@minicode-dev/chat 0.1.5 → 0.1.7
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +6 -2
- package/assets/sounds/tanks/big_explosion.mp3 +0 -0
- package/assets/sounds/tanks/big_explosion.ogg +0 -0
- package/assets/sounds/tanks/cannon_fire.mp3 +0 -0
- package/assets/sounds/tanks/cannon_fire.ogg +0 -0
- package/assets/sounds/tanks/defeat.mp3 +0 -0
- package/assets/sounds/tanks/defeat.ogg +0 -0
- package/assets/sounds/tanks/engine_loop.mp3 +0 -0
- package/assets/sounds/tanks/engine_loop.ogg +0 -0
- package/assets/sounds/tanks/engine_start.mp3 +0 -0
- package/assets/sounds/tanks/engine_start.ogg +0 -0
- package/assets/sounds/tanks/projectile_whistle.mp3 +0 -0
- package/assets/sounds/tanks/projectile_whistle.ogg +0 -0
- package/assets/sounds/tanks/tank_destroyed.mp3 +0 -0
- package/assets/sounds/tanks/tank_destroyed.ogg +0 -0
- package/assets/sounds/tanks/tank_hit.mp3 +0 -0
- package/assets/sounds/tanks/tank_hit.ogg +0 -0
- package/assets/sounds/tanks/terrain_impact.mp3 +0 -0
- package/assets/sounds/tanks/terrain_impact.ogg +0 -0
- package/assets/sounds/tanks/tracks_loop.mp3 +0 -0
- package/assets/sounds/tanks/tracks_loop.ogg +0 -0
- package/assets/sounds/tanks/turret_loop.mp3 +0 -0
- package/assets/sounds/tanks/turret_loop.ogg +0 -0
- package/assets/sounds/tanks/victory.mp3 +0 -0
- package/assets/sounds/tanks/victory.ogg +0 -0
- package/dist/chunks/{BattleshipGameCard-CW_A8Nim.js → BattleshipGameCard-CAWHxqJE.js} +307 -306
- package/dist/chunks/{BattleshipGameCard-CW_A8Nim.js.map → BattleshipGameCard-CAWHxqJE.js.map} +1 -1
- package/dist/chunks/{BattleshipPrototype-Duz-S1JE.js → BattleshipPrototype-CmQd5AUO.js} +55 -54
- package/dist/chunks/{BattleshipPrototype-Duz-S1JE.js.map → BattleshipPrototype-CmQd5AUO.js.map} +1 -1
- package/dist/chunks/ChatContext-CUiEAMKK.js +90 -0
- package/dist/chunks/ChatContext-CUiEAMKK.js.map +1 -0
- package/dist/chunks/TanksGameCard-BEnXTz_J.js +1705 -0
- package/dist/chunks/TanksGameCard-BEnXTz_J.js.map +1 -0
- package/dist/chunks/{battleship-DXKuIZ1I.js → board-DXKuIZ1I.js} +1 -1
- package/dist/chunks/board-DXKuIZ1I.js.map +1 -0
- package/dist/chunks/connect4Sounds-BDXQAvU1.js +3199 -0
- package/dist/chunks/connect4Sounds-BDXQAvU1.js.map +1 -0
- package/dist/chunks/core-geo-UJY-tH9L.js +361 -0
- package/dist/chunks/core-geo-UJY-tH9L.js.map +1 -0
- package/dist/chunks/createBattleScene-L4ZRWDED.js +1265 -0
- package/dist/chunks/createBattleScene-L4ZRWDED.js.map +1 -0
- package/dist/chunks/createTankScene-BuliAxwR.js +2150 -0
- package/dist/chunks/createTankScene-BuliAxwR.js.map +1 -0
- package/dist/index.js +3677 -3644
- package/dist/index.js.map +1 -1
- package/dist/styles.css +1 -1
- package/index.d.ts +4 -0
- package/package.json +1 -1
- package/dist/chunks/battleship-DXKuIZ1I.js.map +0 -1
- package/dist/chunks/connect4Sounds-Do3nvVFx.js +0 -1847
- package/dist/chunks/connect4Sounds-Do3nvVFx.js.map +0 -1
- package/dist/chunks/createBattleScene-HIAvjixn.js +0 -1621
- package/dist/chunks/createBattleScene-HIAvjixn.js.map +0 -1
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import { a as e, i as t, n, r } from "./core-geo-UJY-tH9L.js";
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import { ACESFilmicToneMapping as i, AdditiveBlending as a, BackSide as o, BufferAttribute as s, BufferGeometry as c, CanvasTexture as l, Clock as u, Color as d, DataTexture as f, DirectionalLight as p, DoubleSide as m, DynamicDrawUsage as h, ExtrudeGeometry as g, FogExp2 as _, Group as v, HemisphereLight as y, InstancedMesh as b, LinearFilter as x, Matrix4 as S, Mesh as C, MeshBasicMaterial as w, MeshStandardMaterial as T, NormalBlending as E, PCFSoftShadowMap as ee, Path as D, PerspectiveCamera as O, Plane as k, PlaneGeometry as A, PointLight as j, Points as M, Quaternion as N, RGBAFormat as P, Raycaster as te, Scene as F, ShaderMaterial as I, ShadowMaterial as ne, Shape as L, SphereGeometry as re, Sprite as R, SpriteMaterial as z, Vector2 as ie, Vector3 as B, Vector4 as ae, WebGLMultisampleRenderTarget as oe, WebGLRenderer as V, sRGBEncoding as se } from "three";
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import { OrbitControls as ce } from "three/examples/jsm/controls/OrbitControls.js";
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import { EffectComposer as le } from "three/examples/jsm/postprocessing/EffectComposer.js";
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import { RenderPass as ue } from "three/examples/jsm/postprocessing/RenderPass.js";
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import { ShaderPass as de } from "three/examples/jsm/postprocessing/ShaderPass.js";
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import { UnrealBloomPass as fe } from "three/examples/jsm/postprocessing/UnrealBloomPass.js";
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// src/games/battleship/scene/effects.js
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var H = 6, U = 260, pe = 90, W = 32, G = 14, me = .22, K = 10, q = new d("#22d3ee"), he = new d("#a78bfa"), ge = new d("#fb923c"), J = new d("#f43f5e"), _e = new d("#e8fbff"), ve = new d("#fff3d6");
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function Y(e = 64) {
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let t = new Uint8Array(e * e * 4);
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for (let n = 0; n < e; n++) for (let r = 0; r < e; r++) {
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let i = (r + .5) / e * 2 - 1, a = (n + .5) / e * 2 - 1, o = 1 - Math.min(1, Math.sqrt(i * i + a * a)), s = Math.min(1, o ** 2.2 + o ** 10 * .8), c = (n * e + r) * 4;
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t[c] = 255, t[c + 1] = 255, t[c + 2] = 255, t[c + 3] = Math.round(s * 255);
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}
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let n = new f(t, e, e, P);
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return n.magFilter = x, n.minFilter = x, n.generateMipmaps = !1, n.needsUpdate = !0, n;
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}
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var ye = (e) => e < 0 ? 0 : e > 1 ? 1 : e, be = (e) => 1 - (1 - e) * (1 - e) * (1 - e), xe = (e) => {
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let t = ye(e);
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return t * .45 + (.5 - .5 * Math.cos(Math.PI * t)) * .55;
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}, Se = "\nuniform float uTime;\nuniform vec3 uOrigin;\nuniform float uMode; // 0 = splash, 1 = explosion\nuniform float uScale; // drawingBufferHeight * 0.5 * proj[1][1]\nuniform float uSpin;\nuniform float uPower;\nuniform float uLife;\nuniform float uFlicker;\nattribute vec3 aDir;\nattribute vec4 aSeed;\nvarying vec4 vColor;\nconst float G = 9.8;\n\nvec3 rotY(vec3 v, float a) {\n float c = cos(a); float s = sin(a);\n return vec3(c * v.x - s * v.z, v.y, s * v.x + c * v.z);\n}\n\nvoid main() {\n vec3 dir = rotY(aDir, uSpin);\n float t = uTime - aSeed.w * 0.08;\n vec3 offs = vec3(0.0);\n float alpha = 0.0;\n float size = 0.0;\n vec3 col = vec3(1.0);\n\n if (t > 0.0) {\n if (uMode < 0.5) {\n // ---- water splash: central column + flung droplets, ballistic gravity\n float drop = step(0.68, aSeed.z);\n vec2 hd = normalize(dir.xz + vec2(1e-4));\n vec2 h = hd * mix(0.18 + 0.32 * aSeed.x, 0.8 + 0.9 * aSeed.x, drop) * uPower;\n float vy = mix(2.9 + 1.6 * aSeed.y, 1.5 + 1.3 * aSeed.y, drop) * uPower;\n float tl = 2.0 * vy / G;\n float k = clamp(t / tl, 0.0, 1.0);\n offs = vec3(h.x * t, vy * t - 0.5 * G * t * t, h.y * t);\n offs.y = max(offs.y, 0.0);\n alpha = (1.0 - smoothstep(0.7, 1.0, k)) * step(t, tl) * mix(0.5, 0.95, drop);\n size = mix(0.17, 0.06, drop) * (0.7 + 0.6 * aSeed.x) * (1.0 - 0.35 * k);\n col = mix(vec3(0.91, 0.98, 1.0), vec3(0.45, 0.85, 0.95), aSeed.y * 0.55 + drop * 0.25);\n } else {\n float kind = aSeed.z;\n if (kind < 0.58) {\n // ---- fireball: drag-damped burst, buoyant, orange -> red -> smoke gray\n vec3 d = normalize(vec3(dir.x, abs(dir.y) * 0.9 + 0.25, dir.z));\n float sp = (2.0 + 3.2 * aSeed.x) * uPower;\n float life = (0.55 + 0.5 * aSeed.y) * mix(1.0, uLife, 0.5);\n float k = t / life;\n float drag = 3.2;\n offs = d * sp * (1.0 - exp(-drag * t)) / drag + vec3(0.0, 0.35 * t * t, 0.0);\n alpha = (1.0 - smoothstep(0.55, 1.0, k)) * step(t, life);\n size = (0.2 + 0.24 * aSeed.y) * (0.55 + 0.9 * smoothstep(0.0, 0.6, k));\n col = mix(vec3(1.0, 0.95, 0.75), vec3(0.984, 0.573, 0.235), smoothstep(0.0, 0.2, k));\n col = mix(col, vec3(0.957, 0.247, 0.369), smoothstep(0.2, 0.55, k));\n col = mix(col, vec3(0.30, 0.29, 0.34), smoothstep(0.55, 0.95, k));\n } else if (kind < 0.8) {\n // ---- embers: fast sparks falling under gravity, flickering\n vec3 d = normalize(vec3(dir.x, abs(dir.y) + 0.4, dir.z));\n float sp = (3.0 + 3.0 * aSeed.x) * uPower;\n float life = (1.2 + 0.8 * aSeed.y) * uLife;\n float k = t / life;\n float drag = 1.4;\n offs = d * sp * (1.0 - exp(-drag * t)) / drag - vec3(0.0, 1.6 * t * t, 0.0);\n offs.y = max(offs.y, 0.02 - uOrigin.y);\n float fl = mix(1.0, 0.6 + 0.4 * sin(t * 30.0 + aSeed.w * 40.0), uFlicker);\n alpha = (1.0 - k) * step(t, life) * fl;\n size = 0.05 + 0.04 * aSeed.x;\n col = mix(vec3(1.0, 0.82, 0.5), vec3(0.984, 0.45, 0.2), k);\n } else {\n // ---- smoke: slow rise, grows, low alpha\n float life = (1.6 + 0.6 * aSeed.y) * uLife;\n float k = t / life;\n offs = vec3(dir.x * 0.5, 0.0, dir.z * 0.5) * (1.0 - exp(-2.0 * t)) + vec3(0.0, 0.55 * t, 0.0);\n alpha = smoothstep(0.0, 0.15, k) * (1.0 - smoothstep(0.5, 1.0, k)) * 0.26 * step(t, life);\n size = (0.35 + 0.3 * aSeed.x) * (0.6 + 1.4 * k);\n col = mix(vec3(0.55, 0.40, 0.36), vec3(0.30, 0.30, 0.40), k);\n }\n }\n }\n\n vec4 mv = modelViewMatrix * vec4(uOrigin + offs, 1.0);\n gl_Position = projectionMatrix * mv;\n gl_PointSize = alpha > 0.002 ? size * uScale / max(-mv.z, 0.1) : 0.0;\n vColor = vec4(col, alpha);\n}\n", Ce = "\nvarying vec4 vColor;\nvoid main() {\n float d = length(gl_PointCoord - 0.5) * 2.0;\n if (d > 1.0) discard;\n float f = 1.0 - d;\n float a = pow(f, 1.6);\n gl_FragColor = vec4(vColor.rgb * (1.0 + 0.6 * pow(f, 6.0)), vColor.a * a);\n #include <encodings_fragment>\n}\n", we = "\nuniform float uScale;\nuniform float uSize;\nattribute float aFade;\nvarying float vFade;\nvoid main() {\n vec4 mv = modelViewMatrix * vec4(position, 1.0);\n gl_Position = projectionMatrix * mv;\n gl_PointSize = uSize * (1.0 - aFade * 0.8) * uScale / max(-mv.z, 0.1);\n vFade = aFade;\n}\n", Te = "\nuniform float uOpacity;\nuniform vec3 uHead;\nuniform vec3 uTail;\nvarying float vFade;\nvoid main() {\n float d = length(gl_PointCoord - 0.5) * 2.0;\n if (d > 1.0) discard;\n float a = pow(1.0 - d, 1.8) * pow(1.0 - vFade, 1.5) * uOpacity;\n gl_FragColor = vec4(mix(uHead, uTail, vFade), a);\n #include <encodings_fragment>\n}\n", Ee = "\nvarying vec2 vUv;\nvoid main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n}\n", De = "\nuniform vec3 uColor;\nuniform vec3 uInner;\nuniform float uOpacity;\nuniform float uWidth;\nuniform float uNoise;\nuniform float uSeed;\nvarying vec2 vUv;\nvoid main() {\n vec2 p = vUv * 2.0 - 1.0;\n float r = length(p);\n if (r > 1.0) discard;\n float band = 1.0 - smoothstep(0.0, uWidth, abs(r - 0.85));\n float ang = atan(p.y, p.x);\n float n = 0.65 + 0.35 * sin(ang * 13.0 + uSeed) * sin(ang * 7.0 - uSeed * 1.7);\n band *= mix(1.0, n, uNoise);\n float fill = smoothstep(0.85, 0.2, r) * 0.18;\n vec3 col = uColor * band + uInner * fill;\n gl_FragColor = vec4(col, (band + fill) * uOpacity);\n #include <encodings_fragment>\n}\n";
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function Oe(e, { quality: t = "high", reducedMotion: n = !1 } = {}) {
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let r = new v();
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r.name = "battleship-effects", e.add(r);
