Update: CC - Snake FS - Entity Loaded (21g30t1e75.js) 1387 bytes modified
parent
4956323ad7
commit
40311bb233
316
21g30t1e75.js
316
21g30t1e75.js
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@ -157,8 +157,7 @@ this.state = {
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exploding : false,
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lives : 3,
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getReady : false,
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message : null,
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overrideOrientation : false
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message : null
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};
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GameLib.CustomCode.prototype.displayHUD = function() {
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@ -204,10 +203,10 @@ GameLib.CustomCode.prototype.displayHUD = function() {
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this.canvasHUD.text('xtra', 420, 480, '12px Pixeled', '#ffffff');
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this.canvasHUD.text('slow', 420, 500, '12px Pixeled', '#ffffff');
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if (this.state.message) {
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this.canvasHUD.text(this.state.message, 220, 250, '30px Pixeled', '#ffffff');
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}
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if (this.state.message) {
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this.canvasHUD.text(this.state.message, 220, 250, '30px Pixeled', '#ffffff');
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}
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this.canvasHUD.image(this.imagePowerupSpeed.instance, 50, 460, 48, 48);
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this.canvasHUD.image(this.imagePowerupLife.instance, 205, 460, 48, 48);
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this.canvasHUD.image(this.imagePowerupSlow.instance, 360, 460, 48, 48);
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@ -235,19 +234,16 @@ GameLib.CustomCode.prototype.waitReload = function(delta) {
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this.state.exploding = false;
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this.state.getReady = true;
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this.advanceSnake(this.speed * 2);
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window.setTimeout(
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this.state.getReady = true;
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window.setTimeout(
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function(){
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this.state.message = null;
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this.displayHUD();
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}.bind(this),
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5000
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);
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window.setTimeout(
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function(){
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this.state.message = "GO!";
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@ -289,8 +285,6 @@ GameLib.CustomCode.prototype.waitReload = function(delta) {
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GameLib.CustomCode.prototype.visualizeGrid = function () {
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return;
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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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@ -650,8 +644,8 @@ GameLib.CustomCode.prototype.createGameObject = function(
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gameObject.applyToMesh(true);
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break;
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case GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY:
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gameObject = new GameLib.CustomCode.SnakeBody(
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gameObject = new GameLib.CustomCode.SnakeBody(
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type,
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mesh,
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position,
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@ -661,9 +655,9 @@ GameLib.CustomCode.prototype.createGameObject = function(
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isTail
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)
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gameObject.applyToMesh(true);
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this.animation.meshes.push(gameObject.mesh);
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this.animation.meshes.push(gameObject.mesh);
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break;
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default:
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throw new Error('unhandled object type: ' + objectType);
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@ -839,27 +833,27 @@ GameLib.CustomCode.SnakeBody.prototype = Object.create(GameLib.CustomCode.GameOb
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GameLib.CustomCode.SnakeBody.prototype.constructor = GameLib.CustomCode.GameObject;
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GameLib.CustomCode.SnakeBody.prototype.dispose = function() {
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GameLib.CustomCode.GameObject.prototype.dispose.call(this);
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if (this.backupMesh) {
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this.backupMesh.geometry = null;
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this.backupMesh.materials = null;
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this.backupMesh.remove();
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this.backupMesh = null;
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}
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this.flip = 0;
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this.orientaiton = 0;
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this.isTail = false;
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GameLib.CustomCode.GameObject.prototype.dispose.call(this);
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if (this.backupMesh) {
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this.backupMesh.geometry = null;
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this.backupMesh.materials = null;
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this.backupMesh.remove();
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this.backupMesh = null;
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}
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this.flip = 0;
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this.orientaiton = 0;
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this.isTail = false;
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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.type,
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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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x : this.position.x,
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y : this.position.y
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},
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this.orientation,
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this.flip,
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this.backupMesh,
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@ -937,9 +931,9 @@ GameLib.CustomCode.prototype.initializeGrid = function() {
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function(x) {
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x.map(
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function(y) {
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if (y) {
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y.dispose();
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}
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if (y) {
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y.dispose();
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}
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}
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);
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}
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@ -1157,40 +1151,21 @@ GameLib.CustomCode.prototype.createCorner = function(body, temp) {
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}.bind(this);
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GameLib.CustomCode.prototype.backup = function() {
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if (GameLib.Utils.UndefinedOrNull(this.backupSnake)) {
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this.backupSnake = this.snake.map(
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function(body) {
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return body.clone();
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}
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);
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this.backupOrientation = this.state.orientation;
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}
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this.backupPrevious = this.backupSnake.map(
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function(body) {
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return body.clone();
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}
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);
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this.backupSnake = this.snake.map(
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function(body) {
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return body.clone();
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}
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);
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this.backupPreviousOrientation = this.backupOrientation;
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this.backupOrientation = this.state.orientation;
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this.state.overrideOrientation = true;
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this.backup = {
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snake : this.snake.map(
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function(body) {
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return body.clone();
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}
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),
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orientation : this.state.orientation,
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flip : this.state.flip
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};
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}.bind(this)
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GameLib.CustomCode.prototype.restore = function() {
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this.snake.map(
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function(body) {
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@ -1200,42 +1175,42 @@ GameLib.CustomCode.prototype.restore = function() {
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*/
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this.grid[body.position.x][body.position.y] = null;
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var meshFound = false;
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var backupMeshFound = false;
