design mode
This commit is contained in:
@@ -121,9 +121,9 @@ export default {
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async mounted(){
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gameEngine = new GameEngine();
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//this.gameEngine = gameEngine;
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await gameEngine.init(this.$refs.target, {gizmo: true});
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await gameEngine.init(this.$refs.target, { xr: true, gizmo: true, designMode: true, depthSense: false });
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gameEngine.scene.add(gameEngine.transformControls.getHelper());
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gameEngine.scene.add(new gameEngine.$.GridHelper(100,100));
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//gameEngine.scene.add(new gameEngine.$.GridHelper(100,100));
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this.resize();
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//gameEngine.setCamera(gameEngine.orthographicCamera)
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//gameEngine.setCameraOrthographic();
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+2
-2
@@ -103,7 +103,7 @@ class Hero{
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if (this.ready) {
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if (this.canJump) {
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//walking
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this.mixer.update(this.distance / 100)
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this.mixer.update(this.distance / 10)
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} else {
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//were in the air
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this.mixer.update(this.delta)
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@@ -138,7 +138,7 @@ class Hero{
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inputVelocity.x = 1
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}
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inputVelocity.setLength(this.delta * 100)
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inputVelocity.setLength(this.delta * 10)
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// apply camera rotation to inputVelocity
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euler.y = this.gameEngine.cameraYaw.rotation.y;
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@@ -0,0 +1,95 @@
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import { Clock } from 'three';
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class MotionEngine {
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constructor() {
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const aq = [];
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const clock = new Clock();
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this.animationQueue = aq;
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function calcValues(target, values, initial, k = 1, mode = 'offset') {
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Object.entries(values).forEach(([key, value]) => {
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if (value && typeof value === 'object') {
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if (!target[key]) {
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target[key] = {};
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}
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calcValues(target[key], value, initial[key], k, mode);
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return;
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}
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if (mode == 'offset') {
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target[key] = (initial[key] || 0) + value * k;
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} else if (typeof (value) == 'function') {
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target[key] = value(k);
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} else {
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target[key] = (initial[key] || 0) + (value - (initial[key] || 0)) * k;
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}
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});
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return target;
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}
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this.add = function (a) {
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a = Array.isArray(a) ? a : [a];
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a.forEach(e => {
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aq.push(e);
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});
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};
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this.clear = function (object) {
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for (var i = aq.length - 1; i >= 0; i--) {
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if (object && aq[i].o == object || !object && aq[i].ct == aq[i].t) {
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aq.splice(i, 1);
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}
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}
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};
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this.remove = function (a) {
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let idx = aq.indexOf(a);
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if (idx > -1) {
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a.ct = 0;
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this.animate(a, 0);
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aq.splice(idx, 1);
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}
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};
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this.update = () => {
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let t = clock.getDelta();
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if (aq.length) {
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aq.forEach(e => this.animate(e, t));
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this.clear();
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}
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};
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this.animate = function (e, t) {
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if (e.d && (e.dt || 0) < e.d) {
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e.dt = (e.dt || 0) + t;
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return;
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}
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if (e.ct === undefined) {
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e.ct = 0;
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e.iv = calcValues({}, e.a, e.o, 0);
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}
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e.ct = e.ct + t;
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if (e.ct > e.t) {
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e.ct = e.t;
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e.f && e.f();
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}
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calcValues(e.o, e.a, e.iv, e.ct / e.t, e.m || 'value');
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if (e.ct == e.t && e.r) {
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e.ct = e.m == 'offset' ? undefined : 0;
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if (e.rd) {
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e.dt = 0;
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}
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}
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};
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this.isActive = function (object) {
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return aq.find(e => e.o == object);
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};
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this.isIdle = function () {
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return aq.length == 0;
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};
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}
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}
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export {MotionEngine}
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+31
-11
@@ -19,6 +19,7 @@ class GameEngine {
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async init(domNode, opts = {}) {
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this.w = domNode.clientWidth || 1200, this.h = domNode.clientHeight || 800;
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this.aspect = this.w / this.h
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this.opts = opts;
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const gameEngine = this;
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this.perspectiveCamera = new THREE.PerspectiveCamera(45, this.aspect, 0.01, 1000);
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@@ -120,8 +121,10 @@ class GameEngine {
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gameEngine.mixers.forEach(m => m.update(delta));
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gameEngine.handleXrAction(gameEngine, delta)
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gameEngine.render(scene, gameEngine.camera);
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if (!renderer.xr.isPresenting) {
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gameEngine.gizmo?.render();
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}
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}
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renderer.setAnimationLoop(animate);
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const mixer = new THREE.AnimationMixer(this.scene);
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@@ -290,19 +293,30 @@ class GameEngine {
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}
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}
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if (gp.buttons[4]?.pressed) {
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// gameEngine.setCameraOrthographic();
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// gameEngine.renderer.xr.updateCamera(gameEngine.orthographicCamera);
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let session = gameEngine.renderer.xr.getFrame().session;
