Update: CC - Snake FS - Entity Loaded (21g30t1e75.js) 3399 bytes modified
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b5f55bc1f5
commit
3359bfdaad
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21g30t1e75.js
160
21g30t1e75.js
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@ -134,35 +134,93 @@ this.state = {
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flip : 0
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};
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GameLib.CustomCode.prototype.visualizeGrid = function (color) {
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GameLib.CustomCode.prototype.visualizeGrid = function () {
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if (this.starsMesh) {
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this.scene.instance.remove(this.starsMesh);
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if (this.noneMesh) {
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this.scene.instance.remove(this.noneMesh);
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}
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this.starsGeometry = new THREE.Geometry();
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if (this.foodMesh) {
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this.scene.instance.remove(this.foodMesh);
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}
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if (this.powerupMesh) {
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this.scene.instance.remove(this.powerupMesh);
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}
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if (this.snakeMesh) {
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this.scene.instance.remove(this.snakeMesh);
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}
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this.noneGeometry = new THREE.Geometry();
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this.foodGeometry = new THREE.Geometry();
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this.powerupGeometry = new THREE.Geometry();
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this.snakeGeometry = new THREE.Geometry();
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this.grid.map(
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function(x, xIndex) {
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x.map(
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function(y, yIndex) {
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this.starsGeometry.vertices.push(
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new THREE.Vector3(
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(xIndex * GameLib.CustomCode.BODY_SCALE_X) + GameLib.CustomCode.GRID_OFFSET_X,
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(yIndex * GameLib.CustomCode.BODY_SCALE_Y) + GameLib.CustomCode.GRID_OFFSET_Y,
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5
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)
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);
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function(object, yIndex) {
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if (object.objectType === GameLib.CustomCode.OBJECT_TYPE_NONE) {
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this.noneGeometry.vertices.push(
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new THREE.Vector3(
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(xIndex * GameLib.CustomCode.BODY_SCALE_X) + GameLib.CustomCode.GRID_OFFSET_X,
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(yIndex * GameLib.CustomCode.BODY_SCALE_Y) + GameLib.CustomCode.GRID_OFFSET_Y,
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5
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)
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);
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}
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if (object.objectType === GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY) {
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this.snakeGeometry.vertices.push(
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new THREE.Vector3(
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(xIndex * GameLib.CustomCode.BODY_SCALE_X) + GameLib.CustomCode.GRID_OFFSET_X,
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(yIndex * GameLib.CustomCode.BODY_SCALE_Y) + GameLib.CustomCode.GRID_OFFSET_Y,
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5
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)
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);
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}
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if (object.objectType === GameLib.CustomCode.OBJECT_TYPE_FOOD) {
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this.foodGeometry.vertices.push(
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new THREE.Vector3(
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(xIndex * GameLib.CustomCode.BODY_SCALE_X) + GameLib.CustomCode.GRID_OFFSET_X,
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(yIndex * GameLib.CustomCode.BODY_SCALE_Y) + GameLib.CustomCode.GRID_OFFSET_Y,
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5
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)
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);
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}
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if (object.objectType === GameLib.CustomCode.OBJECT_TYPE_POWERUP) {
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this.powerupGeometry.vertices.push(
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new THREE.Vector3(
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(xIndex * GameLib.CustomCode.BODY_SCALE_X) + GameLib.CustomCode.GRID_OFFSET_X,
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(yIndex * GameLib.CustomCode.BODY_SCALE_Y) + GameLib.CustomCode.GRID_OFFSET_Y,
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5
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)
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);
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}
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}.bind(this)
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)
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}.bind(this)
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);
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var starsMaterial = new THREE.PointsMaterial({color: color, size: 0.1});
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var noneMaterial = new THREE.PointsMaterial({color: 0xffffff, size: 0.1});
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var foodMaterial = new THREE.PointsMaterial({color: 0x00ff00, size: 0.1});
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var snakeMaterial = new THREE.PointsMaterial({color: 0x0000ff, size: 0.1});
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var powerupMaterial = new THREE.PointsMaterial({color: 0xff0000, size: 0.1});
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this.starsMesh = new THREE.Points(this.starsGeometry, starsMaterial);
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this.scene.instance.add(this.starsMesh);
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this.noneMesh = new THREE.Points(this.noneGeometry, noneMaterial);
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this.foodMesh = new THREE.Points(this.foodGeometry, foodMaterial);
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this.powerupMesh = new THREE.Points(this.powerupGeometry, powerupMaterial);
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this.snakeMesh = new THREE.Points(this.snakeGeometry, snakeMaterial);
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this.scene.instance.add(this.noneMesh);