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this.backupPrevious.map(
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function (backupBody) {
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if (
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body.mesh === backupBody.mesh ||
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body.mesh === backupBody.backupMesh
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) {
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meshFound = true;
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}
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if (
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body.backupMesh === backupBody.mesh ||
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body.backupMesh === backupBody.backupMesh
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) {
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backupMeshFound = true;
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}
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}.bind(this)
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);
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if (!meshFound) {
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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 = null;
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}
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if (!backupMeshFound) {
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body.backupMesh.geometry = null;
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body.backupMesh.materials = null;
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body.backupMesh.remove();
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body.backupMesh = null;
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}
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var meshFound = false;
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var backupMeshFound = false;
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this.backup.snake.map(
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function (backupBody) {
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if (
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body.mesh === backupBody.mesh ||
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body.mesh === backupBody.backupMesh
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) {
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meshFound = true;
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}
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if (
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body.backupMesh === backupBody.mesh ||
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body.backupMesh === backupBody.backupMesh
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) {
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backupMeshFound = true;
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}
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}.bind(this)
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);
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if (!meshFound) {
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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 = null;
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}
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if (!backupMeshFound) {
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body.backupMesh.geometry = null;
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body.backupMesh.materials = null;
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body.backupMesh.remove();
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body.backupMesh = null;
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}
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}.bind(this)
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)
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@ -1245,22 +1220,25 @@ GameLib.CustomCode.prototype.restore = function() {
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this.initializeGrid();
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/**
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* Restore our backup snake
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* Restore our backup
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*/
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this.snake = this.backupPrevious.map(
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function(body) {
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return body.clone();
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this.state.orientation = this.backup.orientation;
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this.state.flip = this.backup.flip;
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this.snake = this.backup.snake.map(
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function(body) {
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var clone = body.clone();
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clone.applyToMesh();
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return clone;
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}.bind(this)
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);
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this.state.orientation = this.backupPreviousOrientation;
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this.backup();
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this.visualizeGrid();
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this.backupSnake = null;
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this.backup();
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this.visualizeGrid();
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}.bind(this)
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/**
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@ -1284,34 +1262,34 @@ GameLib.CustomCode.prototype.advanceSnake = function(delta) {
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var backup = null;
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var temp = null;
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var advanced = false;
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this.snake.map(
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function(body, index) {
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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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body.mesh.updateInstance('position');
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}
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if (index === 0) {
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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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body.mesh.updateInstance('position');
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}
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backup = {
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position : {
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x : body.position.x,
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@ -1330,42 +1308,16 @@ GameLib.CustomCode.prototype.advanceSnake = function(delta) {
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this.grid[backup.position.x][backup.position.y] = new GameLib.CustomCode.GameObject();
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if (!advanced) {
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if (this.state.getReady) {
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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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body.flip = backup.flip;
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body.applyToMesh();
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return;
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}
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this.explode(body.position);
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} else {
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if (this.state.overrideOrientation) {
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this.backupPreviousOrientation = this.state.orientation;
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this.backupOrientation = this.state.orientation;
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this.state.overrideOrientation = false;
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}
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var gameObject = this.grid[body.position.x][body.position.y];
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switch (gameObject.objectType) {
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case GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY :
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//f (body.orientation !== backup.orientation) {
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//body.orientation = backup.orientation;
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//body.flip = backup.flip;
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//backup.orientation = this.state.orientation;
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//backup.flip = this.state.flip;
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// this.createCorner(body, backup);
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// body.applyToMesh();
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//}
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if (!gameObject.isTail) {
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if (body.orientation !== backup.orientation) {
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@ -1487,28 +1439,6 @@ GameLib.CustomCode.prototype.advanceSnake = function(delta) {
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*/
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this.grid[body.position.x][body.position.y] = body;
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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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body.mesh.updateInstance('position');
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}
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if (body.orientation !== temp.orientation) {
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this.createCorner(body, temp);
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}
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@ -1523,10 +1453,10 @@ GameLib.CustomCode.prototype.advanceSnake = function(delta) {
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this.state.turning = false;
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if (this.state.eating) {
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this.backup();
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}
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if (this.state.eating) {
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this.backup();
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}
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this.state.eating = false;
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this.visualizeGrid();
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@ -1546,7 +1476,7 @@ GameLib.Event.Subscribe(
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lives : 3,
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getReady : false,
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message : null,
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overrideOrientation : false
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overrideOrientation : false
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};
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this.initializeGrid();
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Reference in New Issue