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console.log(session);
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session.pauseDepthSensing();
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let x = performance.now() % 1000;
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if (x < 333) {
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gameEngine.transformControls.setMode('translate');
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}else if (x < 666) {
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gameEngine.transformControls.setMode('scale');
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}else{
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gameEngine.transformControls.setMode('rotate');
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}
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if (gp.buttons[5]?.pressed) {
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// gameEngine.setCameraOrthographic();
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// gameEngine.renderer.xr.updateCamera(gameEngine.orthographicCamera);
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let session = gameEngine.renderer.xr.getFrame().session;
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console.log(session);
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session.resumeDepthSensing();
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// let nextMode = {
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// 'translate': 'scale',
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// 'scale': 'rotate',
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// 'rotate': 'translate'
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// }
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// if(gameEngine.opts.designMode){;
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// gameEngine.transformControls.setMode(nextMode[gameEngine.transformControls.getMode()]);
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// }
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}
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// if (gp.buttons[5]?.pressed) {
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// // gameEngine.setCameraOrthographic();
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// // gameEngine.renderer.xr.updateCamera(gameEngine.orthographicCamera);
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// let session = gameEngine.renderer.xr.getFrame().session;
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// console.log(session);
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// session.resumeDepthSensing();
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// }
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}
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}
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@@ -311,6 +325,8 @@ class GameEngine {
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//event.type !== 'move' && console.log(event)
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const controller = event.target;
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//console.log(event)
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if (this.opts.designMode){
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if (!controller.userData) return
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if (controller.userData.active === false) return;
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this.transformControls.getRaycaster().setFromXRController(controller);
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@@ -327,9 +343,12 @@ class GameEngine {
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break;
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}
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}
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}
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onSelect(event) {
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const controller = event.target;
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if (this.opts.designMode){
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this.xrController1.userData.active = false;
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this.xrController2.userData.active = false;
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@@ -358,6 +377,7 @@ class GameEngine {
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}, 100);
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}
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}
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}
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$ = THREE;
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@@ -0,0 +1,96 @@
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import { BoxGeometry, Mesh, MeshBasicMaterial, Group, sRGBEncoding } from 'three';
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import { TextureLoader } from 'three/src/loaders/TextureLoader';
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import { MotionEngine } from '../MotionEngine';
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class Game1 {
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constructor(context, image, w, h) {
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this.game = new Group();
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const aq = new MotionEngine();
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const pr = [[0, -1], [0, 1], [1, 0], [-1, 0], [0, 0], [0, 2]];
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let d = 1.2;
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let bm = new BoxGeometry(1, 1, 1);
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let uv = bm.getAttribute('uv');
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for (let i = 0; i < 6; i++) {
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let s = [(i % w) / w, (i % h) / h];
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//top left
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uv.array[8 * i] = s[0];
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uv.array[8 * i + 1] = s[1] + 1 / h;
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//top right
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uv.array[8 * i + 2] = s[0] + 1 / w;
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uv.array[8 * i + 3] = s[1] + 1 / h;
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//bottom left
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uv.array[8 * i + 4] = s[0];
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uv.array[8 * i + 5] = s[1];
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//bottom right
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uv.array[8 * i + 6] = s[0] + 1 / w;
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uv.array[8 * i + 7] = s[1];
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}
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let material = new MeshBasicMaterial({
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map: new TextureLoader().load(image)
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});
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material.map.encoding = sRGBEncoding;
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for (let i = 0; i < 6; i++) {
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let b = bm.clone();
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let mesh = new Mesh(b, material);
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mesh.position.set((i % w) * d, (i % h) * d, 0);
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let ri;
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do {
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ri = Math.floor(Math.random() * 6);
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} while (ri == this.game.children.length);
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mesh.rotation.set(pr[ri][0] * Math.PI / 2, pr[ri][1] * Math.PI / 2, 0);
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mesh._ri = ri;
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this.game.add(mesh);
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}
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this.game.children[0].onBeforeRender = () => {
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this.update();
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};
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var check = () => {
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if (!this.game.children.length) return false;
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let i = 0;
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for (let c of this.game.children) {
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if (Math.abs(c.rotation.x - pr[i][0] * Math.PI / 2) > 0.0001 || Math.abs(c.rotation.y - pr[i][1] * Math.PI / 2) > 0.0001) return false;
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i++;
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}
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return true;
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};
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let clickFn = (i) => {
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if (!this.done && !aq.isActive(i.object)) {
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i.object._ri = (i.object._ri + 1) % 6;
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aq.add({
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o: i.object,
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a: { rotation: { x: pr[i.object._ri][0] * Math.PI / 2, y: pr[i.object._ri][1] * Math.PI / 2 } },
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t: .5
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});
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}
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};
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this.game.children.forEach(c => {
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context.clickable.add(c, clickFn);
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});
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this.update = () => {
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aq.update();
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if (aq.isIdle() && !this.done && check()) {
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this.done = true;
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this.game.children.forEach((c, i) => {
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aq.add({
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o: c,
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a: { position: { x: i % w, y: i % h } },