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let i = { value: 600 }, o = new ie(), l = (e, t, n) => {
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e.getDrawingBufferSize(o), i.value = o.y * .5 * n.projectionMatrix.elements[5];
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}, u = Y(64), f = new A(1, 1), p = new c();
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{
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let e = U, t = new Float32Array(e * 3), n = new Float32Array(e * 3), r = new Float32Array(e * 4);
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for (let t = 0; t < e; t++) {
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let e = Math.random() * 2 - 1, i = Math.random() * Math.PI * 2, a = Math.sqrt(1 - e * e);
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n[t * 3] = a * Math.cos(i), n[t * 3 + 1] = e, n[t * 3 + 2] = a * Math.sin(i), r[t * 4] = Math.random(), r[t * 4 + 1] = Math.random(), r[t * 4 + 2] = Math.random(), r[t * 4 + 3] = Math.random();
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}
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p.setAttribute("position", new s(t, 3)), p.setAttribute("aDir", new s(n, 3)), p.setAttribute("aSeed", new s(r, 4));
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}
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let m = new z({
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map: u,
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color: q,
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blending: a,
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transparent: !0,
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depthWrite: !1
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}), g = new z({
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map: u,
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color: 16777215,
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blending: a,
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transparent: !0,
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depthWrite: !1
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}), _ = new j(ge, 0, 6, 2);
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_.castShadow = !1, r.add(_);
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let y = -1, b = [], x = [m, g], S = [f, p];
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function w(e) {
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let t = new z({
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map: u,
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color: e,
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blending: a,
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transparent: !0,
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depthWrite: !1,
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opacity: 0
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});
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return x.push(t), t;
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}
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for (let e = 0; e < H; e++) {
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let t = new R(m), n = new R(g);
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t.scale.setScalar(.7), n.scale.setScalar(.24), t.renderOrder = 11, n.renderOrder = 12;
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let o = w(q), u = new R(o);
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u.renderOrder = 12;
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let _ = w(ve), v = new R(_);
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v.renderOrder = 13;
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let y = /* @__PURE__ */ new Float32Array(96), T = new Float32Array(W), E = new c(), ee = new s(y, 3);
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ee.setUsage(h), E.setAttribute("position", ee), E.setAttribute("aFade", new s(T, 1));
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let D = new I({
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uniforms: {
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uScale: i,
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uSize: { value: .16 },
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uOpacity: { value: 1 },
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uHead: { value: q.clone() },
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uTail: { value: he.clone() }
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},
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vertexShader: we,
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fragmentShader: Te,
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blending: a,
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transparent: !0,
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depthWrite: !1
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}), O = new M(E, D);
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O.frustumCulled = !1, O.renderOrder = K, O.onBeforeRender = l;
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let k = new I({
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uniforms: {
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uTime: { value: 0 },
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uOrigin: { value: new B() },
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uMode: { value: 0 },
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uScale: i,
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uSpin: { value: 0 },
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uPower: { value: 1 },
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uLife: { value: 1 },
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uFlicker: { value: 1 }
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},
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vertexShader: Se,
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fragmentShader: Ce,
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blending: a,
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transparent: !0,
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depthWrite: !1
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}), A = new M(p, k);
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A.frustumCulled = !1, A.renderOrder = K, A.onBeforeRender = l;
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let j = new I({
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uniforms: {
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uColor: { value: new d() },
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uInner: { value: new d() },
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uOpacity: { value: 0 },
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uWidth: { value: .1 },
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uNoise: { value: 0 },
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uSeed: { value: 0 }
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},
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vertexShader: Ee,
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fragmentShader: De,
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blending: a,
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transparent: !0,
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depthWrite: !1
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}), N = new C(f, j);
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N.rotation.x = -Math.PI / 2, N.renderOrder = 9, x.push(D, k, j), S.push(E);
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let P = [
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t,
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n,
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u,
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v,
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O,
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A,
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N
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];
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for (let e of P) e.visible = !1, r.add(e);
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b.push({
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index: e,
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active: !1,
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result: "miss",
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onImpact: null,
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start: 0,
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flightDur: .9,
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impacted: !1,
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impactAt: 0,
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endAt: 0,
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141
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arcHeight: 1.5,
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from: new B(),
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143
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to: new B(),
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144
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halo: t,
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145
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core: n,
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146
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muzzle: u,
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muzzleMat: o,
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148
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flash: v,
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149
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flashMat: _,
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trail: O,
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trailMat: D,
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trailPos: y,
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trailPosAttr: ee,
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trailFade: T,
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trailGeom: E,
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particles: A,
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partMat: k,
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ring: N,
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ringMat: j
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});
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161
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}
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162
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let T = t === "low" ? "low" : "high", E = W, ee = n ? .65 : .9;
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function D() {
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let e = T === "low" ? pe : U, t = n ? Math.round(e * .5) : e;
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p.setDrawRange(0, t), E = T === "low" ? G : W;
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for (let e = 0; e < b.length; e++) {
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let t = b[e], n = t.trailFade;
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for (let e = 0; e < W; e++) n[e] = e < E ? e / (E - 1) : 1;
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t.trailGeom.getAttribute("aFade").needsUpdate = !0, t.trailGeom.setDrawRange(0, E), t.trailMat.uniforms.uSize.value = T === "low" ? .2 : .15;
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}
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}
