Update: CC - Snake FS - Entity Loaded (21g30t1e75.js) 1614 bytes modified
parent
c39dc83dda
commit
cc02305c6e
338
21g30t1e75.js
338
21g30t1e75.js
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@ -136,8 +136,8 @@ this.state = {
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turning : false,
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flip : 0,
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eating : false,
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exploding : false,
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lives : 2
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exploding : false,
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lives : 2
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};
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GameLib.CustomCode.prototype.visualizeGrid = function () {
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@ -333,25 +333,25 @@ GameLib.CustomCode.GameObject.prototype.applyToMesh = function(updateInstance) {
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*/
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GameLib.CustomCode.prototype.getFreeGridPosition = function() {
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var positions = [];
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this.grid.map(
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function(row, x) {
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row.map(
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function(object, y) {
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if (object.objectType === GameLib.CustomCode.OBJECT_TYPE_NONE) {
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positions.push(
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{
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x : x,
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y : y
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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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);
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var positions = [];
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this.grid.map(
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function(row, x) {
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row.map(
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function(object, y) {
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if (object.objectType === GameLib.CustomCode.OBJECT_TYPE_NONE) {
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positions.push(
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{
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x : x,
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y : y
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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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);
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var index = GameLib.Utils.GetRandomInt(0, positions.length);
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return positions[index];
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@ -531,7 +531,7 @@ GameLib.CustomCode.prototype.createGameObject = function(
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if (currentGameObject.objectType === GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY) {
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console.warn('should not reach this code if collision detection is perfect');
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this.explode(currentGameObject.position);
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return;
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return gameObject;
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}
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this.grid[gameObject.position.x][gameObject.position.y].dispose();
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@ -750,16 +750,16 @@ GameLib.CustomCode.prototype.initializeGrid = function() {
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*/
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GameLib.CustomCode.prototype.explode = function(position) {
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console.log('explode snake at position : ' + position.x + ', ' + position.y);
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this.state.exploding = true;
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this.state.lives -= 1;
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this.particleEnginePickle.position.x = (position.x * GameLib.CustomCode.BODY_SCALE_X) + GameLib.CustomCode.GRID_OFFSET_X;
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this.particleEnginePickle.position.y = (position.y * GameLib.CustomCode.BODY_SCALE_Y) + GameLib.CustomCode.GRID_OFFSET_Y;
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this.particleEnginePickle.updateInstance('position');
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this.particleEnginePickle.enabled = true;
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this.state.exploding = true;
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this.state.lives -= 1;
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this.particleEnginePickle.position.x = (position.x * GameLib.CustomCode.BODY_SCALE_X) + GameLib.CustomCode.GRID_OFFSET_X;
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this.particleEnginePickle.position.y = (position.y * GameLib.CustomCode.BODY_SCALE_Y) + GameLib.CustomCode.GRID_OFFSET_Y;
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this.particleEnginePickle.updateInstance('position');
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this.particleEnginePickle.enabled = true;
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}
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/**
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@ -779,10 +779,10 @@ GameLib.CustomCode.prototype.extend = function(gameObject, position, orientation
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body = this.createGameObject(
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GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY,
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GameLib.CustomCode.BODY_TYPE_BREAD_BACON,
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{
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x : position.x,
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y : position.y
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},
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{
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x : position.x,
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y : position.y
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},
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orientation
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)
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break;
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@ -791,9 +791,9 @@ GameLib.CustomCode.prototype.extend = function(gameObject, position, orientation
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GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY,
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GameLib.CustomCode.BODY_TYPE_BREAD_CHEESE,
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{
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x : position.x,
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y : position.y
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},
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x : position.x,
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y : position.y
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},
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orientation
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)
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break;
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@ -802,9 +802,9 @@ GameLib.CustomCode.prototype.extend = function(gameObject, position, orientation
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GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY,
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GameLib.CustomCode.BODY_TYPE_BREAD_ONION,
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{
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x : position.x,
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y : position.y
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},
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x : position.x,
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y : position.y
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},
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orientation
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)
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break;
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@ -813,9 +813,9 @@ GameLib.CustomCode.prototype.extend = function(gameObject, position, orientation
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GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY,
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GameLib.CustomCode.BODY_TYPE_BREAD_ONION_RING,
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{
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x : position.x,
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y : position.y
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},
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x : position.x,
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y : position.y
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},
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orientation
