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fix marble and endgame bugs
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parent
fd837715de
commit
95fcefc2d9
3 changed files with 18 additions and 10 deletions
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@ -197,14 +197,6 @@ class Marble extends GameObject {
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public function new() {
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public function new() {
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super();
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super();
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var geom = Sphere.defaultUnitSphere();
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geom.addUVs();
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var marbleTexture = ResourceLoader.getFileEntry("data/shapes/balls/base.marble.png").toTexture();
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var marbleMaterial = Material.create(marbleTexture);
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marbleMaterial.shadows = false;
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marbleMaterial.castShadows = true;
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var obj = new Mesh(geom, marbleMaterial, this);
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obj.scale(_radius);
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this.velocity = new Vector();
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this.velocity = new Vector();
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this.omega = new Vector();
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this.omega = new Vector();
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@ -239,6 +231,19 @@ class Marble extends GameObject {
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public function init(level:MarbleWorld, onFinish:Void->Void) {
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public function init(level:MarbleWorld, onFinish:Void->Void) {
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this.level = level;
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this.level = level;
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var marbleDts = new DtsObject();
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marbleDts.dtsPath = 'data/shapes/balls/ball-superball.dts';
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marbleDts.showSequences = false;
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marbleDts.useInstancing = false;
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marbleDts.init(null, () -> {}); // SYNC
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for (mat in marbleDts.materials) {
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mat.castShadows = true;
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mat.shadows = true;
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mat.receiveShadows = false;
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}
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this.addChild(marbleDts);
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this.forcefield = new DtsObject();
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this.forcefield = new DtsObject();
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this.forcefield.dtsPath = "data/shapes/images/glow_bounce.dts";
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this.forcefield.dtsPath = "data/shapes/images/glow_bounce.dts";
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this.forcefield.useInstancing = true;
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this.forcefield.useInstancing = true;
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@ -320,6 +320,7 @@ class MarbleWorld extends Scheduler {
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"shapes/pads/green.jpg",
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"shapes/pads/green.jpg",
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"shapes/items/gem.dts", // Ew ew
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"shapes/items/gem.dts", // Ew ew
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"shapes/items/gemshine.png",
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"shapes/items/gemshine.png",
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"shapes/balls/base.marble.png"
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];
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];
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for (file in marblefiles) {
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for (file in marblefiles) {
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worker.loadFile(file);
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worker.loadFile(file);
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@ -174,8 +174,10 @@ class EndGameGui extends GuiControl {
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var idx = scoreTimes.indexOf(timeState.gameplayClock);
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var idx = scoreTimes.indexOf(timeState.gameplayClock);
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if (Settings.progression[mission.difficultyIndex] == mission.index && qualified) {
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if (mission.type != "custom") {
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Settings.progression[mission.difficultyIndex]++;
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if (Settings.progression[mission.difficultyIndex] == mission.index && qualified) {
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Settings.progression[mission.difficultyIndex]++;
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}
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}
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}
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Settings.save();
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Settings.save();
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