapes();
taco.body.loadPolygon('tacoPhysics', 'taco');
taco.body.setCollisionGroup(game.projectileCollisionGroup);
taco.body.collides([game.trumpCollisionGroup, game.projectileCollisionGroup, game.guardCollisionGroup]);
this.throwProjectileToObj(taco,game.trump, 200);
// var sound = game.add.audio('drop');
// sound.play();
},
onProjectileHitTrump: function(obj1, obj2) {
console.log('hit trump');
obj2.damping = 0.8;
obj2.angularDamping = 0.7;
obj2.kill = true;
},
throwProjectileToObj: function (obj1, obj2, speed) {
if (typeof speed === 'undefined') { speed = 60; }
var angle = Math.atan2(obj2.y - obj1.y, obj2.x - obj1.x);
obj1.body.rotation = angle + game.math.degToRad(-20); // correct angle of angry bullets (depends on the sprite used)
obj1.body.velocity.x = Math.cos(angle) * speed; // accelerateToObject
obj1.body.velocity.y = Math.sin(angle) * speed;
},
addingGuardfunc: function () { //////////////////////////////////////////////////////////////////////////////////////
if (game.numberguards > 0)
{
game.adding = true;
game.addingGuard = game.add.sprite(game.world.width - 100, 10, 'addingGuard');
}

},
addGuard: function () { ///////////////////////////////////////////////////////////////////////////////////////////////
var guard = game.add.sprite(game.input.x, game.input.y, 'bodyguard');
game.addingGuard.destroy();
game.money = game.money - game.PriceGuard;
game.numberguards = game.numberguards - 1;
game.adding = false;
guards.add(guard);
guard.body.clearShapes();
guard.body.loadPolygon('personPhysics', 'person');
guard.body.static = true;
guard.body.setCollisionGroup(game.guardCollisionGroup);
guard.body.collides([game.projectileCollisionGroup, game.trumpCollisionGroup]);
},
addMoney: function () { ///////////////////////////////////////////////////////////////////////////////////////////////
game.money ++;
console.log("test");
if (game.money % game.PriceGuard == 0)
{
game.numberguards ++;
console.log("GUARD");
}
}
}
=======
var game;
var preload;
var playgame;

window.onload = function () {

// Create a new Phaser Game
game = new Phaser.Game(360,640);

// Add the game states
game.state.add("Preload", preload);
game.state.add("Playgame", playgame);

// Start the "Preload" state
game.state.start("Preload");

}

preload = function(game) {};
preload.prototype = {
preload: function () {

// Preload images
game.load.image("trump", "assets/trump.png");
game.load.image("bodyguard", "assets/bodyguard.png");
game.load.image("taco", "assets/taco.png");
game.load.image("field", "assets/soccerfield.png");
game.load.image("addGuard", "assets/addGuard.png");
game.load.image("addingGuard", "assets/addingGuard.png");

// preload physics
game.load.physics('tacoPhysics', 'assets/physics/taco.json');
game.load.physics('personPhysics', 'assets/physics/person.json');

game.adding = false; ////////////////////////////////////////////////////////////
game.money = 0; ///////////////////////////////////////////////////////////////////
game.numberguards = 0; ///////////////////////////////////////////////////////////////////

//VAR
game.PriceGuard = 10;

},
create: function () {

// Everything is loaded, start the "Playgame" State
game.state.start("Playgame");

}
}

playgame = function(game) {};
playgame.prototype = {
create: function () {
game.add.sprite(0, 0, 'field'); //////////////////////////////////////////////////
game.physics.startSystem(Phaser.Physics.P2JS);
game.physics.p2.setImpactEvents(true);
game.physics.p2.restitution = 0.8;

projectiles = game.add.group();
projectiles.enableBody = true;
projectiles.physicsBodyType = Phaser.Physics.P2JS;

guards = game.add.group(); ////////////////////////////////////////////////////////////////////////////////////
guards.enableBody = true; /////
guards.physicsBodyType = Phaser.Physics.P2JS; /////////////////////////////////////////////////////////////

game.trumpCollisionGroup = game.physics.p2.createCollisionGroup();
game.projectileCollisionGroup = game.physics.p2.createCollisionGroup();

game.guardCollisionGroup = game.physics.p2.createCollisionGroup(); ////////////////////////////
game.physics.p2.updateBoundsCollisionGroup();


// when pressing W create a new projectile
keyW = game.input.keyboard.addKey(Phaser.Keyboard.W);
keyW.onDown.add(this.addProjectile, this);

// create trump
game.trump = game.add.sprite(game.world.centerX, game.world.centerY, 'trump');
game.trump.anchor.setTo(0.5,0.5);
game.physics.p2.enable(game.trump);
game.trump.body.clearShapes();
game.trump.body.loadPolygon('personPhysics', 'person');
game.trump.body.static = true;
game.trump.body.setCollisionGroup(game.trumpCollisionGroup);
game.trump.body.collides([game.projectileCollisionGroup, game.guardCollisionGroup], this.onProjectileHitTrump, this);

//GUARD BUTTON //////////////////////////////////////////////////////////////////////////////////////////////////
button = game.add.button(game.world.width - 100, 10, 'addGuard', this.addingGuardfunc, this);
var style = { font: "40px Arial", fill: "#ffffff" };
game.labelGuards = this.game.add.text(game.world.width - 80, 28, game.numberguards, style);
game.labelMoney = this.game.add.text(20, 28, "money:" + game.money, style);
game.time.events.loop(Phaser.Timer.SECOND * 2, this.addMoney, this);
},
update: function () {

game.trump.angle += 1;

game.labelGuards.setText(game.numberguards); //CHANGE TEXT IN GUARDBUTTON ////////////////////////////////////////////
game.labelMoney.setText(game.money);
if (game.input.activePointer.isDown && game.adding) ////////////////////////////////////////////////////////
{
this.addGuard();
}

},
addProjectile: function () {
var taco = game.add.sprite(game.world.randomX, game.world.randomY, 'taco');
projectiles.add(taco);
taco.body.clearShapes();
taco.body.loadPolygon('tacoPhysics', 'taco');
taco.body.setCollisionGroup(game.projectileCollisionGroup);
taco.body.collides([game.trumpCollisionGroup, game.projectileCollisionGroup, game.guardCollisionGroup]);
this.throwProjectileToObj(taco,game.trump, 200);
// var sound = game.add.audio('drop');
// sound.play();
},
onProjectileHitTrump: function(obj1, obj2) {
console.log('hit trump');
obj2.damping = 0.8;
obj2.angularDamping = 0.7;
obj2.kill = true;
},
throwProjectileToObj: function (obj1, obj2, speed) {
if (typeof speed === 'undefined') { speed = 60; }
var angle = Math.atan2(obj2.y - obj1.y, obj2.x - obj1.x);
obj1.body.rotation = angle + game.math.degToRad(-20); // correct angle of angry bullets (depends on the sprite used)
obj1.body.velocity.x = Math.cos(angle) * speed; // accelerateToObject
obj1.body.velocity.y = Math.sin(angle) * speed;
},
addingGuardfunc: function () { //////////////////////////////////////////////////////////////////////////////////////
if (game.numberguards > 0)
{
game.adding = true;
game.addingGuard = game.add.sprite(game.world.width - 100, 10, 'addingGuard');
}

