378 lines
9.0 KiB
JavaScript
378 lines
9.0 KiB
JavaScript
if (this.parentEntity === data.entity) {
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console.log('snake entity loaded');
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} else {
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return;
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}
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/**
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* Defines
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*/
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GameLib.CustomCode.BODY_TYPE_NORMAL = 0x1;
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GameLib.CustomCode.BODY_TYPE_TAIL = 0x2;
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GameLib.CustomCode.BODY_TYPE_CORNER = 0x3;
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GameLib.CustomCode.GRID_WIDTH = 11;
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GameLib.CustomCode.GRID_HEIGHT = 11;
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GameLib.CustomCode.GRID_OFFSET_X = 1;
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GameLib.CustomCode.GRID_OFFSET_Y = 5;
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GameLib.CustomCode.SPEED_INITIAL = 1;
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GameLib.CustomCode.ORIENTATION_UP = 0;
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GameLib.CustomCode.ORIENTATION_LEFT = 1;
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GameLib.CustomCode.ORIENTATION_DOWN = 2;
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GameLib.CustomCode.ORIENTATION_RIGHT = 3;
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/**
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* Get runtime
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*/
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this.runtime = GameLib.Utils.GetRuntime();
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/**
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* Custom Code Components
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*/
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this.beforeRender = GameLib.EntityManager.Instance.findComponentById('zjq6ach3jt');
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this.keyUp = GameLib.EntityManager.Instance.findComponentById('306204wy29');
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/**
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* Geometries
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*/
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this.geometryBody = GameLib.EntityManager.Instance.findComponentById('8f5q7k5ozp');
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/**
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* Images
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*/
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this.imageBreadHead = GameLib.EntityManager.Instance.findComponentById('swkla3wpp');
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this.imageBreadTail = GameLib.EntityManager.Instance.findComponentById('se6qlnmojd');
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this.imageBreadPatty = GameLib.EntityManager.Instance.findComponentById('01r51k9ptr');
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this.imageBreadCorner = GameLib.EntityManager.Instance.findComponentById('iljpuouaok');
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this.imagePatty = GameLib.EntityManager.Instance.findComponentById('4lf0fw24su');
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/**
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* Other Objects (Scene)
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*/
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this.scene = GameLib.EntityManager.Instance.findComponentById('pllp034hsj');
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/**
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* Game objects
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*/
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this.snake = [];
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this.grid = [];
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this.speed = GameLib.CustomCode.SPEED_INITIAL;
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this.advanceTime = 0;
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/**
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* Orientation is 0, 1, 2 or 3, (up, left, down, right) -
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* This is also the amount we need to multiply with PI to get the mesh rotation
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* @type {{direction: {x: number, y: number}, orientation: number}}
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*/
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this.state = {
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orientation : 0
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};
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GameLib.CustomCode.prototype.createMaterial = function(image) {
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var diffuseMap = new GameLib.D3.Texture.Image(
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this.runtime.graphics,
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{
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image : image
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}
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)
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return new GameLib.D3.Material.Phong(
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this.runtime.graphics,
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{
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diffuseMap : diffuseMap
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}
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);
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}.bind(this);
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GameLib.CustomCode.prototype.createGameMesh = function(image) {
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var mesh = new GameLib.D3.Mesh(
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this.runtime.graphics,
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{
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geometry : this.geometryBody,
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materials : [this.createMaterial(image)]
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}
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)
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this.scene.addClone(mesh);
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return mesh;
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}.bind(this)
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/**
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* Create our objects
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*/
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this.meshBreadHead = this.createGameMesh(this.imageBreadHead);
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this.meshBreadHead.useQuaternion = false;
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this.meshBreadTail = this.createGameMesh(this.imageBreadTail);
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this.meshBreadTail.useQuaternion = false;
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this.meshBreadPatty = this.createGameMesh(this.imageBreadPatty);
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this.meshBreadPatty.useQuaternion = false;
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this.meshBreadCorner = this.createGameMesh(this.imageBreadCorner);
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this.meshBreadCorner.useQuaternion = false;
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this.meshPatty = this.createGameMesh(this.imagePatty);
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/**
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* GameLib.CustomCode.SnakeBody
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* @param mesh
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* @param position
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* @param orientation
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* @constructor
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*/
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GameLib.CustomCode.SnakeBody = function(
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mesh,
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position,
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orientation,
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bodyType
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) {
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if (GameLib.Utils.UndefinedOrNull(mesh)) {
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throw new Error('no mesh specified');
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}
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this.mesh = mesh.clone();
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if (GameLib.Utils.UndefinedOrNull(position)) {
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position = {
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x : Math.round(GameLib.CustomCode.GRID_WIDTH / 2),
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y : Math.round(GameLib.CustomCode.GRID_HEIGHT / 2)
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};
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}
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this.position = position;
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if (GameLib.Utils.UndefinedOrNull(orientation)) {
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orientation = GameLib.CustomCode.ORIENTATION_UP;
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}
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this.orientation = orientation;
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if (GameLib.Utils.UndefinedOrNull(bodyType)) {
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bodyType = GameLib.CustomCode.BODY_TYPE_NORMAL;
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}
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this.orientation = orientation;
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this.applyToMesh();
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};
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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.y = this.position.y + GameLib.CustomCode.GRID_OFFSET_Y;
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this.mesh.rotation.z = this.orientation * Math.PI / 2;
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/**
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* TODO: We don't update instance position - animation should do this
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*/
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this.mesh.updateInstance('position');
