Update: CC - Snake FS - Entity Loaded (21g30t1e75.js) 150 bytes modified
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5b06f6af59
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29ea731772
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@ -7,8 +7,8 @@ if (this.parentEntity === data.entity) {
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/**
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* Defines
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*/
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GameLib.CustomCode.BODY_TYPE_HEAD = 0x1;
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GameLib.CustomCode.BODY_TYPE_TAIL = 0x2;
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GameLib.CustomCode.BODY_TYPE_NORMAL = 0x1;
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GameLib.CustomCode.BODY_TYPE_TAIL = 0x2;
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GameLib.CustomCode.GRID_WIDTH = 11;
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GameLib.CustomCode.GRID_HEIGHT = 11;
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@ -37,7 +37,7 @@ this.geometryBody = GameLib.EntityManager.Instance.findComponentById('8f5q7k5ozp
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/**
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* Images
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*/
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this.imageEnd = GameLib.EntityManager.Instance.findComponentById('swkla3wpp');
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this.imageBreadEnd = GameLib.EntityManager.Instance.findComponentById('swkla3wpp');
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this.imageBreadPatty = GameLib.EntityManager.Instance.findComponentById('01r51k9ptr');
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this.imageBreadCorner = GameLib.EntityManager.Instance.findComponentById('iljpuouaok');
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this.imagePatty = GameLib.EntityManager.Instance.findComponentById('4lf0fw24su');
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@ -56,8 +56,8 @@ this.speed = GameLib.CustomCode.SPEED_INITIAL;
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this.advanceTime = 0;
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this.state = {
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direction : {
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x : -1,
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y : 0
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x : 0,
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y : 1
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},
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rotation : 0
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};
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@ -97,14 +97,15 @@ GameLib.CustomCode.prototype.createGameMesh = function(image) {
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/**
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* Create our objects
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*/
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this.meshEnd = this.createGameMesh(this.imageEnd);
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this.meshEnd.useQuaternion = false;
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this.meshBreadEnd = this.createGameMesh(this.imageBreadEnd);
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this.meshBreadEnd.useQuaternion = false;
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this.meshPatty = this.createGameMesh(this.imagePatty);
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this.meshBodyPatty = this.createGameMesh(this.imageBodyPatty);
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this.meshPatty = this.createGameMesh(this.imagePatty);
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this.meshBreadPatty = this.createGameMesh(this.imageBreadPatty);
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this.meshBreadCorner = this.createGameMesh(this.imageBreadCorner);
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GameLib.CustomCode.SnakeBody = function(
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bodyType,
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mesh,
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position,
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rotation
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@ -128,37 +129,13 @@ GameLib.CustomCode.SnakeBody = function(
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this.position = position;
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if (GameLib.Utils.UndefinedOrNull(rotation)) {
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rotation = Math.PI / 2;
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rotation = 0;
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}
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this.rotation = rotation;
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switch (this.bodyType) {
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case GameLib.CustomCode.BODY_TYPE_HEAD :
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break;
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case GameLib.CustomCode.BODY_TYPE_TAIL :
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this.rotation += Math.PI;
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this.position.x += 1;
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break;
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default :
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throw new Error('unreachable statement');
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break;
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}
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this.applyToMesh();
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};
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/*
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GameLib.CustomCode.SnakeBody.prototype.clone = function() {
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return new GameLib.CustomCode.SnakeBody(
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this.bodyType,
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this.mesh,
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{
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x : this.position.x,
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y : this.position.y
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}
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);
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}
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*/
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GameLib.CustomCode.SnakeBody.prototype.applyToMesh = function() {
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this.mesh.position.x = this.position.x + GameLib.CustomCode.GRID_OFFSET_X;
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@ -220,7 +197,7 @@ GameLib.CustomCode.prototype.advanceSnake = function(delta) {
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body.position.x = position.x;
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body.position.y = position.y;
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body.rotation += this.state.rotation;
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//body.rotation += this.state.rotation;
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position.x = tempPosition.x;
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position.y = tempPosition.y;
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@ -275,20 +252,44 @@ GameLib.Event.Subscribe(
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this.state = {
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direction : {
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x : -1,
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y : 0
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x : 0,
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y : 1
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},
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rotation : Math.PI / 2
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rotation : 0
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};
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this.snake = [
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new GameLib.CustomCode.SnakeBody(
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GameLib.CustomCode.BODY_TYPE_HEAD,
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this.meshEnd
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this.meshBreadEnd,
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{
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x : 4,
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y : 4
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},
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0
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),
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new GameLib.CustomCode.SnakeBody(
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GameLib.CustomCode.BODY_TYPE_TAIL,
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this.meshEnd
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this.meshBreadPatty,
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{
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x : 4,
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y : 3
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},
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0
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),
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new GameLib.CustomCode.SnakeBody(
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this.meshBreadPatty,
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{
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x : 4,
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y : 2
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},
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0
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),
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new GameLib.CustomCode.SnakeBody(
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this.meshBreadEnd,
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{
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x : 4,
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y : 1
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},
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Math.PI
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)
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];
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