Update: CC - Snake FS - Entity Loaded (21g30t1e75.js) 59 bytes modified
parent
374b9bf5f1
commit
536f7c1bc9
275
21g30t1e75.js
275
21g30t1e75.js
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@ -53,143 +53,6 @@ this.grid = [];
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this.speed = GameLib.CustomCode.SPEED_INITIAL;
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this.advanceTime = 0;
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GameLib.CustomCode.SnakeBody = function(
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mesh,
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position,
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direction
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) {
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this.mesh = mesh;
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this.position = position;
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this.direction = direction;
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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.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.direction.x,
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y : this.direction.y
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}
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);
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}
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GameLib.CustomCode.SnakeBody.prototype.advance = function() {
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this.position.x += this.direction.x;
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this.position.y += this.direction.y;
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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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/**
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* TODO: We don't update instance position - animation should do this
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*/
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this.mesh.updateInstance('position');
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}
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GameLib.CustomCode.prototype.advanceSnake = function(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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var head = this.snake[0].clone();
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head.advance();
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this.snake = this.snake.reduce(
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function(result, body, index) {
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if ((index + 1) >= this.snake.length) {
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/**
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* do nothing
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*/
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} else {
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/**
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* Move the body over
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*/
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result.push(this.snake[index + 1]);
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}
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return result;
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}.bind(this),
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[head]
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)
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}.bind(this);
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GameLib.CustomCode.prototype.initializeGrid = function() {
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this.grid = [];
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for (var x = 0; x < GameLib.CustomCode.GRID_WIDTH; x++) {
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this.grid[x] = [];
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for (var y = 0; y < GameLib.CustomCode.GRID_HEIGHT; y++) {
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this.grid[x][y] = {
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mesh : null,
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direction : {
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x : 0,
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y : 0
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}
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}
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}
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}
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}.bind(this);
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GameLib.CustomCode.prototype.cloneBody = function(bodyType) {
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var mesh = null;
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switch (bodyType) {
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case (GameLib.CustomCode.BODY_TYPE_HEAD) :
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mesh = this.meshEnd.clone();
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break;
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case (GameLib.CustomCode.BODY_TYPE_TAIL) :
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mesh = this.meshEnd.clone();
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mesh.rotation.z = Math.PI;
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mesh.updateInstance('rotation');
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break;
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default:
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console.warn('unhandled body type : ' + bodyType);
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break;
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}
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var direction = {
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x : -1,
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y : 0
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};
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var position = {
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x : Math.round(GameLib.CustomCode.GRID_WIDTH / 2),
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y : Math.round(GameLib.CustomCode.GRID_HEIGHT / 2)
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};
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if (this.snake.length > 0) {
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direction.x = this.snake[0].direction.x;
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direction.y = this.snake[0].direction.y;
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}
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if (this.snake.length > 0) {
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position.x = this.snake[0].position.x;
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position.y = this.snake[0].position.y;
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}
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return new GameLib.CustomCode.SnakeBody(
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mesh,
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position,
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direction
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);
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}.bind(this);
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GameLib.CustomCode.prototype.createMaterial = function(image) {
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var diffuseMap = new GameLib.D3.Texture.Image(
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this.runtime.graphics,
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@ -229,6 +92,140 @@ this.meshEnd = this.createGameMesh(this.imageEnd);
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this.meshPatty = this.createGameMesh(this.imagePatty);
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this.meshBodyPatty = this.createGameMesh(this.imageBodyPatty);
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GameLib.CustomCode.SnakeBody = function(
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bodyType,
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position,
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direction,
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mesh
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) {
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if (GameLib.Utils.UndefinedOrNull(position)) {
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position = {
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x : Math.round(GameLib.CustomCode.GRID_WIDTH / 2),
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y : Math.round(GameLib.CustomCode.GRID_HEIGHT / 2)
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};
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}
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this.position = position;
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if (GameLib.Utils.UndefinedOrNull(direction)) {
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direction = {
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x : -1,
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y : 0
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};
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}
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this.direction = direction;
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if (GameLib.Utils.UndefinedOrNull(bodyType)) {
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bodyType = GameLib.CustomCode.BODY_TYPE_HEAD;
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}
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this.bodyType = bodyType;
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if (GameLib.Utils.UndefinedOrNull(mesh)) {
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switch (this.bodyType) {
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case GameLib.CustomCode.BODY_TYPE_HEAD :
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mesh = this.meshEnd;
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break;
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case GameLib.CustomCode.BODY_TYPE_TAIL :
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mesh = this.meshEnd.clone();
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mesh.rotation.z = Math.PI;
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mesh.updateInstance('rotation');
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position.x += 1;
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default :
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throw new Error('body type not specified and no mesh');
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break;
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}
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}
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this.mesh = mesh;
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this.applyPositionToMesh();
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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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{
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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.direction.x,
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y : this.direction.y
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},
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this.mesh
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);
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}
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GameLib.CustomCode.SnakeBody.prototype.applyPositionToMesh = function() {
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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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/**
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* TODO: We don't update instance position - animation should do this
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*/
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this.mesh.updateInstance('position');
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}
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GameLib.CustomCode.SnakeBody.prototype.advance = function() {
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this.position.x += this.direction.x;
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this.position.y += this.direction.y;
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}
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GameLib.CustomCode.prototype.advanceSnake = function(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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var head = this.snake[0].clone();
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head.advance();
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this.snake = this.snake.reduce(
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function(result, body, index) {
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if ((index + 1) >= this.snake.length) {
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/**
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* do nothing
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*/
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} else {
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/**
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* Move the body over
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*/
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result.push(this.snake[index + 1]);
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}
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return result;
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}.bind(this),
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[head]
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)
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}.bind(this);
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/*
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GameLib.CustomCode.prototype.initializeGrid = function() {
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this.grid = [];
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for (var x = 0; x < GameLib.CustomCode.GRID_WIDTH; x++) {
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this.grid[x] = [];
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for (var y = 0; y < GameLib.CustomCode.GRID_HEIGHT; y++) {
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this.grid[x][y] = {
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mesh : null,
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direction : {
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x : 0,
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y : 0
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}
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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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GameLib.Event.Subscribe(
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GameLib.Event.GAME_START,
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function() {
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@ -245,8 +242,8 @@ GameLib.Event.Subscribe(
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)
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this.snake = [
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this.cloneBody(GameLib.CustomCode.BODY_TYPE_HEAD),
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this.cloneBody(GameLib.CustomCode.BODY_TYPE_TAIL)
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new GameLib.CustomCode.SnakeBody(GameLib.CustomCode.BODY_TYPE_HEAD),
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new GameLib.CustomCode.SnakeBody(GameLib.CustomCode.BODY_TYPE_TAIL)
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];
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/**
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