Code formatting
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@@ -1,27 +1,33 @@
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window.Images = new ImageLoader();
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/////////////////////////////////////////
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//
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// Particle
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//
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var Particle = function(game, position, image) {
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this.Game = game;
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this.GameEntity = new GameEntity(
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game.GameScreen,
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position,
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{X:image.naturalWidth, Y:image.naturalHeight},
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image,
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"Particle"
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);
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this.Speed = Vec2D.Scale(Vec2D.Normalize({
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X: Math.floor(Math.random() * 33)-16,
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Y: Math.floor(Math.random() * 33)-16}),32);
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this.Game = game;
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this.GameEntity = new GameEntity(
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game.GameScreen,
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position,
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{X:image.naturalWidth, Y:image.naturalHeight},
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image,
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"Particle"
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);
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this.Speed = Vec2D.Scale(Vec2D.Normalize({
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X: Math.floor(Math.random() * 33)-16,
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Y: Math.floor(Math.random() * 33)-16}),32);
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};
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Particle.prototype = {
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Update: function() {
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this.Speed = Vec2D.Scale(this.Speed, 1.2);
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this.GameEntity.AddPosition(this.Speed);
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if(this.GameEntity.InsideScreen()==false){
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this.GameEntity.Delete();
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}
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}
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Update: function() {
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this.Speed = Vec2D.Scale(this.Speed, 1.2);
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this.GameEntity.AddPosition(this.Speed);
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if(this.GameEntity.InsideScreen()==false){
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this.GameEntity.Delete();
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}
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}
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};
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@@ -33,7 +39,7 @@ var CandyEntity = function(game, color, gridPosition){
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this.Game = game;
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this.GridPosition = gridPosition || {X: 0, Y: 0};
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this.Color = color;
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this.GameEntity = new GameEntity(
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this.GameEntity = new GameEntity(
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game.GameScreen,
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null,
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{X: 32, Y: 32},
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@@ -53,15 +59,15 @@ CandyEntity.prototype = {
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});
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},
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Delete: function(){
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var frag;
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for(var i=0; i<4; i++){
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frag = new Particle(
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this.Game,
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this.GameEntity.PositionDest,
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Images.GetImage(this.Color)
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);
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this.Game.GameScreen.AddEntity(frag);
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}
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var frag;
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for(var i=0; i<4; i++){
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frag = new Particle(
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this.Game,
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this.GameEntity.PositionDest,
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Images.GetImage(this.Color)
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);
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this.Game.GameScreen.AddEntity(frag);
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}
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this.GameEntity.Delete();
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},
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SetOffset: function(x, y){
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@@ -299,8 +305,6 @@ CandyFucker.prototype = {
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var entCandy = this.RemoveCandy(x, y);
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if(entCandy){
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entCandy.Delete();
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// FIXME: explosion FX
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return true;
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}
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return false;
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@@ -1,21 +1,27 @@
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var Vec2D = {
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Scale: function(vecIn, scale) {
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return {
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X: vecIn.X * scale,
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Y: vecIn.Y * scale
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};
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},
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Normalize: function(vecIn){
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var len = Math.sqrt(
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(vecIn.X * vecIn.X) +
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(vecIn.Y * vecIn.Y));
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return {
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X: vecIn.X / len,
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Y: vecIn.Y / len};
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}
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};
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/////////////////////////////////////////
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//
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// Vec2D
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//
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var Vec2D = {
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Scale: function(vecIn, scale) {
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return {
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X: vecIn.X * scale,
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Y: vecIn.Y * scale
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};
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},
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Normalize: function(vecIn){
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var len = Math.sqrt(
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(vecIn.X * vecIn.X) +
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(vecIn.Y * vecIn.Y));
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return {
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X: vecIn.X / len,
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Y: vecIn.Y / len
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};
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}
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};
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/////////////////////////////////////////
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//
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@@ -182,10 +188,10 @@ GameEntity.prototype = {
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this.PositionDest.X = position.X;
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this.PositionDest.Y = position.Y;
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},
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AddPosition: function(delta) {
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this.PositionDest.X = this.Position.X + delta.X;
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this.PositionDest.Y = this.Position.Y + delta.Y;
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},
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AddPosition: function(delta) {
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this.PositionDest.X = this.Position.X + delta.X;
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this.PositionDest.Y = this.Position.Y + delta.Y;
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},
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Delete: function(){
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this.Deleted = true;
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},
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@@ -198,16 +204,16 @@ GameEntity.prototype = {
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true
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);
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},
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InsideScreen: function(){
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return (
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(this.Position.X+(this.Size.X/2))>0 &&
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(this.Position.Y+(this.Size.Y/2))>0 &&
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(this.Position.X-(this.Size.X/2))
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<this.GameScreen.Size.X &&
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(this.Position.Y-(this.Size.Y/2))
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<this.GameScreen.Size.Y
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);
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},
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InsideScreen: function(){
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return (
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(this.Position.X+(this.Size.X/2))>0 &&
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(this.Position.Y+(this.Size.Y/2))>0 &&
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(this.Position.X-(this.Size.X/2))
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<this.GameScreen.Size.X &&
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(this.Position.Y-(this.Size.Y/2))
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<this.GameScreen.Size.Y
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);
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},
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Debug: false
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};
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