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)
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break;
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@ -824,9 +824,9 @@ GameLib.CustomCode.prototype.extend = function(gameObject, position, orientation
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GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY,
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GameLib.CustomCode.BODY_TYPE_BREAD_PATTY,
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{
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x : position.x,
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y : position.y
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},
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x : position.x,
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y : position.y
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},
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orientation
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)
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break;
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@ -835,9 +835,9 @@ GameLib.CustomCode.prototype.extend = function(gameObject, position, orientation
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GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY,
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GameLib.CustomCode.BODY_TYPE_BREAD_TOMATO,
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{
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x : position.x,
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y : position.y
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},
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x : position.x,
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y : position.y
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},
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orientation
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)
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break;
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@ -845,7 +845,7 @@ GameLib.CustomCode.prototype.extend = function(gameObject, position, orientation
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throw new Error('unhandled food type: ' + gameObject.type);
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}
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/*
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/*
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if (orientation === GameLib.CustomCode.ORIENTATION_UP) {
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body.mesh.position.y -= 0.5 * GameLib.CustomCode.BODY_SCALE_Y;
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}
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@ -870,7 +870,7 @@ GameLib.CustomCode.prototype.extend = function(gameObject, position, orientation
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/**
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* Food or powerup objects need to be destroyed before being replaced with a body object
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*/
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*/
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this.food.splice(
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this.food.indexOf(gameObject),
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1
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@ -879,7 +879,7 @@ GameLib.CustomCode.prototype.extend = function(gameObject, position, orientation
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gameObject.dispose();
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this.grid[body.position.x][body.position.y] = body;
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}.bind(this);
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/**
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@ -895,47 +895,47 @@ GameLib.CustomCode.prototype.powerup = function(gameObject) {
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);
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gameObject.dispose();
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}.bind(this);
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GameLib.CustomCode.prototype.createCorner = function(body, temp) {
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var backupOrientation = body.orientation;
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body.orientation = temp.orientation;
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var backupOrientation = body.orientation;
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body.applyToMesh();
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body.orientation = temp.orientation;
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body.orientation = backupOrientation;
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body.applyToMesh();
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body.backupMesh = body.mesh;
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body.orientation = backupOrientation;
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if (temp.orientation === GameLib.CustomCode.ORIENTATION_UP) {
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body.backupMesh.position.y -= 0.5 * GameLib.CustomCode.BODY_SCALE_Y;
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}
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body.backupMesh = body.mesh;
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if (temp.orientation === GameLib.CustomCode.ORIENTATION_DOWN) {
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body.backupMesh.position.y += 0.5 * GameLib.CustomCode.BODY_SCALE_Y;
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}
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if (temp.orientation === GameLib.CustomCode.ORIENTATION_UP) {
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body.backupMesh.position.y -= 0.5 * GameLib.CustomCode.BODY_SCALE_Y;
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}
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if (temp.orientation === GameLib.CustomCode.ORIENTATION_LEFT) {
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body.backupMesh.position.x += 0.5 * GameLib.CustomCode.BODY_SCALE_X;
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}
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if (temp.orientation === GameLib.CustomCode.ORIENTATION_DOWN) {
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body.backupMesh.position.y += 0.5 * GameLib.CustomCode.BODY_SCALE_Y;
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}
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if (temp.orientation === GameLib.CustomCode.ORIENTATION_RIGHT) {
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body.backupMesh.position.x -= 0.5 * GameLib.CustomCode.BODY_SCALE_X;
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}
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if (temp.orientation === GameLib.CustomCode.ORIENTATION_LEFT) {
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body.backupMesh.position.x += 0.5 * GameLib.CustomCode.BODY_SCALE_X;
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}
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body.mesh = this.createGameMesh(this.materialBreadCorner);
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if (temp.orientation === GameLib.CustomCode.ORIENTATION_RIGHT) {
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body.backupMesh.position.x -= 0.5 * GameLib.CustomCode.BODY_SCALE_X;
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}
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body.mesh.position.z = 5;
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body.mesh = this.createGameMesh(this.materialBreadCorner);
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body.mesh.updateInstance('position');
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body.mesh.position.z = 5;
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body.mesh.visible = true;
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body.mesh.updateInstance('position');
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body.mesh.visible = true;
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body.mesh.updateInstance('visible');
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body.mesh.updateInstance('visible');
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}.bind(this);
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/**
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@ -943,7 +943,7 @@ GameLib.CustomCode.prototype.createCorner = function(body, temp) {
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* @type {function(this:snakeEntityLoaded)}
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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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@ -975,40 +975,44 @@ GameLib.CustomCode.prototype.advanceSnake = function(delta) {
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this.state.flip,
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this.grid
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);
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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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this.explode(body.position);
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this.grid[backup.position.x][backup.position.y] = new GameLib.CustomCode.GameObject();
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} else {
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if (!advanced) {
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var gameObject = this.grid[body.position.x][body.position.y];
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this.explode(body.position);