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D();
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let O = 0;
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function k(e, t, n) {
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return n.lerpVectors(e.from, e.to, t), n.y += e.arcHeight * 4 * t * (1 - t), n;
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}
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function N(e) {
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e.halo.visible = !1, e.core.visible = !1, e.muzzle.visible = !1, e.flash.visible = !1, e.trail.visible = !1, e.particles.visible = !1, e.ring.visible = !1;
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}
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function P(e) {
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if (e.impacted) return;
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e.impacted = !0, e.impactAt = O;
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let t = e.result === "hit", r = e.partMat.uniforms;
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r.uOrigin.value.copy(e.to), r.uMode.value = +!!t, r.uSpin.value = Math.random() * Math.PI * 2, r.uPower.value = n ? .7 : 1, r.uLife.value = n ? .6 : 1, r.uFlicker.value = +!n, r.uTime.value = 0, e.particles.visible = !0;
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let i = e.ringMat.uniforms;
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i.uColor.value.copy(t ? ge : _e), i.uInner.value.copy(t ? J : q), i.uNoise.value = t ? .2 : 1, i.uWidth.value = t ? .09 : .12, i.uSeed.value = Math.random() * 10, e.ring.position.set(e.to.x, e.to.y + .02, e.to.z), e.ring.visible = !0, e.flashMat.color.copy(t ? ve : _e), e.flash.position.set(e.to.x, e.to.y + (t ? .25 : .1), e.to.z), e.flash.visible = !0, e.endAt = O + (t ? n ? 1.5 : 2.4 : n ? .9 : 1.3), t && (_.position.set(e.to.x, e.to.y + .6, e.to.z), y = O);
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let a = e.onImpact;
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e.onImpact = null, a && a();
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}
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function te(e) {
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let t = O - e.start, r = t / e.flightDur;
|
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+
if (!e.impacted && r >= 1 && P(e), r < 1) {
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let t = k(e, xe(r), e.halo.position);
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e.core.position.copy(t), e.halo.visible = !0, e.core.visible = !0;
|
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} else e.halo.visible = !1, e.core.visible = !1;
|
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if (r < 1.22) {
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let t = e.trailPos, n = E - 1;
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for (let i = 0; i < E; i++) {
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let a = r - i / n * me, o = xe(a < 0 ? 0 : a > 1 ? 1 : a), s = e.from, c = e.to, l = i * 3;
|
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200
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+
t[l] = s.x + (c.x - s.x) * o, t[l + 1] = s.y + (c.y - s.y) * o + e.arcHeight * 4 * o * (1 - o), t[l + 2] = s.z + (c.z - s.z) * o;
|
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}
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e.trailPosAttr.needsUpdate = !0, e.trailMat.uniforms.uOpacity.value = r < 1 ? 1 : 1 - (r - 1) / me, e.trail.visible = !0;
|
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203
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+
} else e.trail.visible = !1;
|
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204
|
+
let i = n ? .12 : .2;
|
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205
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+
if (t < i) {
|
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206
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+
let r = t / i;
|
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207
|
+
e.muzzle.scale.setScalar(.35 + r * (n ? .4 : .9)), e.muzzleMat.opacity = (1 - r) * (1 - r), e.muzzle.visible = !0;
|
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208
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+
} else e.muzzle.visible = !1;
|
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+
if (!e.impacted) return;
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+
let a = O - e.impactAt, o = e.result === "hit";
|
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211
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+
e.partMat.uniforms.uTime.value = a;
|
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|
+
let s = o ? .32 : .18;
|
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213
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+
if (a < s) {
|
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214
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+
let t = a / s, r = o ? n ? 1.3 : 2.4 : .9;
|
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215
|
+
e.flash.scale.setScalar(.3 + be(t) * r), e.flashMat.opacity = (1 - t) * (o ? 1 : .6), o && e.flashMat.color.copy(ve).lerp(ge, t);
|
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216
|
+
} else e.flash.visible = !1;
|
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217
|
+
let c = o ? .65 : 1;
|
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218
|
+
if (a < c) {
|
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219
|
+
let t = a / c, r = .08 + be(t) * (o ? n ? .9 : 1.6 : .85);
|
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220
|
+
e.ring.scale.setScalar(r * 2 / .85), e.ringMat.uniforms.uOpacity.value = (1 - t) * (1 - t * .5) * (o ? 1.2 : .8);
|
|
221
|
+
} else e.ring.visible = !1;
|
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222
|
+
}
|
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223
|
+
function F() {
|
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224
|
+
if (y < 0) return;
|
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225
|
+
let e = O - y;
|
|
226
|
+
if (e > .9) {
|
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227
|
+
_.intensity = 0, y = -1;
|
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228
|
+
return;
|
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229
|
+
}
|
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230
|
+
let t = n ? 2.5 : 4, r = n ? 1 : .85 + .15 * Math.sin(e * 47);
|
|
231
|
+
_.intensity = t * Math.exp(-e * 5) * r;
|
|
232
|
+
}
|
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233
|
+
function ne() {
|
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234
|
+
let e = null;
|
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235
|
+
for (let t = 0; t < b.length; t++) {
|
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236
|
+
let n = b[t];
|
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237
|
+
if (!n.active) return n;
|
|
238
|
+
(!e || n.start < e.start) && (e = n);
|
|
239
|
+
}
|
|
240
|
+
if (!e.impacted) {
|
|
241
|
+
let t = e.onImpact;
|
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242
|
+
e.onImpact = null, e.impacted = !0, t && t();
|
|
243
|
+
}
|
|
244
|
+
return e;
|
|
245
|
+
}
|
|
246
|
+
let L = !1;
|
|
247
|
+
return {
|
|
248
|
+
shoot(e, t, r, i) {
|
|
249
|
+
if (L) return;
|
|
250
|
+
let a = ne();
|
|
251
|
+
N(a), a.active = !0, a.result = r === "hit" ? "hit" : "miss", a.onImpact = typeof i == "function" ? i : null, a.from.copy(e), a.to.copy(t), a.start = O, a.flightDur = ee, a.impacted = !1, a.endAt = Infinity;
|
|
252
|
+
let o = Math.hypot(t.x - e.x, t.z - e.z);
|
|
253
|
+
a.arcHeight = Math.min(5, Math.max(1.2, 1 + o * .35)) * (n ? .7 : 1), a.muzzle.position.copy(e), a.halo.position.copy(e), a.core.position.copy(e);
|
|
254
|
+
},
|
|
255
|
+
update(e) {
|
|
256
|
+
if (!L) {
|
|
257
|
+
O += Math.min(Math.max(e || 0, 0), .1);
|
|
258
|
+
for (let e = 0; e < b.length; e++) {
|
|
259
|
+
let t = b[e];
|
|
260
|
+
t.active && (te(t), t.impacted && O >= t.endAt && (t.active = !1, N(t)));
|
|
261
|
+
}
|
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262
|
+
F();
|
|
263
|
+
}
|
|
264
|
+
},
|
|
265
|
+
setQuality(e) {
|
|
266
|
+
let t = e === "low" ? "low" : "high";
|
|
267
|
+
t !== T && (T = t, D());
|
|
268
|
+
},
|
|
269
|
+
dispose() {
|
|
270
|
+
if (!L) {
|
|
271
|
+
L = !0;
|
|
272
|
+
for (let e of b) e.onImpact = null;
|
|
273
|
+
e.remove(r), r.clear();
|
|
274
|
+
for (let e of S) e.dispose();
|
|
275
|
+
for (let e of x) e.dispose();
|
|
276
|
+
u.dispose(), _.dispose?.(), b.length = 0;
|
|
277
|
+
}
|
|
278
|
+
}
|
|
279
|
+
};
|
|
280
|
+
}
|
|
281
|
+
// src/games/battleship/scene/radar.js
|
|
282
|
+
var ke = 100, Ae = (e) => new d(e).convertSRGBToLinear(), je = "\nvarying vec2 vUv;\nvoid main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n}\n", Me = "\nuniform float uAngle;\nuniform float uTime;\nuniform float uOpacity;\nuniform vec3 uCyan;\nuniform vec3 uViolet;\nvarying vec2 vUv;\nfloat hash(vec2 p) { return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453); }\nfloat band(float x, float w) { return 1.0 - smoothstep(0.0, w, abs(x)); }\nvoid main() {\n vec2 p = vUv * 2.0 - 1.0;\n float r = length(p);\n if (r > 1.0) discard;\n float aa = max(fwidth(r), 1e-4) * 1.5;\n float ang = atan(p.y, p.x);\n\n float rings = band(r - 0.25, aa) + band(r - 0.5, aa) + band(r - 0.75, aa);\n float outer = band(r - 0.96, aa * 1.6) * 1.4 + band(r - 0.995, aa) * 0.8;\n float hair = (band(p.x, aa) + band(p.y, aa)) * step(r, 0.96) * 0.6;\n float tickPos = abs(fract(ang * 5.729578) - 0.5);\n float ticks = step(0.88, r) * step(r, 0.95) * band(tickPos, 0.08);\n\n float d = mod(uAngle - ang, 6.2831853);\n float trail = exp(-d * 2.4) * step(r, 0.96);\n float lead = band(d, 0.025) * step(r, 0.96);\n float noise = hash(floor(vec2(r * 70.0, ang * 30.0)) + floor(uTime * 14.0));\n float scan = 0.6 + 0.4 * sin(r * 140.0 - uTime * 5.0);\n\n vec3 col = uCyan * (rings * 0.5 + hair * 0.5 + trail * (0.4 + 0.25 * noise) * scan + lead * 1.3);\n col += uCyan * (1.0 - r) * 0.06;\n col += uViolet * (outer + ticks * 0.8 + smoothstep(0.82, 1.0, r) * 0.25);\n gl_FragColor = vec4(col, uOpacity);\n #include <encodings_fragment>\n}\n", Ne = "\nuniform float uAngle;\nuniform float uTime;\nuniform float uScale;\nvarying float vBright;\nvoid main() {\n float ang = atan(position.y, position.x);\n float d = mod(uAngle - ang, 6.2831853);\n vBright = 0.18 + exp(-d * 2.2) * 0.95;\n vec4 mv = modelViewMatrix * vec4(position, 1.0);\n gl_Position = projectionMatrix * mv;\n float size = 0.14 * (0.8 + 0.5 * vBright) * (0.9 + 0.1 * sin(uTime * 4.0 + position.x * 9.0));\n gl_PointSize = size * uScale / max(-mv.z, 0.1);\n}\n", Pe = "\nuniform vec3 uColor;\nuniform float uOpacity;\nvarying float vBright;\nvoid main() {\n float d = length(gl_PointCoord - 0.5) * 2.0;\n if (d > 1.0) discard;\n float core = pow(1.0 - d, 2.2);\n vec3 col = mix(uColor, vec3(1.0), core * vBright * 0.6) * core * vBright * 1.6;\n gl_FragColor = vec4(col, uOpacity);\n #include <encodings_fragment>\n}\n";
|
|
283
|
+
function Fe({ quality: e = "high", reducedMotion: t = !1 } = {}) {
|
|
284
|
+
let n = new v();
|
|
285
|
+
n.name = "battleship-radar";
|
|
286
|
+
let r = new v();
|
|
287
|
+
r.rotation.x = -Math.PI / 2, n.add(r);
|
|
288
|
+
let i = 3 / 2, o = { value: 0 }, l = { value: 0 }, u = { value: 0 }, d = new A(3, 3), f = new I({
|
|
289
|
+
uniforms: {
|
|
290
|
+
uAngle: l,
|
|
291
|
+
uTime: u,
|
|
292
|
+
uOpacity: o,
|
|
293
|
+
uCyan: { value: Ae("#22d3ee") },
|
|
294
|
+
uViolet: { value: Ae("#a78bfa") }
|
|
295
|
+
},
|
|
296
|
+
vertexShader: je,
|
|
297
|
+
fragmentShader: Me,
|
|
298
|
+
blending: a,
|
|
299
|
+
transparent: !0,
|
|
300
