Update: CC - Snake FS - Entity Loaded (21g30t1e75.js) 438 bytes modified
parent
ea6f5fa7c0
commit
f2550aa3bd
|
@ -937,14 +937,7 @@ GameLib.CustomCode.prototype.advanceSnake = function(delta) {
|
|||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (this.state.eating === true) {
|
||||
body.applyToMesh();
|
||||
return;
|
||||
}
|
||||
|
||||
if (index > 0) {
|
||||
} else {
|
||||
|
||||
temp = {
|
||||
position : {
|
||||
|
@ -955,49 +948,53 @@ GameLib.CustomCode.prototype.advanceSnake = function(delta) {
|
|||
flip : body.flip
|
||||
}
|
||||
|
||||
/**
|
||||
* Create a new empty object at the current grid position (free it up)
|
||||
*/
|
||||
this.grid[body.position.x][body.position.y] = new GameLib.CustomCode.GameObject();
|
||||
if (this.state.eating === false) {
|
||||
|
||||
/**
|
||||
* Assign the new location to the body
|
||||
*/
|
||||
body.position.x = backup.position.x;
|
||||
body.position.y = backup.position.y;
|
||||
body.orientation = backup.orientation;
|
||||
body.flip = backup.flip;
|
||||
/**
|
||||
* Create a new empty object at the current grid position (free it up)
|
||||
*/
|
||||
this.grid[body.position.x][body.position.y] = new GameLib.CustomCode.GameObject();
|
||||
|
||||
/**
|
||||
* Update the grid with our new body
|
||||
*/
|
||||
this.grid[body.position.x][body.position.y] = body;
|
||||
/**
|
||||
* Assign the new location to the body
|
||||
*/
|
||||
body.position.x = backup.position.x;
|
||||
body.position.y = backup.position.y;
|
||||
body.orientation = backup.orientation;
|
||||
body.flip = backup.flip;
|
||||
|
||||
if (body.backupMesh) {
|
||||
/**
|
||||
* We used to be a corner, change back
|
||||
* @type {null}
|
||||
*/
|
||||
body.mesh.geometry = null;
|
||||
/**
|
||||
* Update the grid with our new body
|
||||
*/
|
||||
this.grid[body.position.x][body.position.y] = body;
|
||||
|
||||
body.mesh.materials = null;
|
||||
if (body.backupMesh) {
|
||||
/**
|
||||
* We used to be a corner, change back
|
||||
* @type {null}
|
||||
*/
|
||||
body.mesh.geometry = null;
|
||||
|
||||
body.mesh.remove();
|
||||
body.mesh.materials = null;
|
||||
|
||||
body.mesh = body.backupMesh;
|
||||
body.mesh.remove();
|
||||
|
||||
body.backupMesh = null;
|
||||
body.mesh = body.backupMesh;
|
||||
|
||||
body.mesh.visible = true;
|
||||
body.backupMesh = null;
|
||||
|
||||
body.mesh.updateInstance('visible');
|
||||
body.mesh.visible = true;
|
||||
|
||||
body.mesh.updateInstance('position');
|
||||
}
|
||||
body.mesh.updateInstance('visible');
|
||||
|
||||
if (body.orientation !== temp.orientation) {
|
||||
body.mesh.updateInstance('position');
|
||||
}
|
||||
|
||||
if ((index ) < this.snake.length) {
|
||||
}
|
||||
|
||||
if (backup.orientation !== temp.orientation) {
|
||||
|
||||
// if ((index ) < this.snake.length) {
|
||||
/**
|
||||
* Our orientation changed - we should make a corner
|
||||
*/
|
||||
|
@ -1038,7 +1035,7 @@ GameLib.CustomCode.prototype.advanceSnake = function(delta) {
|
|||
body.mesh.visible = true;
|
||||
|
||||
body.mesh.updateInstance('visible');
|
||||
}
|
||||
//}
|
||||
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue