no graphics for something
parent
a32037a826
commit
838ae9e3af
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@ -1,14 +1,14 @@
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/**
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/**
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* GameLib Namespace
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* GameLib Namespace
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*/
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*/
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if (typeof GameLib == 'undefined') {
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if (typeof GameLib === 'undefined') {
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function GameLib() {}
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function GameLib() {}
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}
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}
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/**
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/**
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* GameLib.D3 Namespace
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* GameLib.D3 Namespace
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*/
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*/
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if (typeof GameLib.D3 == 'undefined') {
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if (typeof GameLib.D3 === 'undefined') {
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GameLib.D3 = function(){};
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GameLib.D3 = function(){};
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}
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}
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@ -16,14 +16,14 @@ if (typeof GameLib.D3 == 'undefined') {
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* GameLib.D3.API Namespace
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* GameLib.D3.API Namespace
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* @constructor
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* @constructor
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*/
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*/
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if (typeof GameLib.D3.API == 'undefined') {
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if (typeof GameLib.D3.API === 'undefined') {
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GameLib.D3.API = function(){};
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GameLib.D3.API = function(){};
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}
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}
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/**
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/**
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* GameLib.API Namespace
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* GameLib.API Namespace
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*/
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*/
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if (typeof GameLib.API == 'undefined') {
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if (typeof GameLib.API === 'undefined') {
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GameLib.API = function(){};
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GameLib.API = function(){};
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}
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}
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@ -31,13 +31,13 @@ if (typeof GameLib.API == 'undefined') {
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* GameLib.D3.Runtime Namespace
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* GameLib.D3.Runtime Namespace
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* @constructor
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* @constructor
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*/
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*/
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if (typeof GameLib.D3.Runtime == 'undefined') {
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if (typeof GameLib.D3.Runtime === 'undefined') {
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GameLib.D3.Runtime = function(){};
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GameLib.D3.Runtime = function(){};
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}
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}
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if (typeof Q == 'undefined') {
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if (typeof Q === 'undefined') {
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if (typeof require == 'undefined') {
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if (typeof require === 'undefined') {
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console.warn('You need the Q promise library for the GameLib.D3');
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console.warn('You need the Q promise library for the GameLib.D3');
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throw new Error('You need the Q promise library for the GameLib.D3');
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throw new Error('You need the Q promise library for the GameLib.D3');
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}
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}
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@ -45,9 +45,9 @@ if (typeof Q == 'undefined') {
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var Q = require('q');
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var Q = require('q');
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}
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}
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if (typeof _ == 'undefined') {
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if (typeof _ === 'undefined') {
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if (typeof require == 'undefined') {
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if (typeof require === 'undefined') {
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console.warn('You need the lodash library for the GameLib.D3');
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console.warn('You need the lodash library for the GameLib.D3');
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throw new Error('You need the lodash library for the GameLib.D3');
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throw new Error('You need the lodash library for the GameLib.D3');
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}
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}
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@ -18,7 +18,7 @@ GameLib.D3.API.Input.Editor = function (
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id,
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id,
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name,
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name,
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domElement,
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domElement,
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domContainer,
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// domContainer,
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editor,
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editor,
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camera,
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camera,
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widthOffset,
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widthOffset,
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@ -53,11 +53,11 @@ GameLib.D3.API.Input.Editor = function (
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domElement = null;
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domElement = null;
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}
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}
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this.domElement = domElement;
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this.domElement = domElement;
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//
