Update: CC - Snake FS - Entity Loaded (21g30t1e75.js) 128 bytes modified
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a0a9c72e5f
commit
0f00831ae4
242
21g30t1e75.js
242
21g30t1e75.js
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@ -69,7 +69,8 @@ this.advanceTime = 0;
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*/
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this.state = {
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orientation : 0,
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turning : false
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turning : false,
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flip : false
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};
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GameLib.CustomCode.prototype.createMaterial = function(image) {
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@ -126,16 +127,14 @@ this.meshPatty = this.createGameMesh(this.imagePatty);
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* @param mesh
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* @param position
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* @param orientation
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* @param bodyType
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* @param backup
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* @param flip
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* @constructor
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*/
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GameLib.CustomCode.SnakeBody = function(
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mesh,
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position,
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orientation,
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bodyType,
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backup
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flip
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) {
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if (GameLib.Utils.UndefinedOrNull(mesh)) {
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@ -156,52 +155,50 @@ GameLib.CustomCode.SnakeBody = function(
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orientation = GameLib.CustomCode.ORIENTATION_UP;
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}
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this.orientation = orientation;
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if (GameLib.Utils.UndefinedOrNull(bodyType)) {
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bodyType = GameLib.CustomCode.BODY_TYPE_NORMAL;
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if (GameLib.Utils.UndefinedOrNull(flip)) {
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flip = false;
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}
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this.bodyType = bodyType;
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this.flip = flip;
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if (GameLib.Utils.UndefinedOrNull(backup)) {
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backup = null;
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}
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this.backup = backup;
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this.applyToMesh();
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this.applyToMesh(flip);
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};
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GameLib.CustomCode.SnakeBody.prototype.restoreBackup = function() {
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// GameLib.CustomCode.SnakeBody.prototype.restoreBackup = function() {
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//
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// if (!this.backup) {
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// console.warn('no backup to restore');
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// return;
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// }
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//
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// this.mesh.geometry = null;
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// this.mesh.materials = null;
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// this.mesh.remove();
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//
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// this.mesh = this.backup.mesh;
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// this.mesh.visible = true;
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// this.mesh.updateInstance('visible');
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//
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// this.orientation = this.backup.orientation;
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//
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// this.backup = null;
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//
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// /**
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// * We don't restore the position because the position will have changed
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// */
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// }
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if (!this.backup) {
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console.warn('no backup to restore');
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return;
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}
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this.mesh.geometry = null;
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this.mesh.materials = null;
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this.mesh.remove();
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this.mesh = this.backup.mesh;
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this.mesh.visible = true;
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this.mesh.updateInstance('visible');
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this.orientation = this.backup.orientation;
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this.bodyType = this.backup.bodyType;
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this.backup = null;
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/**
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* We don't restore the position because the position will have changed
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*/
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}
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GameLib.CustomCode.SnakeBody.prototype.applyToMesh = function() {
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GameLib.CustomCode.SnakeBody.prototype.applyToMesh = function(flip) {
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this.mesh.position.x = this.position.x + GameLib.CustomCode.GRID_OFFSET_X;
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this.mesh.position.y = this.position.y + GameLib.CustomCode.GRID_OFFSET_Y;
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this.mesh.rotation.z = this.orientation * Math.PI / 2;
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if (flip) {
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this.mesh.rotation.z += Math.PI / 2;
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}
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/**
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* TODO: We don't update instance position - animation should do this
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*/
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@ -233,98 +230,98 @@ GameLib.CustomCode.SnakeBody.prototype.advance = function(orientation) {
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GameLib.CustomCode.prototype.advanceSnake = function(delta) {
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this.advanceTime += delta;
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this.advanceTime += delta;
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if (this.advanceTime > this.speed) {
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this.advanceTime = 0;
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} else {
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return;
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}
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if (this.advanceTime > this.speed) {
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this.advanceTime = 0;
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} else {
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return;
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}
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var backup = null;
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var temp = null;
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var backup = null;
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var temp = null;
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this.snake.map(
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function(body, index) {
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this.snake.map(
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function(body, index) {
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if (index === 0) {
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if (index === 0) {
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backup = {
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position : {
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x : body.position.x,
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y : body.position.y
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},
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orientation : body.orientation
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}
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body.advance(
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this.state.orientation
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);
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//backup.orientation = body.orientation;
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backup = {
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position : {
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x : body.position.x,
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y : body.position.y
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},
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orientation : body.orientation
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}
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if (index > 0) {
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body.advance(
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this.state.orientation
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);
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temp = {
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position : {
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x : body.position.x,
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y : body.position.y
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},
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orientation : body.orientation
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}
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//backup.orientation = body.orientation;
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}
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body.position.x = backup.position.x;
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body.position.y = backup.position.y;
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body.orientation = backup.orientation;
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if (index > 0) {
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if (body.backupMesh) {
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temp = {
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position : {
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x : body.position.x,
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y : body.position.y
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},
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orientation : body.orientation
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}
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body.position.x = backup.position.x;
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body.position.y = backup.position.y;
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body.orientation = backup.orientation;
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if (body.backupMesh) {
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/**
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* We used to be a corner, change back
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* @type {null}
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*/
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body.mesh.geometry = null;
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body.mesh.materials = null;
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body.mesh.remove();
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body.mesh = body.backupMesh;
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body.backupMesh = null;
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body.mesh.visible = true;
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body.mesh.updateInstance('visible');
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}
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if (
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body.orientation !== this.snake[index - 1].orientation
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) {
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if ((index + 1) < this.snake.length) {
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/**
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* We used to be a corner, change back
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* @type {null}
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* Our orientation changed - we should make a corner
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*/
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body.mesh.geometry = null;
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body.backupMesh = body.mesh;
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body.mesh.materials = null;
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body.backupMesh.visible = false;
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body.mesh.remove();
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body.backupMesh.updateInstance('visible');
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body.mesh = body.backupMesh;
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body.backupMesh = null;
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body.mesh.visible = true;
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body.mesh.updateInstance('visible');
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body.mesh = this.meshBreadCorner.clone();
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} else {
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body.orientation = this.snake[index - 1].orientation;
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}
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if (
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body.orientation !== this.snake[index - 1].orientation
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) {
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if ((index + 1) < this.snake.length) {
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/**
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* Our orientation changed - we should make a corner
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*/
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body.backupMesh = body.mesh;
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body.backupMesh.visible = false;
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body.backupMesh.updateInstance('visible');
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body.mesh = this.meshBreadCorner.clone();
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} else {
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body.orientation = this.snake[index - 1].orientation;
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}
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}
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backup = temp;
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}
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body.applyToMesh();
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backup = temp;
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}
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}.bind(this)
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)
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body.applyToMesh(this.state.flip);
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}.bind(this)
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)
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}.bind(this);
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@ -400,8 +397,7 @@ GameLib.Event.Subscribe(
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x : 4,
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y : 1
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},
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0,
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GameLib.CustomCode.BODY_TYPE_TAIL
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0
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)
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];
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@ -410,13 +406,13 @@ GameLib.Event.Subscribe(
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*
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this.grid.map(
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function(x) {
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x.map(
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function(y) {
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y.mesh.geometry = null;
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y.mesh.materials = null;
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y.mesh.remove();
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}
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);
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x.map(
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function(y) {
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y.mesh.geometry = null;
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y.mesh.materials = null;
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y.mesh.remove();
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}
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);
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}
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);
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