Update: CC - Snake FS - Entity Loaded (21g30t1e75.js) 746 bytes modified
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@ -939,6 +939,10 @@ GameLib.CustomCode.prototype.advanceSnake = function(delta) {
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} else {
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if (this.state.eating === false) {
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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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@ -948,26 +952,25 @@ GameLib.CustomCode.prototype.advanceSnake = function(delta) {
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flip : body.flip
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}
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if (this.state.eating === false) {
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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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* 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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/**
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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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/**
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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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}
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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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@ -991,51 +994,42 @@ GameLib.CustomCode.prototype.advanceSnake = function(delta) {
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body.mesh.updateInstance('position');
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}
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if (backup.orientation !== temp.orientation) {
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if (body.orientation !== temp.orientation) {
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// if ((index ) < this.snake.length) {
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/**
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* Our orientation changed - we should make a corner
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*/
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body.orientation = temp.orientation;
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body.orientation = temp.orientation;
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body.applyToMesh();
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body.applyToMesh();
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body.orientation = backup.orientation;
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body.orientation = backup.orientation;
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body.backupMesh = body.mesh;
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body.backupMesh = body.mesh;
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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_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_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_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_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_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_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_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.backupMesh.visible = false;
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//body.backupMesh.updateInstance('visible');
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body.mesh = this.createGameMesh(this.materialBreadCorner);
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body.mesh = this.createGameMesh(this.materialBreadCorner);
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body.mesh.position.z = 5;
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body.mesh.position.z = 5;
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body.mesh.updateInstance('position');
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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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//}
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body.mesh.visible = true;
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body.mesh.updateInstance('visible');
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}
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backup = temp;
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