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if (GameLib.Utils.UndefinedOrNull(domContainer)) {
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// if (GameLib.Utils.UndefinedOrNull(domContainer)) {
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domContainer = null;
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// domContainer = null;
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}
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// }
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this.domContainer = domContainer;
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// this.domContainer = domContainer;
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if (GameLib.Utils.UndefinedOrNull(editor)) {
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if (GameLib.Utils.UndefinedOrNull(editor)) {
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editor = null;
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editor = null;
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@ -109,7 +109,7 @@ GameLib.D3.API.Input.Editor.FromObjectComponent = function(objectComponent) {
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objectComponent.id,
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objectComponent.id,
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objectComponent.name,
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objectComponent.name,
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objectComponent.domElement,
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objectComponent.domElement,
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objectComponent.domContainer,
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// objectComponent.domContainer,
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objectComponent.editor,
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objectComponent.editor,
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objectComponent.camera,
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objectComponent.camera,
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objectComponent.widthOffset,
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objectComponent.widthOffset,
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@ -2,6 +2,7 @@
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* Raw Scene API object - should always correspond with the Scene Schema
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* Raw Scene API object - should always correspond with the Scene Schema
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* @param id String
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* @param id String
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* @param name String
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* @param name String
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* @param imageFactory [GameLib.D3.API.ImageFactory]
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* @param meshes [GameLib.D3.API.Mesh]
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* @param meshes [GameLib.D3.API.Mesh]
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* @param position GameLib.API.Vector3
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* @param position GameLib.API.Vector3
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* @param quaternion GameLib.API.Quaternion
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* @param quaternion GameLib.API.Quaternion
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* Input parent class
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* Input parent class
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* @param graphics GameLib.D3.Graphics
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* @param graphics GameLib.D3.Graphics
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* @param apiInputEditor GameLib.D3.API.Input.Editor
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* @param apiInputEditor GameLib.D3.API.Input.Editor
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* @param dom GameLib.DOM
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* @constructor
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* @constructor
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*/
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*/
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GameLib.D3.Input.Editor = function (
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GameLib.D3.Input.Editor = function (
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graphics,
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graphics,
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apiInputEditor,
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apiInputEditor
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dom
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) {
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) {
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this.graphics = graphics;
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this.graphics = graphics;
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apiInputEditor.id,
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apiInputEditor.id,
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apiInputEditor.name,
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apiInputEditor.name,
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apiInputEditor.domElement,
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apiInputEditor.domElement,
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apiInputEditor.domContainer,
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// apiInputEditor.domContainer,
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apiInputEditor.editor,
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apiInputEditor.editor,
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apiInputEditor.camera,
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apiInputEditor.camera,
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apiInputEditor.widthOffset,
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apiInputEditor.widthOffset,
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apiInputEditor.parentEntity
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apiInputEditor.parentEntity
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);
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);
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if (GameLib.Utils.UndefinedOrNull(dom)) {
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// if (GameLib.Utils.UndefinedOrNull(dom)) {
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console.warn('Cannot create window resize event without handle to the DOM');
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// console.warn('Cannot create window resize event without handle to the DOM');
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dom = null;
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// dom = null;
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// throw new Error('Cannot create Input without an handle to the DOM');
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// // throw new Error('Cannot create Input without an handle to the DOM');
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}
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// }
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this.dom = dom;
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// this.dom = dom;
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if (this.domElement instanceof GameLib.API.DomElement) {
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if (this.domElement instanceof GameLib.API.DomElement) {
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this.domElement = new GameLib.DomElement(
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this.domElement = new GameLib.DomElement(
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this.graphics,
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this.domElement
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this.domElement
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)
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)
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}
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}