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this.mesh.updateInstance('rotation');
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}
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GameLib.CustomCode.SnakeBody.prototype.advance = function(orientation) {
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if (orientation === GameLib.CustomCode.ORIENTATION_UP) {
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this.position.y += 1;
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}
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if (orientation === GameLib.CustomCode.ORIENTATION_DOWN) {
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this.position.y -= 1;
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}
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if (orientation === GameLib.CustomCode.ORIENTATION_LEFT) {
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this.position.x -= 1;
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}
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if (orientation === GameLib.CustomCode.ORIENTATION_RIGHT) {
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this.position.x += 1;
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}
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this.orientation = orientation;
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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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this.advanceTime = 0;
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} else {
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return;
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}
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var backup = {
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x : 0,
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y : 0,
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orientation : GameLib.CustomCode.ORIENTATION_UP
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};
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this.snake.map(
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function(body, index) {
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if (index === 0) {
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backup.x = body.position.x;
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backup.y = body.position.y;
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backup.orientation = body.orientation;
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body.advance(
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this.state.orientation
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);
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} else {
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var temp = {
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x : body.position.x,
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y : body.position.y,
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orientation : body.orientation
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};
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body.position.x = backup.x;
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body.position.y = backup.y;
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body.orientation = backup.orientation;
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backup.x = temp.x;
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backup.y = temp.y;
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backup.orientation = temp.orientation;
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}
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body.applyToMesh();
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}.bind(this)
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);
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}.bind(this);
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/*
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GameLib.CustomCode.prototype.initializeGrid = function() {
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this.grid = [];
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for (var x = 0; x < GameLib.CustomCode.GRID_WIDTH; x++) {
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this.grid[x] = [];
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for (var y = 0; y < GameLib.CustomCode.GRID_HEIGHT; y++) {
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this.grid[x][y] = {
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mesh : null,
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direction : {
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x : 0,
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y : 0
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}
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}
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}
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}
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}.bind(this);
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*/
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GameLib.Event.Subscribe(
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GameLib.Event.GAME_START,
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function() {
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/**
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* Remove all existing snake parts
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*/
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this.snake.map(
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function(body) {
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body.geometry = null;
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body.materials = null;
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body.remove();
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}
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)
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this.state = {
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orientation : GameLib.CustomCode.ORIENTATION_UP
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};
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this.snake = [
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new GameLib.CustomCode.SnakeBody(
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this.meshBreadHead,
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{
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x : 4,
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y : 4
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},
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0
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),
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new GameLib.CustomCode.SnakeBody(
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this.meshBreadPatty,
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{
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x : 4,
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y : 3
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},
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0
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),
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new GameLib.CustomCode.SnakeBody(
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this.meshBreadPatty,
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{
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x : 4,
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y : 2
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},
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0
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),
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new GameLib.CustomCode.SnakeBody(
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this.meshBreadTail,
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{
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x : 4,
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y : 1
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},
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0
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)
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];
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/**
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* Cleanup grid
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*
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this.grid.map(
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function(x) {
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x.map(
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function(y) {
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y.mesh.geometry = null;
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y.mesh.materials = null;
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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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this.initializeGrid();
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*/
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/**
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* Other Settings
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*/
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this.speed = GameLib.CustomCode.SPEED_INITIAL;
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/**
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* Re-initialize our other custom code components
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*/
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this.beforeRender.initialized = false;
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this.beforeRender.entityLoaded = this;
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this.keyUp.initialized = false;
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this.keyUp.entityLoaded = this;
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console.log('starting game snake');
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}.bind(this)
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);
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GameLib.Event.Subscribe(
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GameLib.Event.GAME_OVER,
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function() {
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this.keyUp.initialized = false;
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this.keyUp.entityLoaded = null;
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this.beforeRender.initialized = false;
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this.beforeRender.entityLoaded = null;
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console.log('starting game snake');
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}.bind(this)
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)
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GameLib.Event.Emit(GameLib.Event.GAME_LOADED);
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//@ sourceURL=entityLoaded.js
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