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fix(playground): correct path with the subfolder taken in account
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playground/core-concepts/core-2-game-runner.md

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<version>2.13</version>
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</dependency>
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```
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Or a more recent version. See the [Release Notes](misc/misc-3-release-notes.md).
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Or a more recent version. See the [Release Notes](playground/misc/misc-3-release-notes.md).
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As the Game Runner is meant for testing, you must create a Class with a `main` method in `src/test/java`.
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playground/core-concepts/core-3-game-manager.md

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gameManager.setMaxTurns(200);
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```
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>This parameter is an important performance setting. See the [Guidelines](misc/misc-1-guidelines.md) for more details.
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>This parameter is an important performance setting. See the [Guidelines](playground/misc/misc-1-guidelines.md) for more details.
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### Turn maximum time
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gameManager.setTurnMaxTime(45);
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```
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>This parameter is an important performance setting. See the [Guidelines](misc/misc-1-guidelines.md) for more details.
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>This parameter is an important performance setting. See the [Guidelines](playground/misc/misc-1-guidelines.md) for more details.
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### Tooltips
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playground/core-concepts/core-4-configuration.md

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In order to use the CodinGame SDK, you need to correctly configure the file `pom.xml`.
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A good start would be to check the [game skeleton' pom.xml](https://github.com/CodinGame/game-skeleton/blob/master/pom.xml). It contains all you need to start your project. Make sure you use the lastest version of the SDK. See the [Release Notes](misc/misc-3-release-notes.md).
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A good start would be to check the [game skeleton' pom.xml](https://github.com/CodinGame/game-skeleton/blob/master/pom.xml). It contains all you need to start your project. Make sure you use the lastest version of the SDK. See the [Release Notes](playground/misc/misc-3-release-notes.md).
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Think of updating the `artifactId` value with the name of your game in case you want to create several games.
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Assets are expected to be placed in the `src/main/resources/view/assets` folder of your game's project.
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You can then use the images in the texture cache with the [Graphic Entity Module](graphics/graphics-1-introduction.md):
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You can then use the images in the texture cache with the [Graphic Entity Module](playground/graphics/graphics-1-introduction.md):
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```java
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entityManager.createSprite.setImage("background.png");
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```
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### Levels & Leagues
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You have the possibility to create several levels (also named leagues). A new level allows you to set a different configuration and different rules (you can get the league level in the Referee with the [Game Manager](core-concepts/core-4-game-manager.md)).
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You have the possibility to create several levels (also named leagues). A new level allows you to set a different configuration and different rules (you can get the league level in the Referee with the [Game Manager](playground/core-concepts/core-4-game-manager.md)).
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There is a difference between multiplayer and solo game levels:
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- In a **multiplayer** game, your levels become leagues. The players will need to beat your Boss in the leaderboard to access the next league.

playground/extensions/extensions-2-tutorial.md

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### Sending data
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The [Game Manager](core-concepts/core-3-game-manager.md) offers two methods for you to send data to your Javascript module. You should use them in the methods implemented from `Module`.
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The [Game Manager](playground/core-concepts/core-3-game-manager.md) offers two methods for you to send data to your Javascript module. You should use them in the methods implemented from `Module`.
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```java
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/**

playground/extensions/extensions-4-endscreen.md

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Can be used to display the ranking of a multiplayer game with any additional info you choose. The ranking will appear at the very end of the replay.
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This module requires an image named `title_ranking.png` (see how to load assets [here](core-concepts/core-4-configuration.md#loading-assets)). You can either add your own image or remove the line in `TooltipModule.js` which displays this image.
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This module requires an image named `title_ranking.png` (see how to load assets [here](playground/core-concepts/core-4-configuration.md#loading-assets)). You can either add your own image or remove the line in `TooltipModule.js` which displays this image.
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To guarantee the correct ranking, you must set this module's score property in your Referee's `onEnd()` method.
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playground/getting-started/tutorial-1-introduction.md

