unsure about commit
parent
7a8cfc87a6
commit
92f124e623
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@ -35,25 +35,25 @@ 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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//
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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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//
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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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//
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if (typeof _ === 'undefined') {
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// if (typeof _ === 'undefined') {
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//
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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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//
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var _ = require('lodash');
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// var _ = require('lodash');
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}
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// }
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// This gets injected by gulp
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// This gets injected by gulp
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console.log("Loading GameLib compiled at: " + __DATE__);
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console.log("Loading GameLib compiled at: " + __DATE__);
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@ -139,8 +139,6 @@ GameLib.CustomCode.prototype.launchEditor = function(){
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);
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);
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}
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}
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this.editor.on('change', function(){
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this.editor.on('change', function(){
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this.code = this.editor.getValue();
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this.code = this.editor.getValue();
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@ -18,6 +18,8 @@
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* @constructor
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* @constructor
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* @param apiCamera
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* @param apiCamera
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* @param aspectRatioMode
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* @param aspectRatioMode
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* @param minWidth
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* @param minHeight
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* @param width
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* @param width
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* @param height
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* @param height
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* @param near
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* @param near
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@ -207,20 +207,40 @@ GameLib.D3.Camera.Orthographic.prototype.updateFromInstance = function() {
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GameLib.D3.Camera.Orthographic.prototype.updateFromAspectRatio = function() {
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GameLib.D3.Camera.Orthographic.prototype.updateFromAspectRatio = function() {
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if (this.aspect < 1) {
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var requiredAspect = this.minWidth / this.minHeight;
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if (this.aspect < requiredAspect) {
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/**
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/**
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* Make height dependend on width
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* Make height dependend on width
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*/
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*/
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this.width = this.minWidth;
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this.width = this.minWidth;
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this.height = this.minWidth / this.aspect;
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this.height = this.minWidth / this.aspect;
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if (this.height < this.minHeight) {
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// if (this.height < this.minHeight) {
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/**
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// /**
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* We have a problem - our new height is less than our minimum height
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// * We have a problem - our new height is less than our minimum height
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*/
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// */
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this.height = this.minHeight;
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//
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this.width = this.aspect * this.height;
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//
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}
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// ;
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//
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// if (requiredAspect < this.aspect) {
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// this.width = requiredAspect * this.height;
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// } else {
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// this.height = this.minHeight;
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// this.width = this.aspect * this.height;
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// }
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//
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//
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// } else {
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//
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// /**
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// * Try to fit our game into the window
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// * @type {number}
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// */
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// // var requiredAspect = this.minWidth / this.minHeight;
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// // this.width = requiredAspect * this.height;
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// }
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} else {
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} else {
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/**
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/**
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@ -228,14 +248,14 @@ GameLib.D3.Camera.Orthographic.prototype.updateFromAspectRatio = function() {
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*/
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*/
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this.height = this.minHeight;
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this.height = this.minHeight;
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this.width = this.aspect * this.minHeight;
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this.width = this.aspect * this.minHeight;
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//
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if (this.width < this.minWidth) {
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// if (this.width < this.minWidth) {
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/**
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// /**
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* We have a problem - our new width is less than our minimum width
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// * We have a problem - our new width is less than our minimum width
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*/
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// */
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this.width = this.minWidth;
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// this.width = this.minWidth;
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this.height = this.width / this.aspect;
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// this.height = this.width / this.aspect;
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}
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// }
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}
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}
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this.left = this.width / -2;
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this.left = this.width / -2;
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@ -1609,7 +1609,13 @@ GameLib.System.GUI.prototype.buildControl = function(folder, componentTemplate,
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property === 'depth' ||
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property === 'depth' ||
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property === 'radius'
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property === 'radius'
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) {
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) {
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controllers.push(folder.add(object, property, 0, 1000, 0.1));
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if (object instanceof GameLib.D3.Pass.Bloom) {
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controllers.push(folder.add(object, property, -10, 10, 0.001));
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} else {
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controllers.push(folder.add(object, property, 0, 1000, 0.1));
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}
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} else if (
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} else if (
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property === 'near' ||
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property === 'near' ||
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property === 'distanceGrain' ||
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property === 'distanceGrain' ||
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@ -1617,7 +1623,8 @@ GameLib.System.GUI.prototype.buildControl = function(folder, componentTemplate,
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) {
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) {
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controllers.push(folder.add(object, property, -10, 100, 0.001));
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controllers.push(folder.add(object, property, -10, 100, 0.001));
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} else if (
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} else if (
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property === 'bumpScale'
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property === 'bumpScale' ||
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property === 'speed'
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) {
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) {
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controllers.push(folder.add(object, property, 0, 20, 0.001));
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controllers.push(folder.add(object, property, 0, 20, 0.001));
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} else if (
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} else if (
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@ -1652,7 +1659,7 @@ GameLib.System.GUI.prototype.buildControl = function(folder, componentTemplate,
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property === 'strength' ||
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property === 'strength' ||
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property === 'power'
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property === 'power'
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) {
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) {
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controllers.push(folder.add(object, property, 0, 50, 0.001));
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controllers.push(folder.add(object, property, 0, 25, 0.01));
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} else if (
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} else if (
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property === 'thetaLength' ||
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property === 'thetaLength' ||
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property === 'angle'
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property === 'angle'
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