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switch (gameObject.objectType) {
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case GameLib.CustomCode.OBJECT_TYPE_SNAKE_BODY :
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this.explode(body.position);
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break;
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case GameLib.CustomCode.OBJECT_TYPE_FOOD :
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this.extend(gameObject, backup.position, backup.orientation);
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break;
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case GameLib.CustomCode.OBJECT_TYPE_POWERUP:
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this.powerup(gameObject);
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break;
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default:
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break;
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}
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}
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this.grid[body.position.x][body.position.y] = body
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this.visualizeGrid();
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backup.orientation = body.orientation;
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} else {
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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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this.explode(body.position);
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break;
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case GameLib.CustomCode.OBJECT_TYPE_FOOD :
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this.extend(gameObject, backup.position, backup.orientation);
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break;
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case GameLib.CustomCode.OBJECT_TYPE_POWERUP:
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this.powerup(gameObject);
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break;
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default:
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break;
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}
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}
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this.grid[body.position.x][body.position.y] = body
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this.visualizeGrid();
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backup.orientation = body.orientation;
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backup.flip = body.flip;
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} else {
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temp = {
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if (this.state.exploding === true) {
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return;
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}
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temp = {
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position : {
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x : body.position.x,
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y : body.position.y
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@ -1016,64 +1020,64 @@ GameLib.CustomCode.prototype.advanceSnake = function(delta) {
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orientation : body.orientation,
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flip : body.flip
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}
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if (this.state.eating === true) {
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if ((body.orientation !== backup.orientation) &&
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(index === 1)) {
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body.orientation = backup.orientation;
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body.flip = backup.flip;
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this.createCorner(body, temp);
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body.applyToMesh();
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}
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return;
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}
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/**
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* Create a new empty object at the current grid position (free it up)
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*/
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this.grid[body.position.x][body.position.y] = new GameLib.CustomCode.GameObject();
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/**
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* Assign the new location to the body
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*/
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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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if (this.state.eating === true) {
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/**
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* Update the grid with our new body
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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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if ((body.orientation !== backup.orientation) &&
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(index === 1)) {
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body.orientation = backup.orientation;
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body.flip = backup.flip;
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this.createCorner(body, temp);
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body.applyToMesh();
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}
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body.mesh.materials = null;
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return;
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}
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body.mesh.remove();
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/**
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* Create a new empty object at the current grid position (free it up)
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*/
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this.grid[body.position.x][body.position.y] = new GameLib.CustomCode.GameObject();
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body.mesh = body.backupMesh;
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/**
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* Assign the new location to the body
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*/
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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.backupMesh = null;
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/**
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* Update the grid with our new body
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*/
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this.grid[body.position.x][body.position.y] = body;
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body.mesh.visible = true;
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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.updateInstance('visible');
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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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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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backup = temp;
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}
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@ -1085,9 +1089,7 @@ GameLib.CustomCode.prototype.advanceSnake = function(delta) {
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this.state.turning = false;
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this.state.eating = false;
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this.visualizeGrid();
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}.bind(this);
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@ -1117,14 +1119,14 @@ GameLib.Event.Subscribe(
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}
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);
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this.state = {
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orientation : 0,
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turning : false,
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flip : 0,
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eating : false,
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exploding : false,
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lives : 2
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};
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this.state = {
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orientation : 0,
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turning : false,
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flip : 0,
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eating : false,
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exploding : false,
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lives : 2
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};
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this.initializeGrid();
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this.visualizeGrid();
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