},
addGuard: function () { ///////////////////////////////////////////////////////////////////////////////////////////////
var guard = game.add.sprite(game.input.x, game.input.y, 'bodyguard');
game.addingGuard.destroy();
game.money = game.money - game.PriceGuard;
game.numberguards = game.numberguards - 1;
game.adding = false;
guards.add(guard);
guard.body.clearShapes();
guard.body.loadPolygon('personPhysics', 'person');
guard.body.static = true;
guard.body.setCollisionGroup(game.guardCollisionGroup);
guard.body.collides([game.projectileCollisionGroup, game.trumpCollisionGroup]);
},
addMoney: function () { ///////////////////////////////////////////////////////////////////////////////////////////////
game.money ++;
console.log("test");
if (game.money % game.PriceGuard == 0)
{
game.numberguards ++;
console.log("GUARD");
}
}
}
>>>>>>> 912d768ea5ad59305e8f48619a7275b8aba693e7
@@ -0,0 +1,19 @@
{
"prepare_queue": {
"installed": [],
"uninstalled": []
},
"config_munge": {
"files": {}
},
"installed_plugins": {
"cordova-plugin-whitelist": {
"PACKAGE_NAME": "com.phonegap.helloworld"
}
},
"dependent_plugins": {},
"modules": [],
"plugin_metadata": {
"cordova-plugin-whitelist": "1.2.1"
}
}
@@ -0,0 +1,72 @@
<?xml version='1.0' encoding='utf-8'?>
<widget id="com.phonegap.helloworld" version="1.0.0" xmlns="http://www.w3.org/ns/widgets" xmlns:cdv="http://cordova.apache.org/ns/1.0" xmlns:gap="http://phonegap.com/ns/1.0">
<name>TestProject</name>
<description>Hello World sample application that responds to the deviceready event.</description>
<author email="support@phonegap.com" href="http://phonegap.com">PhoneGap Team</author>
<content src="index.html" />
<preference name="permissions" value="none" />
<preference name="orientation" value="default" />
<preference name="target-device" value="universal" />
<preference name="fullscreen" value="true" />
<preference name="webviewbounce" value="true" />
<preference name="prerendered-icon" value="true" />
<preference name="stay-in-webview" value="false" />
<preference name="ios-statusbarstyle" value="black-opaque" />
<preference name="detect-data-types" value="true" />
<preference name="exit-on-suspend" value="false" />
<preference name="show-splash-screen-spinner" value="true" />
<preference name="auto-hide-splash-screen" value="true" />
<preference name="disable-cursor" value="false" />
<preference name="android-minSdkVersion" value="14" />
<preference name="android-installLocation" value="auto" />
<gap:plugin name="org.apache.cordova.battery-status" />
<gap:plugin name="org.apache.cordova.camera" />
<gap:plugin name="org.apache.cordova.media-capture" />
<gap:plugin name="org.apache.cordova.console" />
<gap:plugin name="org.apache.cordova.contacts" />
<gap:plugin name="org.apache.cordova.device" />
<gap:plugin name="org.apache.cordova.device-motion" />
<gap:plugin name="org.apache.cordova.device-orientation" />
<gap:plugin name="org.apache.cordova.dialogs" />
<gap:plugin name="org.apache.cordova.file" />
<gap:plugin name="org.apache.cordova.file-transfer" />
<gap:plugin name="org.apache.cordova.geolocation" />
<gap:plugin name="org.apache.cordova.globalization" />
<gap:plugin name="org.apache.cordova.inappbrowser" />
<gap:plugin name="org.apache.cordova.media" />
<gap:plugin name="org.apache.cordova.network-information" />
<gap:plugin name="org.apache.cordova.splashscreen" />
<gap:plugin name="org.apache.cordova.vibration" />
<icon src="icon.png" />
<icon gap:platform="android" gap:qualifier="ldpi" src="www/res/icon/android/icon-36-ldpi.png" />
<icon gap:platform="android" gap:qualifier="mdpi" src="www/res/icon/android/icon-48-mdpi.png" />
<icon gap:platform="android" gap:qualifier="hdpi" src="www/res/icon/android/icon-72-hdpi.png" />
<icon gap:platform="android" gap:qualifier="xhdpi" src="www/res/icon/android/icon-96-xhdpi.png" />
<icon gap:platform="blackberry" src="www/res/icon/blackberry/icon-80.png" />
<icon gap:platform="blackberry" gap:state="hover" src="www/res/icon/blackberry/icon-80.png" />
<icon gap:platform="ios" height="57" src="www/res/icon/ios/icon-57.png" width="57" />
<icon gap:platform="ios" height="72" src="www/res/icon/ios/icon-72.png" width="72" />
<icon gap:platform="ios" height="114" src="www/res/icon/ios/icon-57-2x.png" width="114" />
<icon gap:platform="ios" height="144" src="www/res/icon/ios/icon-72-2x.png" width="144" />
<icon gap:platform="webos" src="www/res/icon/webos/icon-64.png" />
<icon gap:platform="winphone" src="www/res/icon/windows-phone/icon-48.png" />
<icon gap:platform="winphone" gap:role="background" src="www/res/icon/windows-phone/icon-173-tile.png" />
<gap:splash gap:platform="android" gap:qualifier="port-ldpi" src="www/res/screen/android/screen-ldpi-portrait.png" />
<gap:splash gap:platform="android" gap:qualifier="port-mdpi" src="www/res/screen/android/screen-mdpi-portrait.png" />
<gap:splash gap:platform="android" gap:qualifier="port-hdpi" src="www/res/screen/android/screen-hdpi-portrait.png" />
<gap:splash gap:platform="android" gap:qualifier="port-xhdpi" src="www/res/screen/android/screen-xhdpi-portrait.png" />
<gap:splash gap:platform="blackberry" src="www/res/screen/blackberry/screen-225.png" />
<gap:splash gap:platform="ios" height="480" src="www/res/screen/ios/screen-iphone-portrait.png" width="320" />
<gap:splash gap:platform="ios" height="960" src="www/res/screen/ios/screen-iphone-portrait-2x.png" width="640" />
<gap:splash gap:platform="ios" height="1136" src="www/res/screen/ios/screen-iphone-portrait-568h-2x.png" width="640" />
<gap:splash gap:platform="ios" height="1024" src="www/res/screen/ios/screen-ipad-portrait.png" width="768" />
<gap:splash gap:platform="ios" height="768" src="www/res/screen/ios/screen-ipad-landscape.png" width="1024" />
<gap:splash gap:platform="winphone" src="www/res/screen/windows-phone/screen-portrait.jpg" />
<access origin="*" />
<allow-intent href="http://*/*" />
<allow-intent href="https://*/*" />
<allow-intent href="tel:*" />
<allow-intent href="sms:*" />
<allow-intent href="mailto:*" />
<allow-intent href="geo:*" />
</widget>
@@ -0,0 +1,33 @@
#!/usr/bin/env node