|
+
depthWrite: !1,
|
|
301
|
+
extensions: { derivatives: !0 },
|
|
302
|
+
toneMapped: !1
|
|
303
|
+
}), p = new C(d, f);
|
|
304
|
+
p.renderOrder = 8, r.add(p);
|
|
305
|
+
let m = /* @__PURE__ */ new Float32Array(300), h = new c();
|
|
306
|
+
h.setAttribute("position", new s(m, 3)), h.setDrawRange(0, 0);
|
|
307
|
+
let g = { value: 600 }, _ = new ie(), y = new I({
|
|
308
|
+
uniforms: {
|
|
309
|
+
uAngle: l,
|
|
310
|
+
uTime: u,
|
|
311
|
+
uScale: g,
|
|
312
|
+
uOpacity: o,
|
|
313
|
+
uColor: { value: Ae("#fb923c") }
|
|
314
|
+
},
|
|
315
|
+
vertexShader: Ne,
|
|
316
|
+
fragmentShader: Pe,
|
|
317
|
+
blending: a,
|
|
318
|
+
transparent: !0,
|
|
319
|
+
depthWrite: !1,
|
|
320
|
+
toneMapped: !1
|
|
321
|
+
}), b = new M(h, y);
|
|
322
|
+
b.frustumCulled = !1, b.renderOrder = 9, b.visible = !1, b.onBeforeRender = (e, t, n) => {
|
|
323
|
+
e.getDrawingBufferSize(_), g.value = _.y * .5 * n.projectionMatrix.elements[5];
|
|
324
|
+
}, r.add(b);
|
|
325
|
+
let x = 0, S = t ? .7 : 1.8;
|
|
326
|
+
return n.visible = !1, {
|
|
327
|
+
object: n,
|
|
328
|
+
update(e, r) {
|
|
329
|
+
if (u.value = r, l.value = (l.value + e * S) % (Math.PI * 2), o.value !== x) {
|
|
330
|
+
let n = e / (t ? .12 : .35);
|
|
331
|
+
o.value = x > o.value ? Math.min(x, o.value + n) : Math.max(x, o.value - n);
|
|
332
|
+
}
|
|
333
|
+
n.visible = o.value > .001;
|
|
334
|
+
},
|
|
335
|
+
setVisible(e) {
|
|
336
|
+
x = +!!e, e && (n.visible = !0);
|
|
337
|
+
},
|
|
338
|
+
setContacts(e) {
|
|
339
|
+
let t = 0;
|
|
340
|
+
if (Array.isArray(e)) for (let n = 0; n < e.length && t < ke; n++) {
|
|
341
|
+
let r = e[n];
|
|
342
|
+
r && Number.isFinite(r.row) && Number.isFinite(r.col) && (m[t * 3] = (r.col - 4.5) / 5 * .84 * i, m[t * 3 + 1] = -(r.row - 4.5) / 5 * .84 * i, m[t * 3 + 2] = .01, t++);
|
|
343
|
+
}
|
|
344
|
+
h.attributes.position.needsUpdate = !0, h.setDrawRange(0, t), b.visible = t > 0;
|
|
345
|
+
},
|
|
346
|
+
dispose() {
|
|
347
|
+
n.removeFromParent(), d.dispose(), f.dispose(), h.dispose(), y.dispose();
|
|
348
|
+
}
|
|
349
|
+
};
|
|
350
|
+
}
|
|
351
|
+
// src/games/battleship/scene/core-ocean.js
|
|
352
|
+
var Ie = -.1, Le = .55, Re = .16, X = [
|
|
353
|
+
[
|
|
354
|
+
1,
|
|
355
|
+
.28,
|
|
356
|
+
.17,
|
|
357
|
+
9,
|
|
358
|
+
0
|
|
359
|
+
],
|
|
360
|
+
[
|
|
361
|
+
-.45,
|
|
362
|
+
1,
|
|
363
|
+
.13,
|
|
364
|
+
5.6,
|
|
365
|
+
0
|
|
366
|
+
],
|
|
367
|
+
[
|
|
368
|
+
.72,
|
|
369
|
+
-.62,
|
|
370
|
+
.1,
|
|
371
|
+
3.3,
|
|
372
|
+
1
|
|
373
|
+
],
|
|
374
|
+
[
|
|
375
|
+
-.92,
|
|
376
|
+
-.3,
|
|
377
|
+
.075,
|
|
378
|
+
2.2,
|
|
379
|
+
1
|
|
380
|
+
]
|
|
381
|
+
].map(([e, t, n, r, i]) => {
|
|
382
|
+
let a = Math.hypot(e, t), o = Math.PI * 2 / r;
|
|
383
|
+
return {
|
|
384
|
+
dx: e / a,
|
|
385
|
+
dz: t / a,
|
|
386
|
+
s: n,
|
|
387
|
+
l: r,
|
|
388
|
+
f: i,
|
|
389
|
+
k: o,
|
|
390
|
+
c: Math.sqrt(9.8 / o)
|
|
391
|
+
};
|
|
392
|
+
}), ze = (e) => new d(e).convertSRGBToLinear(), Be = (e) => e.toFixed(5), Ve = X.map((e) => `off += gerstner(vec4(${Be(e.dx)}, ${Be(e.dz)}, ${Be(e.s)}, ${Be(e.l)}), p, damp${e.f ? " * fine" : ""}, uTime, tg, bn);`).join("\n "), He = `
|
|
393
|
+
uniform float uTime;
|
|
394
|
+
uniform float uAmp;
|
|
395
|
+
varying vec3 vWorld;
|
|
396
|
+
varying vec3 vNormal;
|
|
397
|
+
varying float vHeight;
|
|
398
|
+
varying float vFogDepth;
|
|
399
|
+
|
|
400
|
+
vec3 gerstner(vec4 w, vec2 p, float s, float t, inout vec3 tg, inout vec3 bn) {
|
|
401
|
+
float k = 6.2831853 / w.w;
|
|
402
|
+
float c = sqrt(9.8 / k);
|
|
403
|
+
vec2 d = w.xy;
|
|
404
|
+
float st = w.z * s;
|
|
405
|
+
float ph = k * (dot(d, p) - c * t);
|
|
406
|
+
float a = st / k;
|
|
407
|
+
float sf = sin(ph);
|
|
408
|
+
float cf = cos(ph);
|
|
409
|
+
tg += vec3(-d.x * d.x * st * sf, d.x * st * cf, -d.x * d.y * st * sf);
|
|
410
|
+
bn += vec3(-d.x * d.y * st * sf, d.y * st * cf, -d.y * d.y * st * sf);
|
|
411
|
+
return vec3(d.x * a * cf, a * sf, d.y * a * cf);
|
|
412
|
+
}
|
|
413
|
+
|
|
414
|
+
void main() {
|
|
415
|
+
vec4 wp = modelMatrix * vec4(position, 1.0);
|
|
416
|
+
vec2 p = wp.xz;
|
|
417
|
+
vec2 q = abs(p);
|
|
418
|
+
float damp = mix(${Be(Re)}, 1.0, smoothstep(6.0, 10.0, max(q.x, q.y))) * uAmp;
|
|
419
|
+
float fine = 1.0 - smoothstep(18.0, 45.0, length(p));
|
|
420
|
+
vec3 tg = vec3(1.0, 0.0, 0.0);
|
|
421
|
+
vec3 bn = vec3(0.0, 0.0, 1.0);
|
|
422
|
+
vec3 off = vec3(0.0);
|
|
423
|
+
${Ve}
|
|
424
|
+
wp.xyz += off;
|
|
425
|
+
vHeight = off.y;
|
|
426
|
+
vNormal = normalize(cross(bn, tg));
|
|
427
|
+
vWorld = wp.xyz;
|
|
428
|
+
vec4 mv = viewMatrix * wp;
|
|
429
|
+
vFogDepth = -mv.z;
|
|
430
|
+
gl_Position = projectionMatrix * mv;
|
|
431
|
+
}
|
|
432
|
+
`, Ue = "\nuniform float uTime;\nuniform float uDetail;\nuniform vec3 uDeep;\nuniform vec3 uShallow;\nuniform vec3 uSky;\nuniform vec3 uHorizon;\nuniform vec3 uFoam;\nuniform vec3 uSunDir;\nuniform vec3 uSunColor;\nuniform vec3 uGlow;\nuniform vec3 uFogColor;\nuniform float uFogDensity;\nvarying vec3 vWorld;\nvarying vec3 vNormal;\nvarying float vHeight;\nvarying float vFogDepth;\n\nvoid main() {\n vec2 q = vWorld.xz;\n vec3 n = normalize(vNormal);\n float r1 = sin(dot(q, vec2(1.7, 0.9)) * 2.3 + uTime * 2.1);\n float r2 = sin(dot(q, vec2(-1.1, 1.9)) * 2.9 - uTime * 1.7);\n float r3 = sin(dot(q, vec2(0.4, -2.3)) * 4.1 + uTime * 2.7);\n n = normalize(n + vec3(r1 * 0.05 + r3 * 0.025, 0.0, r2 * 0.05 - r3 * 0.02) * uDetail);\n\n vec3 v = normalize(cameraPosition - vWorld);\n float ndv = max(dot(n, v), 0.0);\n float fres = 0.03 + 0.97 * pow(1.0 - ndv, 5.0);\n\n vec3 water = mix(uDeep, uShallow, clamp(vHeight * 2.4 + 0.35, 0.0, 1.0));\n vec3 rf = reflect(-v, n);\n vec3 sky = mix(uHorizon, uSky, clamp(rf.y * 1.6, 0.0, 1.0));\n vec3 col = mix(water, sky, fres * 0.9);\n\n float sd = max(dot(rf, uSunDir), 0.0);\n float sparkle = pow(sd, 240.0) * (2.2 + 1.8 * uDetail * max(r1 * r2, 0.0)) + pow(sd, 24.0) * 0.08;\n col += uSunColor * sparkle;\n\n vec2 aq = abs(q);\n float m = max(aq.x, aq.y);\n col *= mix(0.5, 1.0, smoothstep(5.0, 6.6, m));\n col += uGlow * exp(-max(m - 6.3, 0.0) * 0.6) * (0.08 + 0.3 * fres);\n\n float noise = 0.5 + 0.5 * sin(q.x * 3.1 + uTime * 0.7) * sin(q.y * 2.7 - uTime * 0.5);\n float crest = smoothstep(0.12, 0.34, vHeight) * (0.35 + 0.65 * noise);\n float edge = (1.0 - smoothstep(0.0, 0.45, abs(m - 6.42))) * (0.35 + 0.65 * noise);\n col = mix(col, uFoam, clamp(crest * 0.55 + edge * 0.45, 0.0, 1.0));\n\n float fogF = 1.0 - exp(-uFogDensity * uFogDensity * vFogDepth * vFogDepth);\n gl_FragColor = vec4(mix(col, uFogColor, clamp(fogF, 0.0, 1.0)), 1.0);\n #include <tonemapping_fragment>\n #include <encodings_fragment>\n}\n", We = "\nvarying vec3 vDir;\nvoid main() {\n vDir = normalize(position);\n vec4 p = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n gl_Position = p.xyww;\n}\n", Ge = "\nuniform vec3 uFogColor;\nuniform vec3 uTop;\nuniform vec3 uHaze;\nvarying vec3 vDir;\nfloat hash(vec3 p) { return fract(sin(dot(p, vec3(12.9898, 78.233, 37.719))) * 43758.5453); }\nvoid main() {\n float h = vDir.y;\n vec3 col = mix(uFogColor, uTop, smoothstep(0.0, 0.55, h));\n col += uHaze * exp(-abs(h) * 14.0) * 0.6;\n vec3 cell = floor(vDir * 160.0);\n float s = hash(cell);\n col += vec3(0.75, 0.85, 1.0) * step(0.9975, s) * smoothstep(0.08, 0.4, h) * 0.6;\n gl_FragColor = vec4(col, 1.0);\n #include <tonemapping_fragment>\n #include <encodings_fragment>\n}\n";
|
|
433
|
+
function Ke(e) {
|
|
434
|
+
let t = new A(2, 2, e, e);
|
|
435
|
+
t.rotateX(-Math.PI / 2);
|
|
436
|
+
let n = t.attributes.position, r = (e) => 110 * (.2 * e + .8 * e * e * e);
|
|
437
|
+
for (let e = 0; e < n.count; e++) n.setX(e, r(n.getX(e))), n.setZ(e, r(n.getZ(e)));
|
|
438
|
+
return t.deleteAttribute("uv"), t.deleteAttribute("normal"), t.computeBoundingSphere(), t;
|
|
439
|
+
}
|
|
440
|
+
function qe({ quality: e, reducedMotion: t, fogColor: n, fogDensity: r }) {
|
|
441
|
+
let i = n.clone().convertSRGBToLinear(), a = {
|
|
442
|
+
uTime: { value: 0 },
|
|
443
|
+
uAmp: { value: t ? .3 : 1 },
|
|
444
|
+
uDetail: { value: e === "low" ? .4 : 1 },
|
|
445
|
+
uDeep: { value: ze("#04101f") },
|
|
446
|
+
uShallow: { value: ze("#0f4c5c") },
|
|
447
|
+
uSky: { value: ze("#16233d") },
|
|
448
|
+
uHorizon: { value: ze("#33507a") },
|
|
449
|
+
uFoam: { value: ze("#cfefff") },
|
|
450
|
+
uSunDir: { value: new B(-.35, .55, -.75).normalize() },
|
|
451
|
+
uSunColor: { value: ze("#e6f6ff") },
|
|
452
|
+
uGlow: { value: ze("#22d3ee") },
|
|
453
|
+
uFogColor: { value: i },
|
|
454
|
+
uFogDensity: { value: r }
|
|
455
|
+
}, s = new I({
|
|
456
|
+
uniforms: a,
|
|
457
|
+
vertexShader: He,
|
|
458
|
+
fragmentShader: Ue
|
|
459
|
+
}), c = e === "low" ? 64 : 160, l = new C(Ke(c), s);
|
|
460
|
+
l.position.y = Ie, l.frustumCulled = !1, l.renderOrder = -1;
|
|
461
|
+
let u = new re(300, 24, 12), d = new I({
|
|
462
|
+
uniforms: {
|
|
463
|
+
uFogColor: { value: i },
|
|
464
|
+
uTop: { value: ze("#03060d") },
|
|
465
|
+
uHaze: { value: ze("#123048") }
|
|
466
|
+
},
|
|
467
|
+
vertexShader: We,
|
|
468
|
+
fragmentShader: Ge,
|
|
469
|
+
side: o,
|
|
470
|
+
depthWrite: !1
|
|
471
|
+
}), f = new C(u, d);
|
|
472
|
+
f.frustumCulled = !1, f.renderOrder = -2;
|
|
473
|
+
let p = t ? .35 : 1, m = 0, h = a.uAmp.value;
|
|
474
|
+
return {
|
|
475
|
+
mesh: l,
|
|
476
|
+
sky: f,
|
|
477
|
+
uniforms: a,
|
|
478
|
+
update(e) {
|
|
479
|
+
m += e * Le * p, a.uTime.value = m;
|
|
480
|
+
},
|
|
481
|
+
heightAt(e, t) {
|
|
482
|
+
let n = Math.min(1, Math.max(0, (Math.max(Math.abs(e), Math.abs(t)) - 6) / 4)), r = (Re + .84 * n * n * (3 - 2 * n)) * h, i = 0;
|
|
483
|
+
for (let n = 0; n < X.length; n++) {
|
|
484
|
+
let a = X[n];
|
|
485
|
+
i += a.s * r / a.k * Math.sin(a.k * (a.dx * e + a.dz * t - a.c * m));
|
|
486
|
+
}
|
|
487
|
+
return Ie + i;
|
|
488
|
+
},
|
|
489
|
+
setQuality(e) {
|
|
490
|
+
let t = e === "low" ? 64 : 160;
|
|
491
|
+
a.uDetail.value = e === "low" ? .4 : 1, t !== c && (c = t, l.geometry.dispose(), l.geometry = Ke(t));
|
|
492
|
+
},
|
|
493
|
+
setReducedMotion(e) {
|
|
494
|
+
h = e ? .3 : 1, a.uAmp.value = h;
|
|
495
|
+
},
|
|
496
|
+
dispose() {
|
|
497
|
+
l.geometry.dispose(), s.dispose(), u.dispose(), d.dispose();
|
|
498
|
+
}
|
|
499
|
+
};
|
|
500
|
+
}
|
|
501
|
+
// src/games/battleship/scene/core-board.js
|
|
502
|
+
var Je = .035, Z = 5.35, Ye = 6.3, Q = (e) => new d(e).convertSRGBToLinear(), Xe = {
|
|
503
|
+
own: {
|
|
504
|
+
line: Q("#22d3ee").lerp(Q("#a78bfa"), .55),
|
|
505
|
+
accent: Q("#a78bfa")
|
|
506
|
+
},
|
|
507
|
+
target: {
|
|
508
|
+
line: Q("#22d3ee"),
|
|
509
|
+
accent: Q("#f43f5e")
|
|
510
|
+
}
|
|
511
|
+
}, Ze = "\nvarying vec2 vP;\nvoid main() {\n vP = position.xz;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n}\n", Qe = `
|
|
512
|
+
uniform vec3 uLine;
|
|
513
|
+
uniform vec3 uAccent;
|
|
514
|
+
uniform vec2 uHover;
|
|
515
|
+
uniform float uHoverAmt;
|
|
516
|
+
uniform float uTime;
|
|
517
|
+
uniform float uScan;
|
|
518
|
+
uniform float uActive;
|
|
519
|
+
varying vec2 vP;
|
|
520
|
+
void main() {
|
|
521
|
+
vec2 p = vP;
|
|
522
|
+
vec2 a = abs(p);
|
|
523
|
+
float m = max(a.x, a.y);
|
|
524
|
+
float inside = 1.0 - step(5.0, m);
|
|
525
|
+
vec2 fw = max(fwidth(p), vec2(1e-4));
|
|
526
|
+
vec2 g = abs(fract(p + 0.5) - 0.5);
|
|
527
|
+
vec2 l = 1.0 - smoothstep(fw * 0.6, fw * 1.9, g);
|
|
528
|
+
float line = max(l.x, l.y) * inside;
|
|
529
|
+
vec2 gg = exp(-g * 16.0);
|
|
530
|
+
float glow = max(gg.x, gg.y) * 0.2 * inside;
|
|
531
|
+
float node = l.x * l.y * inside;
|
|
532
|
+
|
|
533
|
+
float border = 1.0 - smoothstep(0.0, 0.035 + fw.x * 1.5, abs(m - 5.0));
|
|
534
|
+
float borderGlow = exp(-abs(m - 5.0) * 9.0) * 0.45;
|
|
535
|
+
float corner = step(3.9, min(a.x, a.y)) * (1.0 - smoothstep(0.0, 0.035 + fw.x * 1.5, abs(m - 5.2)));
|
|
536
|
+
|
|
537
|
+
float scan = 0.55 + 0.45 * sin(p.y * 70.0 + uTime * 3.0);
|
|
538
|
+
float sweep = exp(-pow((p.y - uScan) * 2.4, 2.0)) * inside;
|
|
539
|
+
|
|
540
|
+
vec2 cell = floor(p + 5.0);
|
|
541
|
+
vec2 local = fract(p) - 0.5;
|
|
542
|
+
float hov = uHoverAmt * inside * (1.0 - step(0.5, abs(cell.x - uHover.x) + abs(cell.y - uHover.y)));
|
|
543
|
+
float hEdge = smoothstep(0.36, 0.47, max(abs(local.x), abs(local.y)));
|
|
544
|
+
float hPulse = 0.8 + 0.2 * sin(uTime * 6.0);
|
|
545
|
+
|
|
546
|
+
vec3 col = uLine * ((line * 0.85 + glow + node * 0.6) * mix(0.55, 1.0, uActive) + inside * 0.045 * scan + sweep * 0.14 * uActive);
|
|
547
|
+
col += uAccent * (border * 1.1 + borderGlow + corner * 1.6);
|
|
548
|
+
col += mix(uLine, vec3(1.0), 0.35) * hov * (0.16 + hEdge * 0.9) * hPulse;
|
|
549
|
+
col *= 1.0 - smoothstep(5.22, ${Z.toFixed(2)}, m);
|
|
550
|
+
gl_FragColor = vec4(col, 1.0);
|
|
551
|
+
#include <encodings_fragment>
|
|
552
|
+
}
|
|
553
|
+
`, $ = "\nuniform vec3 uColor;\nuniform float uTime;\nuniform float uOpacity;\nvarying vec2 vUv;\nvoid main() {\n vec2 p = vUv * 2.0 - 1.0;\n vec2 a = abs(p);\n float sq = max(a.x, a.y);\n float bracket = (1.0 - smoothstep(0.0, 0.06, abs(sq - 0.8))) * step(0.42, min(a.x, a.y));\n float r = length(p);\n float ang = atan(p.y, p.x);\n float dash = step(0.45, fract(ang * 1.909859 + uTime * 0.25));\n float ring = (1.0 - smoothstep(0.0, 0.04, abs(r - 0.62))) * dash;\n float fill = (1.0 - smoothstep(0.0, 0.7, r)) * 0.12;\n vec3 col = uColor * (bracket * 1.4 + ring * 0.9 + fill);\n gl_FragColor = vec4(col, uOpacity);\n #include <encodings_fragment>\n}\n", $e = "\nvarying vec2 vUv;\nvoid main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n}\n", et = "\nvarying vec2 vUv;\nvarying float vPhase;\nvoid main() {\n vUv = uv;\n vec4 wp = modelMatrix * instanceMatrix * vec4(position, 1.0);\n vPhase = wp.x * 1.7 + wp.z * 2.3;\n gl_Position = projectionMatrix * viewMatrix * wp;\n}\n", tt = "\nuniform vec3 uColor;\nuniform float uTime;\nvarying vec2 vUv;\nvarying float vPhase;\nvoid main() {\n vec2 p = abs(vUv * 2.0 - 1.0);\n float m = max(p.x, p.y);\n float edge = smoothstep(0.78, 0.95, m) * (1.0 - smoothstep(0.95, 1.0, m));\n float pulse = 0.75 + 0.25 * sin(uTime * 5.0 + vPhase);\n float fill = 0.22 + 0.08 * sin((vUv.y + uTime * 0.6) * 30.0);\n gl_FragColor = vec4(uColor * (edge * 1.3 + fill) * pulse, 1.0);\n #include <encodings_fragment>\n}\n", nt = "\nuniform float uTime;\nuniform vec3 uHot;\nuniform vec3 uRed;\nvarying vec2 vUv;\nvarying float vPhase;\nvoid main() {\n vec2 p = vUv * 2.0 - 1.0;\n float r = length(p);\n float pulse = 0.7 + 0.3 * sin(uTime * 3.2 + vPhase);\n float core = exp(-r * r * 9.0);\n float ring = (1.0 - smoothstep(0.0, 0.06, abs(r - (0.45 + 0.08 * pulse)))) * 0.5;\n vec3 col = mix(uRed, uHot, core) * (core * 0.9 + ring) * pulse;\n col *= 1.0 - smoothstep(0.85, 1.0, r);\n gl_FragColor = vec4(col, 1.0);\n #include <encodings_fragment>\n}\n", rt = "\nvarying vec3 vN;\nvarying vec3 vView;\nvarying float vY;\nvoid main() {\n vec4 wp = modelMatrix * vec4(position, 1.0);\n vN = normalize(mat3(modelMatrix) * normal);\n vView = cameraPosition - wp.xyz;\n vY = wp.y;\n gl_Position = projectionMatrix * viewMatrix * wp;\n}\n", it = "\nuniform vec3 uColor;\nuniform float uTime;\nvarying vec3 vN;\nvarying vec3 vView;\nvarying float vY;\nvoid main() {\n float f = 1.0 - abs(dot(normalize(vN), normalize(vView)));\n float scan = 0.6 + 0.4 * sin(vY * 120.0 - uTime * 6.0);\n gl_FragColor = vec4(uColor * (0.12 + pow(f, 2.0) * 0.9) * scan, 1.0);\n #include <encodings_fragment>\n}\n";
|
|
554
|
+
function at() {
|
|
555
|
+
let e = document.createElement("canvas");
|
|
556
|
+
e.width = 512, e.height = 256;
|
|
557
|
+
let t = e.getContext("2d");
|
|
558
|
+
t.clearRect(0, 0, e.width, e.height), t.textAlign = "center", t.textBaseline = "middle", t.fillStyle = "#ffffff", t.shadowColor = "rgba(255,255,255,0.85)", t.shadowBlur = 7;
|
|
559
|
+
let n = [];
|
|
560
|
+
for (let e = 0; e < 10; e++) n.push(String.fromCharCode(65 + e));
|
|
561
|
+
for (let e = 1; e <= 10; e++) n.push(String(e));
|
|
562
|
+
n.forEach((e, n) => {
|
|
563
|
+
let r = n % 8 * 64 + 32, i = Math.floor(n / 8) * 64 + 32 + 2;
|
|
564
|
+
t.font = `600 ${e.length > 1 ? 34 : 40}px "Inter", "Segoe UI", system-ui, sans-serif`, t.fillText(e, r, i);
|
|
565
|
+
});
|
|
566
|
+
let r = new l(e);
|
|
567
|
+
return r.minFilter = x, r.magFilter = x, r.generateMipmaps = !1, r;
|
|
568
|
+
}
|
|
569
|
+
function ot() {
|
|
570
|
+
let e = .5, t = [], n = [], r = [], i = (i, a, o) => {
|
|
571
|
+
let s = o % 8 / 8, c = 1 - Math.floor(o / 8) / 4, l = s + 1 / 8, u = c - 1 / 4, d = t.length / 3;
|
|
572
|
+
t.push(i - e / 2, 0, a + e / 2, i + e / 2, 0, a + e / 2, i + e / 2, 0, a - e / 2, i - e / 2, 0, a - e / 2), n.push(s, u, l, u, l, c, s, c), r.push(d, d + 1, d + 2, d, d + 2, d + 3);
|
|
573
|
+
};
|
|
574
|
+
for (let e = 0; e < 10; e++) i(-5.824999999999999, e - 4.5, e);
|
|
575
|
+
for (let e = 0; e < 10; e++) i(e - 4.5, -5.824999999999999, 10 + e);
|
|
576
|
+
let a = new c();
|
|
577
|
+
return a.setAttribute("position", new s(new Float32Array(t), 3)), a.setAttribute("uv", new s(new Float32Array(n), 2)), a.setIndex(r), a.computeBoundingSphere(), a;
|
|
578
|
+
}
|
|
579
|
+
function st() {
|
|
580
|
+
let e = new L();
|
|
581
|
+
e.moveTo(-6.3, -6.3), e.lineTo(Ye, -6.3), e.lineTo(Ye, Ye), e.lineTo(-6.3, Ye), e.lineTo(-6.3, -6.3);
|
|
582
|
+
let t = new D();
|
|
583
|
+
t.moveTo(-5.35, -5.35), t.lineTo(-5.35, Z), t.lineTo(Z, Z), t.lineTo(Z, -5.35), t.lineTo(-5.35, -5.35), e.holes.push(t);
|
|
584
|
+
let n = new g(e, {
|
|
585
|
+
depth: .16,
|
|
586
|
+
bevelEnabled: !0,
|
|
587
|
+
bevelThickness: .025,
|
|
588
|
+
bevelSize: .025,
|
|
589
|
+
bevelSegments: 1,
|
|
590
|
+
curveSegments: 1
|
|
591
|
+
});
|
|
592
|
+
return n.rotateX(-Math.PI / 2), n.translate(0, -.135, 0), n;
|
|
593
|
+
}
|
|
594
|
+
function ct({ quality: e }) {
|
|
595
|
+
let t = { value: 0 }, i = [], o = [], s = [], l = (e, t) => {
|
|
596
|
+
e && o.push(e), t && s.push(t);
|
|
597
|
+
}, u = Xe.target.line.clone(), f = Xe.target.accent.clone(), p = new A(Z * 2, Z * 2, 1, 1);
|
|
598
|
+
p.rotateX(-Math.PI / 2);
|
|
599
|
+
let h = {
|
|
600
|
+
uLine: { value: u },
|
|
601
|
+
uAccent: { value: f },
|
|
602
|
+
uHover: { value: new ie(-10, -10) },
|
|
603
|
+
uHoverAmt: { value: 0 },
|
|
604
|
+
uTime: t,
|
|
605
|
+
uScan: { value: -6 },
|
|
606
|
+
uActive: { value: 1 }
|
|
607
|
+
}, g = new I({
|
|
608
|
+
uniforms: h,
|
|
609
|
+
vertexShader: Ze,
|
|
610
|
+
fragmentShader: Qe,
|
|
611
|
+
blending: a,
|
|
612
|
+
transparent: !0,
|
|
613
|
+
depthWrite: !1,
|
|
614
|
+
extensions: { derivatives: !0 },
|
|
615
|
+
toneMapped: !1
|
|
616
|
+
}), _ = new C(p, g);
|
|
617
|
+
_.position.y = Je, _.renderOrder = 2, i.push(_), l(p, g);
|
|
618
|
+
let v = st(), y = new T({
|
|
619
|
+
color: Q("#151c2b"),
|
|
620
|
+
metalness: .75,
|
|
621
|
+
roughness: .38,
|
|
622
|
+
emissive: f,
|
|
623
|
+
emissiveIntensity: .06
|
|
624
|
+
}), x = new C(v, y);
|
|
625
|
+
x.receiveShadow = !0, i.push(x), l(v, y);
|
|
626
|
+
let E = at(), ee = ot(), D = new w({
|
|
627
|
+
map: E,
|
|
628
|
+
color: u,
|
|
629
|
+
transparent: !0,
|
|
630
|
+
depthWrite: !1,
|
|
631
|
+
blending: a,
|
|
632
|
+
toneMapped: !1
|
|
633
|
+
}), O = new C(ee, D);
|
|
634
|
+
O.position.y = .055, O.renderOrder = 3, i.push(O), l(ee, D);
|
|
635
|
+
let k = new A(Z * 2, Z * 2);
|
|
636
|
+
k.rotateX(-Math.PI / 2);
|
|
637
|
+
let j = new ne({
|
|
638
|
+
opacity: .35,
|
|
639
|
+
depthWrite: !1
|
|
640
|
+
}), M = new C(k, j);
|
|
641
|
+
M.position.y = .030000000000000002, M.receiveShadow = !0, M.renderOrder = 1, M.visible = e !== "low", i.push(M), l(k, j);
|
|
642
|
+
let P = new A(1.25, 1.25);
|
|
643
|
+
P.rotateX(-Math.PI / 2);
|
|
644
|
+
let te = new I({
|
|
645
|
+
uniforms: {
|
|
646
|
+
uColor: { value: f },
|
|
647
|
+
uTime: t,
|
|
648
|
+
uOpacity: { value: 1 }
|
|
649
|
+
},
|
|
650
|
+
vertexShader: $e,
|
|
651
|
+
fragmentShader: $,
|
|
652
|
+
blending: a,
|
|
653
|
+
transparent: !0,
|
|
654
|
+
depthWrite: !1,
|
|
655
|
+
toneMapped: !1
|
|
656
|
+
}), F = new C(P, te);
|
|
657
|
+
F.position.y = .05500000000000001, F.renderOrder = 4, F.visible = !1, i.push(F), l(P, te);
|
|
658
|
+
let L = new A(.92, .92);
|
|
659
|
+
L.rotateX(-Math.PI / 2);
|
|
660
|
+
let re = { value: Q("#34d399") }, R = new I({
|
|
661
|
+
uniforms: {
|
|
662
|
+
uColor: re,
|
|
663
|
+
uTime: t
|
|
664
|
+
},
|
|
665
|
+
vertexShader: et,
|
|
666
|
+
fragmentShader: tt,
|
|
667
|
+
blending: a,
|
|
668
|
+
transparent: !0,
|
|
669
|
+
depthWrite: !1,
|
|
670
|
+
toneMapped: !1
|
|
671
|
+
}), z = new b(L, R, 5);
|
|
672
|
+
z.count = 0, z.visible = !1, z.frustumCulled = !1, z.renderOrder = 4, i.push(z), l(L, R);
|
|
673
|
+
let ae = new I({
|
|
674
|
+
uniforms: {
|
|
675
|
+
uColor: re,
|
|
676
|
+
uTime: t
|
|
677
|
+
},
|
|
678
|
+
vertexShader: rt,
|
|
679
|
+
fragmentShader: it,
|
|
680
|
+
blending: a,
|
|
681
|
+
transparent: !0,
|
|
682
|
+
depthWrite: !1,
|
|
683
|
+
side: m,
|
|
684
|
+
toneMapped: !1
|
|
685
|
+
}), oe = new c(), V = new C(oe, ae);
|
|
686
|
+
V.visible = !1, V.renderOrder = 5, i.push(V), l(oe, ae);
|
|
687
|
+
let se = r(), ce = n(), le = (e, t) => new T({
|
|
688
|
+
vertexColors: !0,
|
|
689
|
+
metalness: .2,
|
|
690
|
+
roughness: .35,
|
|
691
|
+
emissive: e,
|
|
692
|
+
emissiveIntensity: t
|
|
693
|
+
}), ue = le(Q("#9fe8ff"), .35), de = le(Q("#fb923c"), 1.4), fe = new b(se, ue, 100), H = new b(ce, de, 100);
|
|
694
|
+
fe.castShadow = H.castShadow = e !== "low";
|
|
695
|
+
let U = new A(1, 1);
|
|
696
|
+
U.rotateX(-Math.PI / 2);
|
|
697
|
+
let pe = new I({
|
|
698
|
+
uniforms: {
|
|
699
|
+
uTime: t,
|
|
700
|
+
uHot: { value: Q("#fb923c") },
|
|
701
|
+
uRed: { value: Q("#f43f5e") }
|
|
702
|
+
},
|
|
703
|
+
vertexShader: et,
|
|
704
|
+
fragmentShader: nt,
|
|
705
|
+
blending: a,
|
|
706
|
+
transparent: !0,
|
|
707
|
+
depthWrite: !1,
|
|
708
|
+
toneMapped: !1
|
|
709
|
+
}), W = new b(U, pe, 100);
|
|
710
|
+
W.renderOrder = 3;
|
|
711
|
+
for (let e of [
|
|
712
|
+
fe,
|
|
713
|
+
H,
|
|
714
|
+
W
|
|
715
|
+
]) e.count = 0, e.visible = !1, e.frustumCulled = !1, i.push(e);
|
|
716
|
+
l(se, ue), l(ce, de), l(U, pe);
|
|
717
|
+
let G = new S(), me = new N(), K = new B(), q = new B(1, 1, 1), he = {
|
|
718
|
+
line: new d(),
|
|
719
|
+
accent: new d()
|
|
720
|
+
}, ge = {
|
|
721
|
+
line: new d(),
|
|
722
|
+
accent: new d()
|
|
723
|
+
}, J = 1, _e = null, ve = 0, Y = 0, ye = 0;
|
|
724
|
+
return {
|
|
725
|
+
objects: i,
|
|
726
|
+
uTime: t,
|
|
727
|
+
setMode(e, t) {
|
|
728
|
+
let n = Xe[e] || Xe.target;
|
|
729
|
+
he.line.copy(u), he.accent.copy(f), ge.line.copy(n.line), ge.accent.copy(n.accent), J = +!!t, t && (u.copy(n.line), f.copy(n.accent), y.emissive.copy(f), D.color.copy(u));
|
|
730
|
+
},
|
|
731
|
+
setActive(e) {
|
|
732
|
+
h.uActive.value = +!!e;
|
|
733
|
+
},
|
|
734
|
+
setHover(e) {
|
|
735
|
+
e ? (h.uHover.value.x = e.col, h.uHover.value.y = e.row, Y = 1) : Y = 0;
|
|
736
|
+
},
|
|
737
|
+
setSelected(e) {
|
|
738
|
+
e ? (_e = e, F.position.x = e.col - 4.5, F.position.z = e.row - 4.5, F.visible = !0, ve = 0) : (_e = null, F.visible = !1);
|
|
739
|
+
},
|
|
740
|
+
setPreview(e, t) {
|
|
741
|
+
if (!e || !e.cells || e.cells.length === 0) {
|
|
742
|
+
z.visible = !1, V.visible = !1;
|
|
743
|
+
return;
|
|
744
|
+
}
|
|
745
|
+
re.value.copy(e.valid ? Q("#34d399") : Q("#f43f5e"));
|
|
746
|
+
let n = Math.min(5, e.cells.length), r = 99, i = -1, a = 99, o = -1;
|
|
747
|
+
for (let t = 0; t < n; t++) {
|
|
748
|
+
let n = e.cells[t];
|
|
749
|
+
