Update: CC - Snake FS - Entity Loaded (21g30t1e75.js) 163 bytes modified
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1a381dc930
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df847e3fe2
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@ -167,8 +167,8 @@ GameLib.CustomCode.SnakeBody = function(
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backupMesh = null;
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backupMesh = null;
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}
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}
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this.backupMesh = backupMesh;
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this.backupMesh = backupMesh;
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this.applyToMesh(flip);
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this.applyToMesh();
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};
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};
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// GameLib.CustomCode.SnakeBody.prototype.restoreBackup = function() {
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// GameLib.CustomCode.SnakeBody.prototype.restoreBackup = function() {
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@ -195,7 +195,7 @@ GameLib.CustomCode.SnakeBody = function(
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// */
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// */
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// }
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// }
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GameLib.CustomCode.SnakeBody.prototype.applyToMesh = function(flip) {
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GameLib.CustomCode.SnakeBody.prototype.applyToMesh = function() {
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this.mesh.position.x = this.position.x + GameLib.CustomCode.GRID_OFFSET_X;
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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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this.mesh.position.y = this.position.y + GameLib.CustomCode.GRID_OFFSET_Y;
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@ -203,7 +203,7 @@ GameLib.CustomCode.SnakeBody.prototype.applyToMesh = function(flip) {
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this.mesh.rotation.z = this.orientation * Math.PI / 2;
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this.mesh.rotation.z = this.orientation * Math.PI / 2;
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if (this.backupMesh) {
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if (this.backupMesh) {
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this.mesh.rotation.z += ((Math.PI / 2) * flip);
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this.mesh.rotation.z += ((Math.PI / 2) * this.flip);
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}
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}
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/**
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/**
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@ -213,7 +213,7 @@ GameLib.CustomCode.SnakeBody.prototype.applyToMesh = function(flip) {
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this.mesh.updateInstance('rotation');
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this.mesh.updateInstance('rotation');
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}
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}
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GameLib.CustomCode.SnakeBody.prototype.advance = function(orientation) {
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GameLib.CustomCode.SnakeBody.prototype.advance = function(orientation, flip) {
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if (orientation === GameLib.CustomCode.ORIENTATION_UP) {
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if (orientation === GameLib.CustomCode.ORIENTATION_UP) {
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this.position.y += 1;
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this.position.y += 1;
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@ -232,6 +232,8 @@ GameLib.CustomCode.SnakeBody.prototype.advance = function(orientation) {
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}
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}
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this.orientation = orientation;
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this.orientation = orientation;
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this.flip = flip;
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}
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}
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GameLib.CustomCode.prototype.advanceSnake = function(delta) {
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GameLib.CustomCode.prototype.advanceSnake = function(delta) {
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@ -258,14 +260,17 @@ GameLib.CustomCode.prototype.advanceSnake = function(delta) {
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x : body.position.x,
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x : body.position.x,
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y : body.position.y
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y : body.position.y
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},
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},
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orientation : body.orientation
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orientation : body.orientation,
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flip : body.flip
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}
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}
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body.advance(
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body.advance(
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this.state.orientation
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this.state.orientation,
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this.state.flip
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);
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);
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backup.orientation = body.orientation;
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backup.orientation = body.orientation;
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backup.flip = body.flip;
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}
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}
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if (index > 0) {
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if (index > 0) {
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@ -275,15 +280,17 @@ GameLib.CustomCode.prototype.advanceSnake = function(delta) {
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x : body.position.x,
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x : body.position.x,
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y : body.position.y
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y : body.position.y
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},
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},
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orientation : body.orientation
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orientation : body.orientation,
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flip : body.flip
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}
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}
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body.position.x = backup.position.x;
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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.position.y = backup.position.y;
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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 = temp;
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backup = temp;
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if (body.backupMesh) {
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if (body.backupMesh) {
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/**
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/**
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* We used to be a corner, change back
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* We used to be a corner, change back
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@ -319,14 +326,14 @@ GameLib.CustomCode.prototype.advanceSnake = function(delta) {
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body.backupMesh.updateInstance('visible');
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body.backupMesh.updateInstance('visible');
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body.mesh = this.meshBreadCorner.clone();
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body.mesh = this.meshBreadCorner.clone();
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}
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}
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//body.orientation = this.snake[index - 1].orientation;
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//body.orientation = this.snake[index - 1].orientation;
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}
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}
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}
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}
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body.applyToMesh(this.state.flip);
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body.applyToMesh();
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}.bind(this)
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}.bind(this)
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)
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)
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@ -415,11 +422,11 @@ GameLib.Event.Subscribe(
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this.grid.map(
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this.grid.map(
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function(x) {
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function(x) {
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x.map(
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x.map(
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function(y) {
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function(y) {
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y.mesh.geometry = null;
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y.mesh.geometry = null;
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y.mesh.materials = null;
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y.mesh.materials = null;
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y.mesh.remove();
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y.mesh.remove();
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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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);
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