/*
Licensed to the Apache Software Foundation (ASF) under one
or more contributor license agreements. See the NOTICE file
distributed with this work for additional information
regarding copyright ownership. The ASF licenses this file
to you under the Apache License, Version 2.0 (the
"License"); you may not use this file except in compliance
with the License. You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing,
software distributed under the License is distributed on an
"AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
KIND, either express or implied. See the License for the
specific language governing permissions and limitations
under the License.
*/


var build = require('./lib/build'),
args = process.argv;

// provide help
if ( args[2] == '--help' || args[2] == '/?' || args[2] == '-h' || args[2] == '/h' ||
args[2] == 'help' || args[2] == '-help' || args[2] == '/help') {
build.help();
process.exit(0);
} else {
build.buildProject();
}
@@ -0,0 +1,26 @@
:: Licensed to the Apache Software Foundation (ASF) under one
:: or more contributor license agreements. See the NOTICE file
:: distributed with this work for additional information
:: regarding copyright ownership. The ASF licenses this file
:: to you under the Apache License, Version 2.0 (the
:: "License"); you may not use this file except in compliance
:: with the License. You may obtain a copy of the License at
::
:: http://www.apache.org/licenses/LICENSE-2.0
::
:: Unless required by applicable law or agreed to in writing,
:: software distributed under the License is distributed on an
:: "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
:: KIND, either express or implied. See the License for the
:: specific language governing permissions and limitations
:: under the License.

@ECHO OFF
SET script_path="%~dp0build"
IF EXIST %script_path% (
node %script_path% %*
) ELSE (
ECHO.
ECHO ERROR: Could not find 'build' script in 'cordova' folder, aborting...>&2
EXIT /B 1
)
@@ -0,0 +1,37 @@
#!/usr/bin/env node

/*
Licensed to the Apache Software Foundation (ASF) under one
or more contributor license agreements. See the NOTICE file
distributed with this work for additional information
regarding copyright ownership. The ASF licenses this file
to you under the Apache License, Version 2.0 (the
"License"); you may not use this file except in compliance
with the License. You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing,
software distributed under the License is distributed on an
"AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
KIND, either express or implied. See the License for the
specific language governing permissions and limitations
under the License.
*/


var path = require('path'),
clean = require('./lib/clean'),
reqs = require('./lib/check_reqs'),
args = process.argv;

// Support basic help commands
if ( args.length > 2
|| args[2] == '--help' || args[2] == '/?' || args[2] == '-h' ||
args[2] == 'help' || args[2] == '-help' || args[2] == '/help') {
console.log('Usage: ' + path.relative(process.cwd(), path.join(__dirname, 'clean')) );
process.exit(0);
} else {
clean.cleanProject();
}