K.set(n.col - 4.5, .047, n.row - 4.5), G.compose(K, me, q), z.setMatrixAt(t, G), n.row < r && (r = n.row), n.row > i && (i = n.row), n.col < a && (a = n.col), n.col > o && (o = n.col);
|
|
750
|
+
}
|
|
751
|
+
z.count = n, z.instanceMatrix.needsUpdate = !0, z.visible = !0, t ? (V.geometry = t, V.position.set((a + o) / 2 - 4.5, .02, (r + i) / 2 - 4.5), V.rotation.set(0, i > r ? -Math.PI / 2 : 0, 0), V.visible = !0) : V.visible = !1;
|
|
752
|
+
},
|
|
753
|
+
setMarkers(e, t) {
|
|
754
|
+
let n = 0, r = 0;
|
|
755
|
+
if (Array.isArray(e)) for (let i = 0; i < 10; i++) {
|
|
756
|
+
let a = e[i];
|
|
757
|
+
if (a) for (let e = 0; e < 10; e++) {
|
|
758
|
+
let o = a[e];
|
|
759
|
+
o !== "hit" && o !== "miss" || t(i * 10 + e) || (o === "miss" ? (K.set(e - 4.5, Je, i - 4.5), G.compose(K, me, q), fe.setMatrixAt(n++, G)) : (K.set(e - 4.5, Je, i - 4.5), G.compose(K, me, q), H.setMatrixAt(r, G), K.y = .045000000000000005, G.compose(K, me, q), W.setMatrixAt(r++, G)));
|
|
760
|
+
}
|
|
761
|
+
}
|
|
762
|
+
fe.count = n, H.count = r, W.count = r, fe.visible = n > 0, H.visible = W.visible = r > 0, fe.instanceMatrix.needsUpdate = !0, H.instanceMatrix.needsUpdate = !0, W.instanceMatrix.needsUpdate = !0;
|
|
763
|
+
},
|
|
764
|
+
setQuality(e) {
|
|
765
|
+
M.visible = e !== "low", fe.castShadow = H.castShadow = e !== "low";
|
|
766
|
+
},
|
|
767
|
+
update(e, n, r) {
|
|
768
|
+
if (t.value = n, J < 1) {
|
|
769
|
+
J = Math.min(1, J + e / .45);
|
|
770
|
+
let t = J * J * (3 - 2 * J);
|
|
771
|
+
u.copy(he.line).lerp(ge.line, t), f.copy(he.accent).lerp(ge.accent, t), y.emissive.copy(f), D.color.copy(u);
|
|
772
|
+
}
|
|
773
|
+
let i = h.uHoverAmt;
|
|
774
|
+
if (i.value += (Y - i.value) * Math.min(1, e * 14), r ? h.uScan.value = -20 : (ye += e, h.uScan.value = ye * 2.2 % 16 - 8), _e) {
|
|
775
|
+
ve += e;
|
|
776
|
+
let t = Math.min(1, ve / .22), i = r ? 1 : 1 + .05 * Math.sin(n * 5), a = (1.35 - .35 * t * (2 - t)) * i;
|
|
777
|
+
F.scale.set(a, 1, a), te.uniforms.uOpacity.value = t;
|
|
778
|
+
}
|
|
779
|
+
},
|
|
780
|
+
dispose() {
|
|
781
|
+
for (let e of o) e.dispose();
|
|
782
|
+
for (let e of s) e.dispose();
|
|
783
|
+
E.dispose();
|
|
784
|
+
}
|
|
785
|
+
};
|
|
786
|
+
}
|
|
787
|
+
// src/games/battleship/scene/core-ships.js
|
|
788
|
+
var lt = 5, ut = 36, dt = 20, ft = (e) => new d(e).convertSRGBToLinear();
|
|
789
|
+
function pt(e, { color: t, trim: n, trimIntensity: r, roughness: i }) {
|
|
790
|
+
let a = { value: n }, o = { value: r }, s = new T({
|
|
791
|
+
vertexColors: !0,
|
|
792
|
+
color: t,
|
|
793
|
+
metalness: .6,
|
|
794
|
+
roughness: i
|
|
795
|
+
});
|
|
796
|
+
return s.onBeforeCompile = (e) => {
|
|
797
|
+
e.uniforms.uTrim = a, e.uniforms.uTrimIntensity = o, e.vertexShader = e.vertexShader.replace("#include <common>", "#include <common>\nattribute float aGlow;\nvarying float vGlow;").replace("#include <begin_vertex>", "#include <begin_vertex>\nvGlow = aGlow;"), e.fragmentShader = e.fragmentShader.replace("#include <common>", "#include <common>\nuniform vec3 uTrim;\nuniform float uTrimIntensity;\nvarying float vGlow;").replace("#include <emissivemap_fragment>", "#include <emissivemap_fragment>\ntotalEmissiveRadiance += uTrim * vGlow * uTrimIntensity;\ndiffuseColor.rgb *= 1.0 - vGlow * 0.7;");
|
|
798
|
+
}, s.customProgramCacheKey = () => "bs-ship-" + e, {
|
|
799
|
+
material: s,
|
|
800
|
+
uTrim: a,
|
|
801
|
+
uTrimIntensity: o
|
|
802
|
+
};
|
|
803
|
+
}
|
|
804
|
+
var mt = `
|
|
805
|
+
uniform vec4 uEmitA[${lt}];
|
|
806
|
+
uniform vec4 uEmitB[${lt}];
|
|
807
|
+
uniform float uTime;
|
|
808
|
+
uniform float uScale;
|
|
809
|
+
uniform float uEmber;
|
|
810
|
+
attribute float aEmitter;
|
|
811
|
+
attribute vec4 aSeed;
|
|
812
|
+
varying vec4 vColor;
|
|
813
|
+
void main() {
|
|
814
|
+
int idx = int(aEmitter + 0.5);
|
|
815
|
+
vec4 A = uEmitA[idx];
|
|
816
|
+
vec4 B = uEmitB[idx];
|
|
817
|
+
float life = mix(2.8 + aSeed.y * 1.6, 1.0 + aSeed.y * 0.8, uEmber);
|
|
818
|
+
float t = fract((uTime + aSeed.w * life) / life);
|
|
819
|
+
vec3 base = A.xyz + vec3(B.x, 0.0, B.y) * (aSeed.x * 2.0 - 1.0) * B.z;
|
|
820
|
+
vec3 pos;
|
|
821
|
+
float alpha;
|
|
822
|
+
float size;
|
|
823
|
+
vec3 col;
|
|
824
|
+
if (uEmber < 0.5) {
|
|
825
|
+
pos = base + vec3((aSeed.z - 0.5) * 0.25 + 0.5 * t * t, t * 1.7, (aSeed.y - 0.5) * 0.25 + 0.25 * t * t);
|
|
826
|
+
alpha = smoothstep(0.0, 0.12, t) * (1.0 - smoothstep(0.5, 1.0, t)) * 0.55;
|
|
827
|
+
size = (0.22 + 0.6 * t) * (0.7 + 0.6 * aSeed.z);
|
|
828
|
+
col = mix(vec3(0.05, 0.045, 0.06), vec3(0.16, 0.17, 0.22), t);
|
|
829
|
+
} else {
|
|
830
|
+
float sway = sin(t * 9.0 + aSeed.x * 20.0) * 0.06;
|
|
831
|
+
pos = base + vec3(sway + 0.2 * t, t * (0.7 + aSeed.z * 0.8), sway * 0.6);
|
|
832
|
+
float flick = 0.55 + 0.45 * sin(uTime * 23.0 + aSeed.w * 50.0);
|
|
833
|
+
alpha = (1.0 - t) * flick;
|
|
834
|
+
size = 0.045 + 0.04 * aSeed.z;
|
|
835
|
+
col = mix(vec3(1.0, 0.75, 0.35), vec3(0.96, 0.25, 0.37), t);
|
|
836
|
+
}
|
|
837
|
+
alpha *= A.w;
|
|
838
|
+
vec4 mv = modelViewMatrix * vec4(pos, 1.0);
|
|
839
|
+
gl_Position = projectionMatrix * mv;
|
|
840
|
+
gl_PointSize = alpha > 0.003 ? size * uScale / max(-mv.z, 0.1) : 0.0;
|
|
841
|
+
vColor = vec4(col, alpha);
|
|
842
|
+
}
|
|
843
|
+
`, ht = "\nvarying vec4 vColor;\nvoid main() {\n float d = length(gl_PointCoord - 0.5) * 2.0;\n if (d > 1.0) discard;\n gl_FragColor = vec4(vColor.rgb, vColor.a * pow(1.0 - d, 1.5));\n #include <encodings_fragment>\n}\n";
|
|
844
|
+
function gt(e) {
|
|
845
|
+
let t = e * lt, n = new c(), r = new Float32Array(t), i = new Float32Array(t * 4);
|
|
846
|
+
for (let e = 0; e < t; e++) {
|
|
847
|
+
r[e] = e % lt;
|
|
848
|
+
for (let t = 0; t < 4; t++) i[e * 4 + t] = Math.random();
|
|
849
|
+
}
|
|
850
|
+
return n.setAttribute("position", new s(new Float32Array(t * 3), 3)), n.setAttribute("aEmitter", new s(r, 1)), n.setAttribute("aSeed", new s(i, 4)), n;
|
|
851
|
+
}
|
|
852
|
+
function _t({ quality: n, reducedMotion: r, heightAt: i }) {
|
|
853
|
+
let o = new v();
|
|
854
|
+
o.name = "battleship-fleet";
|
|
855
|
+
let s = pt("intact", {
|
|
856
|
+
color: new d(1, 1, 1),
|
|
857
|
+
trim: ft("#a78bfa"),
|
|
858
|
+
trimIntensity: 1.6,
|
|
859
|
+
roughness: .42
|
|
860
|
+
}), c = pt("wreck", {
|
|
861
|
+
color: new d(.32, .3, .32),
|
|
862
|
+
trim: ft("#fb923c"),
|
|
863
|
+
trimIntensity: .5,
|
|
864
|
+
roughness: .75
|
|
865
|
+
}), l = /* @__PURE__ */ new Map();
|
|
866
|
+
function u(e, n) {
|
|
867
|
+
let r = e + ":" + n, i = l.get(r);
|
|
868
|
+
return i || (i = t(e, n), l.set(r, i)), i;
|
|
869
|
+
}
|
|
870
|
+
let f = [], p = [];
|
|
871
|
+
for (let e = 0; e < lt; e++) f.push(new ae(0, 0, 0, 0)), p.push(new ae(1, 0, .5, 0));
|
|
872
|
+
let m = { value: f }, h = { value: p }, g = { value: 0 }, _ = { value: 600 }, y = new ie(), b = (e, t, n) => {
|
|
873
|
+
e.getDrawingBufferSize(y), _.value = y.y * .5 * n.projectionMatrix.elements[5];
|
|
874
|
+
}, x = gt(ut), S = gt(dt), w = (e) => new I({
|
|
875
|
+
uniforms: {
|
|
876
|
+
uEmitA: m,
|
|
877
|
+
uEmitB: h,
|
|
878
|
+
uTime: g,
|
|
879
|
+
uScale: _,
|
|
880
|
+
uEmber: { value: +!!e }
|
|
881
|
+
},
|
|
882
|
+
vertexShader: mt,
|
|
883
|
+
fragmentShader: ht,
|
|
884
|
+
transparent: !0,
|
|
885
|
+
depthWrite: !1,
|
|
886
|
+
blending: e ? a : E,
|
|
887
|
+
toneMapped: !e
|
|
888
|
+
}), T = w(!1), ee = w(!0), D = new M(x, T), O = new M(S, ee);
|
|
889
|
+
for (let e of [D, O]) e.frustumCulled = !1, e.visible = !1, e.onBeforeRender = b, o.add(e);
|
|
890
|
+
D.renderOrder = 6, O.renderOrder = 7;
|
|
891
|
+
function k(e) {
|
|
892
|
+
let t = e === "low" || r;
|
|
893
|
+
x.setDrawRange(0, (t ? 14 : ut) * lt), S.setDrawRange(0, (t ? 8 : dt) * lt);
|
|
894
|
+
}
|
|
895
|
+
k(n);
|
|
896
|
+
let A = n !== "low", j = /* @__PURE__ */ new Map(), N = r ? .45 : 1.2, P = 0;
|
|
897
|
+
function te(e, t) {
|
|
898
|
+
let n = t.cells || [], r = n.length || t.size || 1, i = 0, a = 0, o = 99, s = -1, c = 99, l = -1;
|
|
899
|
+
for (let e of n) i += e.row, a += e.col, e.row < o && (o = e.row), e.row > s && (s = e.row), e.col < c && (c = e.col), e.col > l && (l = e.col);
|
|
900
|
+
let u = Math.max(1, n.length), d = n.length > 1 ? s > o : t.orientation === "vertical";
|
|
901
|
+
e.x = a / u - 4.5, e.z = i / u - 4.5, e.yaw = d ? -Math.PI / 2 : 0, e.dirX = +!d, e.dirZ = +!!d, e.halfLen = r / 2 - .1, e.size = r;
|
|
902
|
+
}
|
|
903
|
+
function F() {
|
|
904
|
+
for (let e of j.values()) o.remove(e.mesh);
|
|
905
|
+
j.clear();
|
|
906
|
+
}
|
|
907
|
+
return {
|
|
908
|
+
group: o,
|
|
909
|
+
geometryFor: u,
|
|
910
|
+
sync(t, n) {
|
|
911
|
+
let r = /* @__PURE__ */ new Set();
|
|
912
|
+
if (Array.isArray(t)) for (let i of t) {
|
|
913
|
+
if (!i || i.id == null || n.hide(i)) continue;
|
|
914
|
+
let t = String(i.id);
|
|
915
|
+
r.add(t);
|
|
916
|
+
let a = !!i.sunk && !n.forceIntact(i), l = i.size || (i.cells ? i.cells.length : 1), d = e(i.id, l), f = j.get(t), p = !f;
|
|
917
|
+
if (f ? (f.cls !== d || f.size !== l) && (f.mesh.geometry = u(d, l), f.cls = d) : (f = {
|
|
918
|
+
id: t,
|
|
919
|
+
mesh: new C(u(d, l), s.material),
|
|
920
|
+
cls: d,
|
|
921
|
+
phase: Math.random() * Math.PI * 2,
|
|
922
|
+
sunk: !1,
|
|
923
|
+
sinkT: 0,
|
|
924
|
+
sinking: !1,
|
|
925
|
+
forcedUntil: 0,
|
|
926
|
+
x: 0,
|
|
927
|
+
z: 0,
|
|
928
|
+
yaw: 0,
|
|
929
|
+
dirX: 1,
|
|
930
|
+
dirZ: 0,
|
|
931
|
+
halfLen: 1,
|
|
932
|
+
size: l
|
|
933
|
+
}, f.mesh.castShadow = A, f.mesh.rotation.order = "YZX", j.set(t, f), o.add(f.mesh)), te(f, i), a && !f.sunk) {
|
|
934
|
+
f.sunk = !0, f.mesh.material = c.material;
|
|
935
|
+
let e = !p || n.sunkAnimate(i);
|
|
936
|
+
f.sinking = e, f.sinkT = +!e;
|
|
937
|
+
} else !a && f.sunk && P > f.forcedUntil && (f.sunk = !1, f.sinking = !1, f.sinkT = 0, f.mesh.material = s.material);
|
|
938
|
+
}
|
|
939
|
+
for (let [e, t] of j) r.has(e) || (o.remove(t.mesh), j.delete(e));
|
|
940
|
+
},
|
|
941
|
+
clear: F,
|
|
942
|
+
sinkAt(e, t) {
|
|
943
|
+
let n = t - 4.5, r = e - 4.5;
|
|
944
|
+
for (let e of j.values()) {
|
|
945
|
+
let t = (n - e.x) * e.dirX + (r - e.z) * e.dirZ;
|
|
946
|
+
if (Math.abs((n - e.x) * e.dirZ - (r - e.z) * e.dirX) < .4 && Math.abs(t) <= e.halfLen + .2) return e.sunk || (e.sunk = !0, e.sinking = !0, e.sinkT = 0, e.forcedUntil = P + 3, e.mesh.material = c.material), !0;
|
|
947
|
+
}
|
|
948
|
+
return !1;
|
|
949
|
+
},
|
|
950
|
+
occupies(e, t) {
|
|
951
|
+
let n = t - 4.5, r = e - 4.5;
|
|
952
|
+
for (let e of j.values()) {
|
|
953
|
+
let t = (n - e.x) * e.dirX + (r - e.z) * e.dirZ;
|
|
954
|
+
if (Math.abs((n - e.x) * e.dirZ - (r - e.z) * e.dirX) < .4 && Math.abs(t) <= e.halfLen + .2) return !0;
|
|
955
|
+
}
|
|
956
|
+
return !1;
|
|
957
|
+
},
|
|
958
|
+
setTrimColor(e) {
|
|
959
|
+
s.uTrim.value.copy(e);
|
|
960
|
+
},
|
|
961
|
+
setQuality(e) {
|
|
962
|
+
A = e !== "low";
|
|
963
|
+
for (let e of j.values()) e.mesh.castShadow = A;
|
|
964
|
+
k(e);
|
|
965
|
+
},
|
|
966
|
+
update(e) {
|
|
967
|
+
P += e, g.value = P;
|
|
968
|
+
let t = 0, n = r ? .3 : 1;
|
|
969
|
+
for (let r of j.values()) {
|
|
970
|
+
r.sinking && (r.sinkT = Math.min(1, r.sinkT + e / N), r.sinkT >= 1 && (r.sinking = !1));
|
|
971
|
+
let a = r.sinkT, o = a * a * (3 - 2 * a), s = r.halfLen, c = i(r.x + r.dirX * s, r.z + r.dirZ * s), l = i(r.x - r.dirX * s, r.z - r.dirZ * s), u = i(r.x + r.dirZ * .3, r.z - r.dirX * .3), d = i(r.x - r.dirZ * .3, r.z + r.dirX * .3), m = (c + l + u + d) * .25, h = Math.sin(P * 1.3 + r.phase) * .012 * n, g = Math.atan2(c - l, 2 * s) * n + .11 * o, _ = Math.atan2(u - d, .6) * n + Math.sin(P * .9 + r.phase) * .02 * n + .3 * o;
|
|
972
|
+
if (r.mesh.position.set(r.x, m + h - .14 * o, r.z), r.mesh.rotation.set(_, r.yaw, g), r.sunk && t < lt) {
|
|
973
|
+
let e = f[t], n = p[t];
|
