Update: CC - Before Render - Moorcow (qi81k80v08.js) 689 bytes modified
parent
6623a7a544
commit
6927d00500
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qi81k80v08.js
234
qi81k80v08.js
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@ -1,165 +1,165 @@
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if (!this.entityLoaded) {
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if (!this.entityLoaded) {
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return;
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return;
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}
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}
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if (GameLib.Utils.UndefinedOrNull(this.loaded)) {
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if (GameLib.Utils.UndefinedOrNull(this.loaded)) {
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this.loaded = true;
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this.loaded = true;
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this.bull = this.entityLoaded.bull;
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this.bull = this.entityLoaded.bull;
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this.star = this.entityLoaded.star;
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this.star = this.entityLoaded.star;
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this.burger = this.entityLoaded.burger;
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this.burger = this.entityLoaded.burger;
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this.parcel = this.entityLoaded.parcel;
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this.parcel = this.entityLoaded.parcel;
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this.bull.instance.visible = false;
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this.bull.instance.visible = false;
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this.star.instance.visible = false;
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this.star.instance.visible = false;
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this.burger.instance.visible = false;
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this.burger.instance.visible = false;
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this.parcel.instance.visible = false;
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this.parcel.instance.visible = false;
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/**
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/**
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* This component is initializing - set the total time to 0
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* This component is initializing - set the total time to 0
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*/
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*/
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this.totalTime = 0;
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this.totalTime = 0;
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this.spawnTime = 0;
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this.spawnTime = 0;
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this.enemies = [];
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this.enemies = [];
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GameLib.Event.Emit(
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GameLib.Event.Emit(
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GameLib.Event.GET_GRAPHICS_IMPLEMENTATION,
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GameLib.Event.GET_GRAPHICS_IMPLEMENTATION,
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null,
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null,
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function(graphics) {
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function(graphics) {
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this.graphics = graphics
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this.graphics = graphics
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}.bind(this)
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}.bind(this)
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);
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);
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this.getNextSpawnTime = function() {
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this.getNextSpawnTime = function() {
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return GameLib.Utils.GetRandomIntInclusive(
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return GameLib.Utils.GetRandomIntInclusive(
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1,
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1,
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10
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10
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);
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);
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}
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}
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this.nextSpawnTime = this.getNextSpawnTime();
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this.nextSpawnTime = this.getNextSpawnTime();
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this.spawnEnemy = function() {
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this.spawnEnemy = function() {
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var enemyType = GameLib.Utils.GetRandomIntInclusive(1, 5);
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var enemyType = GameLib.Utils.GetRandomIntInclusive(1, 5);
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var meshType = GameLib.Utils.GetRandomIntInclusive(1, 4);
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var meshType = GameLib.Utils.GetRandomIntInclusive(1, 4);
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var y = GameLib.Utils.GetRandomIntInclusive(2, 10));
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var y = GameLib.Utils.GetRandomIntInclusive(2, 10);
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var apiBox = new GameLib.D3.API.Mesh();
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var apiBox = new GameLib.D3.API.Mesh();
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apiBox.materials = [this.boxMaterial];
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apiBox.materials = [this.boxMaterial];
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var speed = 1;
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var speed = 1;
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var mesh = null;
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var mesh = null;
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if (meshType === 1) {
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if (meshType === 1) {
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mesh = this.bull.clone();
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mesh = this.bull.clone();
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speed = 0.2;
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speed = 0.2;
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} else if (meshType === 2) {
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} else if (meshType === 2) {
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mesh = this.star.clone();
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mesh = this.star.clone();
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speed = 0.3;
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speed = 0.3;
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} else if (meshType === 3) {
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} else if (meshType === 3) {
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mesh = this.burger.clone();
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mesh = this.burger.clone();
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speed = 0.4;
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speed = 0.4;
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} else if (meshType === 4) {
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} else if (meshType === 4) {
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mesh = this.parcel.clone();
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mesh = this.parcel.clone();
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speed = 0.5;
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speed = 0.5;
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} else {
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} else {
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console.log('unknown mesh type : ' + meshType);
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console.log('unknown mesh type : ' + meshType);
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}
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}
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mesh.instance.visible = true;
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mesh.instance.visible = true;
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var velocity = null;
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var velocity = null;
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var rotX = Math.floor((Math.random() * 10) + 1) * 0.01;
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var rotX = Math.floor((Math.random() * 10) + 1) * 0.01;
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var rotY = Math.floor((Math.random() * 10) + 1) * 0.01;
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var rotY = Math.floor((Math.random() * 10) + 1) * 0.01;
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var rotZ = Math.floor((Math.random() * 10) + 1) * 0.01;
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var rotZ = Math.floor((Math.random() * 10) + 1) * 0.01;