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this.scene.instance.add(this.foodMesh);
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this.scene.instance.add(this.powerupMesh);
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this.scene.instance.add(this.snakeMesh);
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}.bind(this)
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@ -303,23 +361,23 @@ GameLib.CustomCode.prototype.createGameObject = function(
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case GameLib.CustomCode.POWERUP_SPEED :
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mesh = this.createGameMesh(this.materialPowerupSpeed);
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break;
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case GameLib.CustomCode.POWERUP_LIFE :
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case GameLib.CustomCode.POWERUP_LIFE :
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mesh = this.createGameMesh(this.materialPowerupLife);
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break;
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case GameLib.CustomCode.POWERUP_SLOW :
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mesh = this.createGameMesh(this.materialPowerupSlow);
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break;
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default:
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default:
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throw new Error('unhandled power up type : ' + type)
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}
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/**
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/**
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* We apply a scale to the powerupss too - since they appear too big when normal
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*/
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mesh.scale.x = 0.8;
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mesh.scale.y = 0.8;
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mesh.updateInstance('scale');
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array = this.powerups;
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}
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@ -458,7 +516,16 @@ GameLib.CustomCode.prototype.createGameObject = function(
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/**
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* Save a reference to this object to the specific object array
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*/
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array.push(gameObject);
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if (
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currentGameObject.objectType === GameLib.CustomCode.OBJECT_TYPE_POWERUP ||
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currentGameObject.objectType === GameLib.CustomCode.OBJECT_TYPE_FOOD
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) {
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/**
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* Food and powerups automatically get added, snake bodys need careful insertion
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*/
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array.push(gameObject);
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}
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/**
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* If we have too many objects - dispose of the first on in the queue (fifo)
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@ -472,8 +539,8 @@ GameLib.CustomCode.prototype.createGameObject = function(
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gameObject = this.powerups.shift();
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this.grid[gameObject.position.x][gameObject.position.y].dispose();
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}
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return gameObject;
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return gameObject;
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}.bind(this);
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@ -952,35 +1019,34 @@ GameLib.Event.Subscribe(
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powerup.dispose();
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}
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);
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this.state = {
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orientation : GameLib.CustomCode.ORIENTATION_UP
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};
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this.initializeGrid();
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this.visualizeGrid();
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this.createGameObject(
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GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY,
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GameLib.CustomCode.BODY_TYPE_BREAD_HEAD,
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{
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x : 4,
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y : 4
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},
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GameLib.CustomCode.ORIENTATION_UP
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);
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this.createGameObject(
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GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY,
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GameLib.CustomCode.BODY_TYPE_BREAD_TAIL,
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{
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x : 4,
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y : 3
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},
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GameLib.CustomCode.ORIENTATION_UP
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);
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//this.visualizeGrid();
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this.snake = [
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this.createGameObject(
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GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY,
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GameLib.CustomCode.BODY_TYPE_BREAD_HEAD,
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{
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x : 4,
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y : 4
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},
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GameLib.CustomCode.ORIENTATION_UP
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),
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this.createGameObject(
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GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY,
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GameLib.CustomCode.BODY_TYPE_BREAD_TAIL,
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{
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x : 4,
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y : 3
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},
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GameLib.CustomCode.ORIENTATION_UP
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)
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]
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/**
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* Other Settings
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