|
974
|
+
e.set(r.x, m + .08 - .1 * o, r.z, Math.min(1, a * 1.5)), n.set(r.dirX, r.dirZ, s * .7, 0), t++;
|
|
975
|
+
}
|
|
976
|
+
}
|
|
977
|
+
for (let e = t; e < lt; e++) f[e].w = 0;
|
|
978
|
+
D.visible = O.visible = t > 0;
|
|
979
|
+
},
|
|
980
|
+
dispose() {
|
|
981
|
+
F();
|
|
982
|
+
for (let e of l.values()) e.dispose();
|
|
983
|
+
l.clear(), s.material.dispose(), c.material.dispose(), x.dispose(), S.dispose(), T.dispose(), ee.dispose();
|
|
984
|
+
}
|
|
985
|
+
};
|
|
986
|
+
}
|
|
987
|
+
// src/games/battleship/scene/createBattleScene.js
|
|
988
|
+
var vt = "#0b1220", yt = .018, bt = 38, xt = 6, St = 1 / 20, Ct = (e) => new d(e).convertSRGBToLinear(), wt = {
|
|
989
|
+
uniforms: { tDiffuse: { value: null } },
|
|
990
|
+
vertexShader: "\n varying vec2 vUv;\n void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); }\n ",
|
|
991
|
+
fragmentShader: "\n uniform sampler2D tDiffuse;\n varying vec2 vUv;\n void main() { gl_FragColor = LinearTosRGB(texture2D(tDiffuse, vUv)); }\n "
|
|
992
|
+
};
|
|
993
|
+
function Tt() {
|
|
994
|
+
if (typeof window > "u") return "low";
|
|
995
|
+
let e = !!(window.matchMedia && window.matchMedia("(pointer: coarse)").matches), t = Math.min(window.innerWidth || 0, window.innerHeight || 0) < 640, n = typeof navigator < "u" && navigator.hardwareConcurrency || 8;
|
|
996
|
+
return e || t || n <= 4 ? "low" : "high";
|
|
997
|
+
}
|
|
998
|
+
function Et(e) {
|
|
999
|
+
let t = typeof window < "u" && window.devicePixelRatio || 1;
|
|
1000
|
+
return e === "high" ? Math.min(t, 1.75) : Math.min(t, t > 1.5 ? 1.25 : 1);
|
|
1001
|
+
}
|
|
1002
|
+
var Dt = (e) => e < .5 ? 4 * e * e * e : 1 - (-2 * e + 2) ** 3 / 2, Ot = (e) => e && Number.isInteger(e.row) && Number.isInteger(e.col) && e.row >= 0 && e.row < 10 && e.col >= 0 && e.col < 10;
|
|
1003
|
+
function kt(t, { quality: n = "auto", reducedMotion: r = !1, onCellHover: a, onCellSelect: o } = {}) {
|
|
1004
|
+
if (!t) throw Error("createBattleScene: container element required");
|
|
1005
|
+
let s = n === "auto", c = s ? Tt() : n === "low" ? "low" : "high", l = !1, f = Et(c), m = new V({
|
|
1006
|
+
antialias: !(c === "low" && (window.devicePixelRatio || 1) >= 2),
|
|
1007
|
+
alpha: !1,
|
|
1008
|
+
stencil: !1,
|
|
1009
|
+
powerPreference: "high-performance"
|
|
1010
|
+
});
|
|
1011
|
+
m.outputEncoding = se, m.toneMapping = i, m.toneMappingExposure = 1.08, m.shadowMap.enabled = !0, m.shadowMap.type = ee, m.setPixelRatio(f), m.setClearColor(vt, 1);
|
|
1012
|
+
let h = m.domElement;
|
|
1013
|
+
h.style.display = "block", h.style.width = "100%", h.style.height = "100%", h.style.touchAction = "none", h.style.outline = "none", t.appendChild(h);
|
|
1014
|
+
let g = Math.max(1, t.clientWidth), v = Math.max(1, t.clientHeight);
|
|
1015
|
+
m.setSize(g, v, !1);
|
|
1016
|
+
let b = new F();
|
|
1017
|
+
b.fog = new _(Ct(vt), yt);
|
|
1018
|
+
let x = new O(bt, g / v, .1, 500);
|
|
1019
|
+
x.position.set(11, 12, 11);
|
|
1020
|
+
let S = new ce(x, h);
|
|
1021
|
+
S.enableDamping = !0, S.dampingFactor = .08, S.enablePan = !1, S.rotateSpeed = .6, S.zoomSpeed = .8, S.minPolarAngle = .32, S.maxPolarAngle = 1.22;
|
|
1022
|
+
let C = new y(Ct("#9db8ff"), Ct(vt), .55), w = new p(Ct("#e8f0ff"), 1.5);
|
|
1023
|
+
w.position.set(-5, 14, -7), w.shadow.mapSize.set(1024, 1024);
|
|
1024
|
+
let T = w.shadow.camera;
|
|
1025
|
+
T.left = -7.5, T.right = 7.5, T.top = 7.5, T.bottom = -7.5, T.near = 4, T.far = 32, T.updateProjectionMatrix(), w.shadow.bias = -4e-4, w.shadow.normalBias = .02, w.castShadow = c === "high";
|
|
1026
|
+
let E = new j(Ct("#22d3ee"), 1.1, 22, 2);
|
|
1027
|
+
E.position.set(-7.5, 3, 7.5);
|
|
1028
|
+
let D = new j(Ct("#a78bfa"), 1, 22, 2);
|
|
1029
|
+
D.position.set(7.5, 2.5, -7.5), b.add(C, w, w.target, E, D);
|
|
1030
|
+
let A = qe({
|
|
1031
|
+
quality: c,
|
|
1032
|
+
reducedMotion: r,
|
|
1033
|
+
fogColor: new d(vt),
|
|
1034
|
+
fogDensity: yt
|
|
1035
|
+
});
|
|
1036
|
+
b.add(A.sky, A.mesh);
|
|
1037
|
+
let M = ct({ quality: c });
|
|
1038
|
+
for (let e of M.objects) b.add(e);
|
|
1039
|
+
let N = _t({
|
|
1040
|
+
quality: c,
|
|
1041
|
+
reducedMotion: r,
|
|
1042
|
+
heightAt: A.heightAt
|
|
1043
|
+
});
|
|
1044
|
+
b.add(N.group);
|
|
1045
|
+
let I = Fe({
|
|
1046
|
+
quality: c,
|
|
1047
|
+
reducedMotion: r
|
|
1048
|
+
});
|
|
1049
|
+
I.object.rotation.order = "YXZ", b.add(I.object);
|
|
1050
|
+
let ne = Oe(b, {
|
|
1051
|
+
quality: c,
|
|
1052
|
+
reducedMotion: r
|
|
1053
|
+
}), L = null, re = null, R = null;
|
|
1054
|
+
function z() {
|
|
1055
|
+
if (L) return;
|
|
1056
|
+
let e;
|
|
1057
|
+
m.capabilities.isWebGL2 && (e = new oe(g, v, { format: P }), e.samples = 4), L = new le(m, e), L.setPixelRatio(m.getPixelRatio()), L.setSize(g, v), L.addPass(new ue(b, x)), re = new fe(new ie(g, v), .6, .45, .7), L.addPass(re), R = new de(wt), L.addPass(R);
|
|
1058
|
+
}
|
|
1059
|
+
function ae() {
|
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1060
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+
L && (L.renderTarget1.dispose(), L.renderTarget2.dispose(), re.dispose(), R.material.dispose(), R.fsQuad && R.fsQuad.dispose && R.fsQuad.dispose(), L.copyPass && (L.copyPass.material.dispose(), L.copyPass.fsQuad && L.copyPass.fsQuad.dispose && L.copyPass.fsQuad.dispose()), L = null, re = null, R = null);
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1061
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+
}
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1062
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c === "high" && z();
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1063
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let H = {
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1064
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pos: new B(),
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1065
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+
target: new B()
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1066
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}, U = {
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1067
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active: !1,
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1068
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t: 0,
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1069
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+
dur: 1,
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1070
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+
fromPos: new B(),
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1071
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+
fromTarget: new B()
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1072
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+
}, pe = new B(), W = !1;
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1073
|
+
function G() {
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1074
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+
let e = g / v, t = e < .85, n = bt / 2 * Math.PI / 180, r = Math.atan(Math.tan(n) * e), i = t ? 6.9 : 9.1, a = t ? 7.6 : 6.2, o = Math.min(52, Math.max(14, Math.max(i / Math.tan(r), a / Math.tan(n)) * 1.06));
|
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1075
|
+
t ? pe.set(0, 1.45, 1) : pe.set(1, 1.12, 1), pe.normalize(), H.target.set(0, 0, t ? .9 : .2), H.pos.copy(H.target).addScaledVector(pe, o), S.minDistance = o * .55, S.maxDistance = o * 1.5, t ? (I.object.position.set(-4.4, .25, 8.1), I.object.rotation.set(.45, 0, 0)) : (I.object.position.set(-8.1, .25, 2.6), I.object.rotation.set(.45, Math.PI / 4, 0));
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1076
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+
}
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1077
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function me() {
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1078
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+
U.active = !1, x.position.copy(H.pos), S.target.copy(H.target), S.update();
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1079
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}
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1080
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+
function K(e) {
|
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1081
|
+
U.fromPos.copy(x.position), U.fromTarget.copy(S.target), U.t = 0, U.dur = e, U.active = !0;
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1082
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+
}
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1083
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+
G(), r ? me() : (x.position.copy(H.target).addScaledVector(pe.copy(H.pos).sub(H.target), 1.45), x.position.y += 4, S.target.copy(H.target), S.update(), K(1.8)), S.addEventListener("start", () => {
|
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1084
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+
W = !0, U.active = !1;
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1085
|
+
});
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1086
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+
function q() {
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1087
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+
let e = t.clientWidth, n = t.clientHeight;
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1088
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+
e && n && (g = e, v = n, m.setSize(e, n, !1), x.aspect = e / n, x.updateProjectionMatrix(), L && (L.setPixelRatio(m.getPixelRatio()), L.setSize(e, n)), G(), !W && !U.active && me());
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1089
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+
}
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1090
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+
let he = typeof ResizeObserver < "u" ? new ResizeObserver(q) : null;
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1091
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he ? he.observe(t) : window.addEventListener("resize", q);
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1092
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let ge = typeof document > "u" || !document.hidden, J = !0, _e = typeof IntersectionObserver < "u" ? new IntersectionObserver((e) => {
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1093
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J = e[e.length - 1].isIntersecting, nt();
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1094
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}) : null;
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1095
|
+
_e && _e.observe(t);
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1096
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let ve = () => {
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1097
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ge = !document.hidden, nt();
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1098
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+
};
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1099
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document.addEventListener("visibilitychange", ve);
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1100
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let Y = null, ye = !1, be = null, xe = /* @__PURE__ */ new Map(), Se = /* @__PURE__ */ new Set(), Ce = [], we = 0, Te = (e, t) => {
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1101
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+
let n = e.cells;
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1102
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if (!Array.isArray(n)) return !1;