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The entry point of the game is the class `SoloGameManager` or `MultiplayerGameManager` (corresponding to the type of game you are creating). This class calls the `Referee` on each turn, and sends data to the viewer.
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![Main classes](resources/schema-sdk.svg)
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![Main classes](playground/resources/schema-sdk.svg)
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# Resources
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playground/getting-started/tutorial-2-multiplayer.md

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This will launch a [web server](http://localhost:8888/) to serve a page with the viewer of the game.
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![Game Preview](resources/testhtml.png)
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![Game Preview](playground/resources/testhtml.png)
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Use this page to see the rendering of your game. It also allows you to export a zip archive of the game.
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Now that you are able to start a game on your computer and export it to CodinGame, you can start creating your own game. For that, it is suggested you start with the Skeleton: [https://github.com/CodinGame/game-skeleton](https://github.com/CodinGame/game-skeleton)
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You can also read the code of others games (see [Examples](misc/misc-2-examples.md)). More advanced documentation is available in the [Core concepts](core-concepts/core-1-introduction.md) section.
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You can also read the code of others games (see [Examples](playground/misc/misc-2-examples.md)). More advanced documentation is available in the [Core concepts](playground/core-concepts/core-1-introduction.md) section.
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If you do not have an artistic mind, we provide a [Github asset repository](https://github.com/CodinGame/codingame-sdk-assets) with a lot of free graphical resources to bootstrap your game.

playground/getting-started/tutorial-3-solo.md

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The class to run is test/java/Main.java. This will launch a [web server](http://localhost:8888/) to serve a page with the viewer of the game.
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![Game Preview](resources/testhtml.png)
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![Game Preview](playground/resources/testhtml.png)
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Use this page to see the rendering of your game. It also allows you to export a zip archive of the game.
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Now that you are able to start a game on your computer and export it to CodinGame, you can start creating your own game. For that, it is suggested you start with the Skeleton: [https://github.com/CodinGame/game-skeleton](https://github.com/CodinGame/game-skeleton)
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You can also read the code of others games (see [Examples](misc/misc-2-examples.md)). More advanced documentation is available in the [Core concepts](core-concepts/core-1-introduction.md) section.
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You can also read the code of others games (see [Examples](playground/misc/misc-2-examples.md)). More advanced documentation is available in the [Core concepts](playground/core-concepts/core-1-introduction.md) section.
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If you do not have an artistic mind, we provide a [Github asset repository](https://github.com/CodinGame/codingame-sdk-assets) with a lot of free graphical resources to bootstrap your game.

playground/getting-started/tutorial-4-opti.md

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Let's take the example of Fishy Adventures:
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![Game preview](resources/optiviewer.png)
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![Game preview](playground/resources/optiviewer.png)
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In the Solo version of this game, the purpose is to collect one egg. Here, there are several groups of eggs with values (the number of eggs in the group) and you cannot gather all of them. You will need to *optimize* the path you take to collect as many eggs as possible. See the [Optimization games features](core-concepts/core-3-game-manager.md#optimization-game-features) for more details.
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In the Solo version of this game, the purpose is to collect one egg. Here, there are several groups of eggs with values (the number of eggs in the group) and you cannot gather all of them. You will need to *optimize* the path you take to collect as many eggs as possible. See the [Optimization games features](playground/core-concepts/core-3-game-manager.md#optimization-game-features) for more details.
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## Import project
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playground/graphics/graphics-1-introduction.md

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<version>2.4</version>
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```
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Or a more recent version. See the [Release Notes](misc/misc-3-release-notes.md).
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Or a more recent version. See the [Release Notes](playground/misc/misc-3-release-notes.md).
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The GraphicEntityModule is an injectable Guice Singleton.
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# Go further and create your own modules
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Using this module is the easiest way to draw your graphical entities in the viewer. Although it provides many features, you might want to add your own. See the [SDK extensions](extensions/extensions-1-tools.md) to get help starting!
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Using this module is the easiest way to draw your graphical entities in the viewer. Although it provides many features, you might want to add your own. See the [SDK extensions](playground/extensions/extensions-1-tools.md) to get help starting!

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