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t: 1,
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f: i == 0 && this.onfinish
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});
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});
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context.dashboard.addPoints(10);
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}
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};
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}
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}
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export {Game1}
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@@ -0,0 +1,146 @@
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import { BoxGeometry, Mesh, MeshBasicMaterial, Group, sRGBEncoding } from 'three';
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import { TextureLoader } from 'three/src/loaders/TextureLoader';
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import { MotionEngine } from '../MotionEngine';
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class Game2 {
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constructor(context, image, w, h) {
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const texture = new TextureLoader().load(image);
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texture.encoding = sRGBEncoding;
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const material = new MeshBasicMaterial({
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map: texture
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});
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const aq = new MotionEngine();
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const m2 = new MeshBasicMaterial({
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map: texture,
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transparent: true,
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opacity: 0.37
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});
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let last, lidx = w - 1;
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this.game = new Group();
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let d = 1.2, p = [];
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function check() {
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if (p.length) {
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for (let i = 0; i < p.length; i++) {
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if (p[i] != i) return false;
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}
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return true;
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}
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return false;
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}
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function xch(x, y) {
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let temp = p[x];
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p[x] = p[y];
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p[y] = temp;
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}
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this.shuffle = function () {
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function getMoves() {
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let m = [], pl = p[lidx];
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let xl = pl % w, yl = ~~(pl / h);
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if (xl > 0) m.push(p.indexOf(pl - 1));
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if (xl < w - 1) m.push(p.indexOf(pl + 1));
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if (yl > 0) m.push(p.indexOf(pl - w));
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if (yl < h - 1) m.push(p.indexOf(pl + w));
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return m;
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}
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for (let i = 0; i < w * h; i++) {
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p[i] = i;
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}
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for (let iter = 0; iter < 73 * w * h; iter++) {
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let m = getMoves();
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xch(m[Math.floor(Math.random() * m.length)], lidx);
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}
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// while (p.length<9){
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// let n = Math.floor(Math.random()*9);
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// if (p.indexOf(n) == -1) p.push(n);
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// }
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p.forEach((e, i) => {
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let x = e % w, y = ~~(e / h);
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this.game.children[i].position.set(x * d, y * d, 0);
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});
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};
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for (let i = 0; i < w * h; i++) {
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let x = i % w, xp = x / w;
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let y = ~~(i / h), yp = y / h;
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let bg = new BoxGeometry(1, 1, 1);
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let uv = bg.getAttribute('uv');
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for (let k = 0; k < 6; k++) {
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//top left
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uv.array[8 * k] = xp;
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uv.array[8 * k + 1] = yp + 1 / h;
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//top right
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uv.array[8 * k + 2] = xp + 1 / w;
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uv.array[8 * k + 3] = yp + 1 / h;
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//bottom left
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uv.array[8 * k + 4] = xp;
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uv.array[8 * k + 5] = yp;
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//bottom right
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uv.array[8 * k + 6] = xp + 1 / w;
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uv.array[8 * k + 7] = yp;
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}
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let mesh = new Mesh(bg, i != lidx ? material : m2);
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mesh.position.set(x * d, y * d, 0);
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this.game.add(mesh);
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}
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last = this.game.children[lidx];
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this.game.children[0].onBeforeRender = () => {
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this.update();
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};
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this.shuffle();
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let clickFn = (i) => {
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if (!this.done && !aq.isActive(i.object)) {
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let idx = this.game.children.indexOf(i.object);
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if (idx == lidx) return; //we ignore the empty cell
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let xc = p[idx] % w, yc = ~~(p[idx] / h);
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let xl = p[lidx] % w, yl = ~~(p[lidx] / h);
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if (Math.abs(xc - xl) + Math.abs(yc - yl) == 1) {
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aq.add({
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o: i.object,
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a: { position: { x: (xl - xc) * d, y: (yl - yc) * d } },
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t: .3,
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m: 'offset'
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});
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aq.add({
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o: last,
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a: { position: { x: (xc - xl) * d, y: (yc - yl) * d } },
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t: .3,
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m: 'offset'
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});
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xch(idx, lidx);
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}
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}
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};
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this.game.children.forEach(c => {
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context.clickable.add(c, clickFn);
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});
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this.update = () => {
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aq.update();
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if (aq.isIdle() && !this.done && check()) {
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this.done = true;
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this.game.children.forEach((c, i) => {
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last.material = material;
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aq.add({
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o: c,
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a: { position: { x: i % w, y: ~~(i / h) } },
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t: 1,
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f: i == 0 && this.onfinish
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});
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});
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context.dashboard.addPoints(10);
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}
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};
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}
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}
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export { Game2 };
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Reference in New Issue
Block a user