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var position = {x : 0, y: y, z :0};
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var position = {x : 0, y: y, z :0};
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var rotation = {x : rotX, y: rotY, z: rotZ};
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var rotation = {x : rotX, y: rotY, z: rotZ};
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var enemy = {
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var enemy = {
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mesh : mesh
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mesh : mesh
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};
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};
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if (enemyType === 1) {
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if (enemyType === 1) {
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position.x = -100;
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position.x = -100;
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velocity = {x:speed,y:0,z:0};
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velocity = {x:speed,y:0,z:0};
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}
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}
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if (enemyType === 2) {
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if (enemyType === 2) {
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position.x = 100;
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position.x = 100;
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velocity = {x:-speed,y:0,z:0};
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velocity = {x:-speed,y:0,z:0};
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}
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}
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if (enemyType === 3) {
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if (enemyType === 3) {
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position.x = -100;
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position.x = -100;
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position.z = -100;
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position.z = -100;
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velocity = {x:speed,y:0,z:speed};
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velocity = {x:speed,y:0,z:speed};
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}
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}
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if (enemyType === 4) {
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if (enemyType === 4) {
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position.x = 100;
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position.x = 100;
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position.z = -100;
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position.z = -100;
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velocity = {x:-speed,y:0,z:speed};
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velocity = {x:-speed,y:0,z:speed};
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}
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}
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if (enemyType === 5) {
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if (enemyType === 5) {
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position.x = 0;
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position.x = 0;
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position.z = -100;
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position.z = -100;
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velocity = {x:0,y:0,z:speed};
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velocity = {x:0,y:0,z:speed};
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}
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}
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enemy.mesh.position.x = position.x;
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enemy.mesh.position.x = position.x;
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enemy.mesh.position.y = position.y;
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enemy.mesh.position.y = position.y;
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enemy.mesh.position.z = position.z;
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enemy.mesh.position.z = position.z;
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enemy.mesh.updateInstancePosition();
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enemy.mesh.updateInstancePosition();
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enemy.velocity = velocity;
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enemy.velocity = velocity;
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enemy.rotation = rotation;
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enemy.rotation = rotation;
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enemy.lifeTime = 0;
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enemy.lifeTime = 0;
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enemy.life = 15;
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enemy.life = 15;
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this.enemies.push(enemy);
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this.enemies.push(enemy);
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}
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}
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}
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}
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this.totalTime += data.delta;
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this.totalTime += data.delta;
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this.spawnTime += data.delta;
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this.spawnTime += data.delta;
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if (this.spawnTime > this.nextSpawnTime) {
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if (this.spawnTime > this.nextSpawnTime) {
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this.nextSpawnTime = Math.floor((Math.random() * 1) + 1);
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this.nextSpawnTime = this.getNextSpawnTime();
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this.spawnTime = 0;
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this.spawnTime = 0;
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this.spawnEnemy();
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this.spawnEnemy();
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}
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}
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this.enemies = this.enemies.reduce(
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this.enemies = this.enemies.reduce(
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function(result, enemy) {
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function(result, enemy) {
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enemy.mesh.position.add(enemy.velocity);
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enemy.mesh.position.add(enemy.velocity);
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enemy.mesh.updateInstancePosition();
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enemy.mesh.updateInstancePosition();
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enemy.mesh.rotation.add(enemy.rotation);
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enemy.mesh.rotation.add(enemy.rotation);
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enemy.lifeTime += data.delta;
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enemy.lifeTime += data.delta;
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if (enemy.lifeTime > enemy.life) {
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if (enemy.lifeTime > enemy.life) {
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GameLib.Event.Emit(
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GameLib.Event.Emit(
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GameLib.Event.REMOVE_COMPONENT,
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GameLib.Event.REMOVE_COMPONENT,
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{
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{
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component : enemy.mesh
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component : enemy.mesh
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}
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}
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);
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);
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} else {
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} else {
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result.push(enemy);
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result.push(enemy);
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}
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}
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return result;
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return result;
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},
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},
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[]
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[]
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);
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);
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return null;
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return null;
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