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if (this.domContainer instanceof GameLib.API.DomElement) {
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// if (this.domContainer instanceof GameLib.API.DomElement) {
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this.domContainer = new GameLib.DomElement(
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// this.domContainer = new GameLib.DomElement(
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this.graphics,
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// this.domContainer
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this.domContainer
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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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* Cannot create a new Editor object here - it will cause an infinite loop
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* Cannot create a new Editor object here - it will cause an infinite loop
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this.id,
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this.id,
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this.name,
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this.name,
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this.domElementId,
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this.domElementId,
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this.domContainerId,
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// this.domContainerId,
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GameLib.Utils.IdOrNull(this.editor),
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GameLib.Utils.IdOrNull(this.editor),
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GameLib.Utils.IdOrNull(this.camera),
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GameLib.Utils.IdOrNull(this.camera),
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this.widthOffset,
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this.widthOffset,
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};
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};
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GameLib.D3.Input.Editor.prototype.onWindowResize = function() {
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GameLib.D3.Input.Editor.prototype.onWindowResize = function() {
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//
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this.domContainer.instance.style.height = (this.window.innerHeight - this.containerHeightOffset) + 'px';
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// this.domContainer.instance.style.height = (this.window.innerHeight - this.containerHeightOffset) + 'px';
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this.domContainer.instance.style.width = (this.window.innerWidth - this.containerWidthOffset) + 'px';
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// this.domContainer.instance.style.width = (this.window.innerWidth - this.containerWidthOffset) + 'px';
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var width = this.window.innerWidth - this.widthOffset;
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var width = this.window.innerWidth - this.widthOffset;
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if (this.domElement instanceof GameLib.API.DomElement) {
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if (this.domElement instanceof GameLib.API.DomElement) {
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this.domElement = new GameLib.DomElement(
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this.domElement = new GameLib.DomElement(
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this.graphics,
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this.domElement
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this.domElement
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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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* Runtime domElement for updating instance objects
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* Runtime domElement for updating instance objects
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* @param graphics GameLib.D3.Graphics
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* @param apiDomElement GameLib.API.DomElement
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* @param apiDomElement GameLib.API.DomElement
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* @constructor
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* @constructor
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*/
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*/
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GameLib.DomElement = function (graphics, apiDomElement) {
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GameLib.DomElement = function (apiDomElement) {
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this.graphics = graphics;
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this.graphics.isNotThreeThrow();
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GameLib.API.DomElement.call(
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GameLib.API.DomElement.call(
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this,
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this,
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@ -29,7 +25,16 @@ GameLib.DomElement.prototype.constructor = GameLib.DomElement;
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* @returns {*}
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* @returns {*}
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*/
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*/
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GameLib.DomElement.prototype.createInstance = function(update) {
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GameLib.DomElement.prototype.createInstance = function(update) {
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return document.getElementById(this.domElementId);
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var instance = null;
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if (update) {
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instance = this.instance;
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} else {
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instance = document.getElementById(this.domElementId);
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}
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return instance;
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};
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};
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/**
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/**
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@ -36,7 +36,6 @@ GameLib.System = function(
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if (this.domElement instanceof GameLib.API.DomElement) {
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if (this.domElement instanceof GameLib.API.DomElement) {
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this.domElement = new GameLib.DomElement(
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this.domElement = new GameLib.DomElement(
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this.graphics,
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this.domElement
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this.domElement
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);
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);
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}
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}
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@ -56,11 +55,11 @@ GameLib.System.SYSTEM_TYPE_ALL = 0x7;
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*/
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*/
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GameLib.System.prototype.start = function() {
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GameLib.System.prototype.start = function() {
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if (this.systemType == GameLib.System.SYSTEM_TYPE_INPUT) {
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if (this.systemType === GameLib.System.SYSTEM_TYPE_INPUT) {