@@ -0,0 +1,22 @@
<?xml version='1.0' encoding='utf-8'?>
<!--
Licensed to the Apache Software Foundation (ASF) under one
or more contributor license agreements. See the NOTICE file
distributed with this work for additional information
regarding copyright ownership. The ASF licenses this file
to you under the Apache License, Version 2.0 (the
"License"); you may not use this file except in compliance
with the License. You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing,
software distributed under the License is distributed on an
"AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
KIND, either express or implied. See the License for the
specific language governing permissions and limitations
under the License.
-->
<widget id="io.cordova.hellocordova" version="0.0.1" xmlns="http://www.w3.org/ns/widgets" xmlns:cdv="http://cordova.apache.org/ns/1.0">

</widget>
@@ -0,0 +1,63 @@
#!/usr/bin/env node

/*
* Licensed to the Apache Software Foundation (ASF) under one
* or more contributor license agreements. See the NOTICE file
* distributed with this work for additional information
* regarding copyright ownership. The ASF licenses this file
* to you under the Apache License, Version 2.0 (the
* "License"); you may not use this file except in compliance
* with the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing,
* software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
* KIND, either express or implied. See the License for the
* specific language governing permissions and limitations
* under the License.
*/

var path = require('path'),
fs = require('fs'),
clean = require('./clean'),
shjs = require('shelljs'),
zip = require('adm-zip'),
check_reqs = require('./check_reqs'),
platformWwwDir = path.join('platforms', 'browser', 'www'),
platformBuildDir = path.join('platforms', 'browser', 'build'),
packageFile = path.join(platformBuildDir, 'package.zip');

/**
* buildProject
* Creates a zip file int platform/build folder
*/
exports.buildProject = function(){

// Check that requirements are (stil) met
if (!check_reqs.run()) {
console.error('Please make sure you meet the software requirements in order to build a browser cordova project');
process.exit(2);
}

clean.cleanProject(); // remove old build result

if (!fs.existsSync(platformBuildDir)) {
fs.mkdirSync(platformBuildDir);
}

// add the project to a zipfile
var zipFile = zip();
zipFile.addLocalFolder(platformWwwDir, '.');
zipFile.writeZip(packageFile);

console.log('Browser packaged app built in '+ packageFile);

process.exit(0);
};

module.exports.help = function() {
console.log('Usage: cordova build browser');
console.log('Build will create the packaged app in \''+platformBuildDir+'\'.');
};
@@ -0,0 +1,26 @@
#!/usr/bin/env node

/*
Licensed to the Apache Software Foundation (ASF) under one
or more contributor license agreements. See the NOTICE file
distributed with this work for additional information
regarding copyright ownership. The ASF licenses this file
to you under the Apache License, Version 2.0 (the
"License"); you may not use this file except in compliance
with the License. You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing,
software distributed under the License is distributed on an
"AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
KIND, either express or implied. See the License for the
specific language governing permissions and limitations
under the License.
*/

//add methods as we determine what are the requirements

module.exports.run = function() {
return true;
}
@@ -0,0 +1,48 @@
#!/usr/bin/env node

/*
* Licensed to the Apache Software Foundation (ASF) under one
* or more contributor license agreements. See the NOTICE file
* distributed with this work for additional information
* regarding copyright ownership. The ASF licenses this file
* to you under the Apache License, Version 2.0 (the
* "License"); you may not use this file except in compliance
* with the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing,
* software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
* KIND, either express or implied. See the License for the
* specific language governing permissions and limitations
* under the License.
*/

var fs = require('fs'),
shjs = require('shelljs'),
path = require('path'),
check_reqs = require('./check_reqs'),
platformBuildDir = path.join('platforms', 'browser', 'build');

exports.cleanProject = function(){

// Check that requirements are (stil) met
if (!check_reqs.run()) {
console.error('Please make sure you meet the software requirements in order to clean an browser cordova project');
process.exit(2);
}

console.log('Cleaning Browser project');
try {
if (fs.existsSync(platformBuildDir)) {
shjs.rm('-r', platformBuildDir);
}
}
catch(err) {
console.log('could not remove '+platformBuildDir+' : '+err.message);
}


}

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