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this.driveInputObjects = this.entityManager.query([GameLib.D3.Input.Drive]);
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this.driveInputObjects = this.entityManager.query([GameLib.D3.Input.Drive]);
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}
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}
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if (this.systemType == GameLib.System.SYSTEM_TYPE_RENDER) {
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if (this.systemType === GameLib.System.SYSTEM_TYPE_RENDER) {
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if (GameLib.Utils.UndefinedOrNull(this.domElement)) {
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if (GameLib.Utils.UndefinedOrNull(this.domElement)) {
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console.warn('Cannot start a rendering system without a valid DOM element');
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console.warn('Cannot start a rendering system without a valid DOM element');
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@ -83,7 +82,7 @@ GameLib.System.prototype.start = function() {
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this.viewports = this.entityManager.query([GameLib.D3.Viewport]);
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this.viewports = this.entityManager.query([GameLib.D3.Viewport]);
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}
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}
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if (this.systemType == GameLib.System.SYSTEM_TYPE_ANIMATION) {
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if (this.systemType === GameLib.System.SYSTEM_TYPE_ANIMATION) {
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this.pathFollowingObjects = this.entityManager.query([GameLib.D3.PathFollowing]);
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this.pathFollowingObjects = this.entityManager.query([GameLib.D3.PathFollowing]);
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this.followObjects = this.entityManager.query([GameLib.D3.Follow]);
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this.followObjects = this.entityManager.query([GameLib.D3.Follow]);
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this.meshObjects = this.entityManager.query([GameLib.D3.Mesh]);
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this.meshObjects = this.entityManager.query([GameLib.D3.Mesh]);
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@ -100,7 +99,7 @@ GameLib.System.prototype.start = function() {
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*/
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*/
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GameLib.System.prototype.update = function(deltaTime) {
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GameLib.System.prototype.update = function(deltaTime) {
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if (this.systemType == GameLib.System.SYSTEM_TYPE_INPUT) {
|
if (this.systemType === GameLib.System.SYSTEM_TYPE_INPUT) {
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this.driveInputObjects.forEach(
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this.driveInputObjects.forEach(
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function(object) {
|
function(object) {
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object.update(deltaTime);
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object.update(deltaTime);
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@ -108,7 +107,8 @@ GameLib.System.prototype.update = function(deltaTime) {
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);
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);
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}
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}
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|
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if (this.systemType == GameLib.System.SYSTEM_TYPE_ANIMATION) {
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if (this.systemType === GameLib.System.SYSTEM_TYPE_ANIMATION) {
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|
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this.pathFollowingObjects.forEach(
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this.pathFollowingObjects.forEach(
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function(object) {
|
function(object) {
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object.update(deltaTime);
|
object.update(deltaTime);
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@ -146,7 +146,7 @@ GameLib.System.prototype.update = function(deltaTime) {
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);
|
);
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}
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}
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|
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if (this.systemType == GameLib.System.SYSTEM_TYPE_RENDER) {
|
if (this.systemType === GameLib.System.SYSTEM_TYPE_RENDER) {
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this.viewports.forEach(
|
this.viewports.forEach(
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function (viewport) {
|
function (viewport) {
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viewport.update(deltaTime);
|
viewport.update(deltaTime);
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@ -162,17 +162,17 @@ GameLib.System.prototype.update = function(deltaTime) {
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*/
|
*/
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GameLib.System.prototype.stop = function() {
|
GameLib.System.prototype.stop = function() {
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|
|
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if (this.systemType == GameLib.System.SYSTEM_TYPE_INPUT) {
|
if (this.systemType === GameLib.System.SYSTEM_TYPE_INPUT) {
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this.driveInputObjects = [];
|
this.driveInputObjects = [];
|
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}
|
}
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|
|
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if (this.systemType == GameLib.System.SYSTEM_TYPE_RENDER) {
|
if (this.systemType === GameLib.System.SYSTEM_TYPE_RENDER) {
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this.domElement.innerHTML = 'Rendering System Stopped';
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this.domElement.innerHTML = 'Rendering System Stopped';
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this.renderers = [];
|
this.renderers = [];
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this.viewports = [];
|
this.viewports = [];
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}
|
}
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|
|
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if (this.systemType == GameLib.System.SYSTEM_TYPE_ANIMATION) {
|
if (this.systemType === GameLib.System.SYSTEM_TYPE_ANIMATION) {
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this.pathFollowingObjects = [];
|
this.pathFollowingObjects = [];
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this.followObjects = [];
|
this.followObjects = [];
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this.meshObjects = [];
|
this.meshObjects = [];
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|
@ -185,7 +185,7 @@ GameLib.System.prototype.stop = function() {
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|
|
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/**
|
/**
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* Converts runtime vector to API Vector
|
* Converts runtime vector to API Vector
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* @returns {GameLib.API.Mouse}
|
* @returns {GameLib.API.System}
|
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*/
|
*/
|
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GameLib.System.prototype.toApiSystem = function() {
|
GameLib.System.prototype.toApiSystem = function() {
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|
|
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|
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Loading…
Reference in New Issue