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1103
|
+
for (let e = 0; e < n.length; e++) if (t(n[e].row * 10 + n[e].col)) return !0;
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1104
|
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return !1;
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1105
|
+
}, Ee = (e) => xe.has(e), De = (e) => {
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1106
|
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for (let t = 0; t < Ce.length; t++) if (Ce[t].key === e && we - Ce[t].at < 3) return !0;
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1107
|
+
return !1;
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1108
|
+
}, ke = {
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1109
|
+
hide: (e) => Y === "target" && !!e.sunk && Te(e, Ee),
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1110
|
+
forceIntact: (e) => Te(e, Ee),
|
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1111
|
+
sunkAnimate: (e) => Te(e, De)
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1112
|
+
};
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1113
|
+
function Ae() {
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|
1114
|
+
N.sync(be ? be.ships : null, ke);
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1115
|
+
}
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1116
|
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function je() {
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1117
|
+
M.setMarkers(be ? be.shots : null, Ee);
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1118
|
+
}
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1119
|
+
let Me = new te(), Ne = new ie(), Pe = new k(new B(0, 1, 0), -Je), Ie = new B(), Le = -1, Re = "", X = {
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1120
|
+
id: -1,
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1121
|
+
x: 0,
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1122
|
+
y: 0,
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1123
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moved: !1
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1124
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};
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1125
|
+
function ze(e) {
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1126
|
+
e !== Re && (Re = e, h.style.cursor = e);
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1127
|
+
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1128
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function Be(e, t) {
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1129
|
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let n = h.getBoundingClientRect();
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1130
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+
if (!n.width || !n.height || (Ne.set((e - n.left) / n.width * 2 - 1, -((t - n.top) / n.height) * 2 + 1), Me.setFromCamera(Ne, x), !Me.ray.intersectPlane(Pe, Ie))) return -1;
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1131
|
+
let r = Math.floor(Ie.x + 5), i = Math.floor(Ie.z + 5);
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|
1132
|
+
return i < 0 || i > 9 || r < 0 || r > 9 ? -1 : i * 10 + r;
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1133
|
+
}
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1134
|
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function Ve(e) {
|
|
1135
|
+
if (e === Le) return;
|
|
1136
|
+
Le = e;
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|
1137
|
+
let t = e < 0 ? null : {
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1138
|
+
row: Math.floor(e / 10),
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1139
|
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col: e % 10
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1140
|
+
};
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1141
|
+
M.setHover(t), ze(t ? "pointer" : ""), typeof a == "function" && a(t);
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1142
|
+
}
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1143
|
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function He(e) {
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1144
|
+
X.id = e.pointerId, X.x = e.clientX, X.y = e.clientY, X.moved = !1;
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1145
|
+
}
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1146
|
+
function Ue(e) {
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|
1147
|
+
X.id === e.pointerId && !X.moved && Math.hypot(e.clientX - X.x, e.clientY - X.y) >= xt && (X.moved = !0), ye && !X.moved && e.pointerType !== "touch" && Ve(Be(e.clientX, e.clientY));
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1148
|
+
}
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1149
|
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function We(e) {
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|
1150
|
+
if (X.id !== e.pointerId) return;
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1151
|
+
let t = !X.moved && Math.hypot(e.clientX - X.x, e.clientY - X.y) < xt;
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1152
|
+
if (X.id = -1, !t || !ye) return;
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1153
|
+
let n = Be(e.clientX, e.clientY);
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1154
|
+
n < 0 || (e.pointerType !== "mouse" && Ve(n), typeof o == "function" && o({
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1155
|
+
row: Math.floor(n / 10),
|
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1156
|
+
col: n % 10
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1157
|
+
}));
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1158
|
+
}
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1159
|
+
function Ge(e) {
|
|
1160
|
+
e.pointerType === "mouse" && Ve(-1);
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1161
|
+
}
|
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1162
|
+
function Ke() {
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|
1163
|
+
X.id = -1;
|
|
1164
|
+
}
|
|
1165
|
+
h.addEventListener("pointerdown", He), h.addEventListener("pointermove", Ue), h.addEventListener("pointerup", We), h.addEventListener("pointerleave", Ge), h.addEventListener("pointercancel", Ke);
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|
1166
|
+
let Z = new B(), Ye = new B();
|
|
1167
|
+
function Q(e) {
|
|
1168
|
+
if (e.done) return;
|
|
1169
|
+
e.done = !0, Se.delete(e);
|
|
1170
|
+
let t = (xe.get(e.key) || 1) - 1;
|
|
1171
|
+
t <= 0 ? xe.delete(e.key) : xe.set(e.key, t), Ce.push({
|
|
1172
|
+
key: e.key,
|
|
1173
|
+
at: we
|
|
1174
|
+
}), Ce.length > 12 && Ce.shift(), l || (je(), e.sunk && (Ae(), e.result === "hit" && N.sinkAt(e.row, e.col))), e.resolve();
|
|
1175
|
+
}
|
|
1176
|
+
function Ze() {
|
|
1177
|
+
for (let e of Array.from(Se)) Q(e);
|
|
1178
|
+
}
|
|
1179
|
+
let Qe = new u(!1), $ = 0, $e = 0, et = 0;
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|
1180
|
+
function tt() {
|
|
1181
|
+
$ = requestAnimationFrame(tt);
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1182
|
+
let e = Qe.getDelta(), t = Math.min(e, St);
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1183
|
+
if (we += t, A.update(t), N.update(t), M.update(t, we, r), I.update(t, we), ne.update(t), U.active) {
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|
1184
|
+
U.t += t / U.dur;
|
|
1185
|
+
let e = Dt(Math.min(1, U.t));
|
|
1186
|
+
x.position.lerpVectors(U.fromPos, H.pos, e), S.target.lerpVectors(U.fromTarget, H.target, e), U.t >= 1 && (U.active = !1);
|
|
1187
|
+
}
|
|
1188
|
+
S.update(), L ? L.render(t) : m.render(b, x), s && c === "high" && we > 3 && ($e += Math.min(e, .25), et++, et >= 120 && ($e / et > 1 / 40 && (rt("low"), s = !1), $e = 0, et = 0));
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1189
|
+
}
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1190
|
+
function nt() {
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1191
|
+
let e = !l && ge && J;
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1192
|
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e && !$ ? (Qe.start(), Qe.getDelta(), $e = 0, et = 0, $ = requestAnimationFrame(tt)) : !e && $ && (cancelAnimationFrame($), $ = 0, Qe.stop(), Ze());
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1193
|
+
}
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1194
|
+
function rt(e) {
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1195
|
+
c = e, m.setPixelRatio(Et(e)), m.setSize(g, v, !1), w.castShadow = e === "high", A.setQuality(e), M.setQuality(e), N.setQuality(e), ne.setQuality(e), e === "high" ? z() : ae(), L && (L.setPixelRatio(m.getPixelRatio()), L.setSize(g, v));
|
|
1196
|
+
}
|
|
1197
|
+
return nt(), {
|
|
1198
|
+
setView(t) {
|
|
1199
|
+
if (l || !t) return;
|
|
1200
|
+
let n = t.mode === "own" ? "own" : "target";
|
|
1201
|
+
if (n !== Y) {
|
|
1202
|
+
let e = Y === null;
|
|
1203
|
+
Y = n, N.clear(), M.setMode(Y, e || r), N.setTrimColor(Xe[Y].accent);
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|
1204
|
+
}
|
|
1205
|
+
ye = !!t.interactive, M.setActive(ye), ye || Ve(-1), be = t, Ae(), je();
|
|
1206
|
+
let i = t.preview;
|
|
1207
|
+
if (i && Array.isArray(i.cells) && i.cells.length) {
|
|
1208
|
+
let t = Math.min(5, i.cells.length);
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|
1209
|
+
M.setPreview(i, N.geometryFor(e(null, t), t));
|
|
1210
|
+
} else M.setPreview(null, null);
|
|
1211
|
+
},
|
|
1212
|
+
playShot({ row: e, col: t, result: n, sunk: r = !1, incoming: i = !1 } = {}) {
|
|
1213
|
+
return new Promise((a) => {
|
|
1214
|
+
if (l || !Ot({
|
|
1215
|
+
row: e,
|
|
1216
|
+
col: t
|
|
1217
|
+
})) {
|
|
1218
|
+
a();
|
|
1219
|
+
return;
|
|
1220
|
+
}
|
|
1221
|
+
let o = e * 10 + t, s = {
|
|
1222
|
+
key: o,
|
|
1223
|
+
row: e,
|
|
1224
|
+
col: t,
|
|
1225
|
+
result: n === "hit" ? "hit" : "miss",
|
|
1226
|
+
sunk: !!r,
|
|
1227
|
+
done: !1,
|
|
1228
|
+
resolve: a
|
|
1229
|
+
};
|
|
1230
|
+
if (Se.add(s), xe.set(o, (xe.get(o) || 0) + 1), je(), !$) {
|
|
1231
|
+
Q(s);
|
|
1232
|
+
return;
|
|
1233
|
+
}
|
|
1234
|
+
let c = t - 4.5, u = e - 4.5;
|
|
1235
|
+
i ? Z.set(c * .35, 5, -12) : Z.set(c * .3, 4, 9.5);
|
|
1236
|
+
let d = s.result === "hit" && N.occupies(e, t);
|
|
1237
|
+
Ye.set(c, d ? .12 : Je, u), ne.shoot(Z, Ye, s.result, () => Q(s));
|
|
1238
|
+
});
|
|
1239
|
+
},
|
|
1240
|
+
selectCell(e) {
|
|
1241
|
+
l || M.setSelected(Ot(e) ? e : null);
|
|
1242
|
+
},
|
|
1243
|
+
setRadarVisible(e) {
|
|
1244
|
+
l || I.setVisible(!!e);
|
|
1245
|
+
},
|
|
1246
|
+
setRadarContacts(e) {
|
|
1247
|
+
l || I.setContacts(e);
|
|
1248
|
+
},
|
|
1249
|
+
resetCamera() {
|
|
1250
|
+
l || (W = !1, G(), r ? me() : K(.9));
|
|
1251
|
+
},
|
|
1252
|
+
setQuality(e) {
|
|
1253
|
+
if (l) return;
|
|
1254
|
+
s = !1;
|
|
1255
|
+
let t = e === "low" ? "low" : "high";
|
|
1256
|
+
t !== c && rt(t);
|
|
1257
|
+
},
|
|
1258
|
+
dispose() {
|
|
1259
|
+
l || (l = !0, $ && cancelAnimationFrame($), $ = 0, he ? he.disconnect() : window.removeEventListener("resize", q), _e && _e.disconnect(), document.removeEventListener("visibilitychange", ve), h.removeEventListener("pointerdown", He), h.removeEventListener("pointermove", Ue), h.removeEventListener("pointerup", We), h.removeEventListener("pointerleave", Ge), h.removeEventListener("pointercancel", Ke), Ze(), S.dispose(), ne.dispose(), I.dispose(), N.dispose(), M.dispose(), A.dispose(), ae(), w.shadow && w.shadow.map && w.shadow.map.dispose(), b.clear(), m.dispose(), m.forceContextLoss(), h.parentNode && h.parentNode.removeChild(h));
|
|
1260
|
+
}
|
|
1261
|
+
};
|
|
1262
|
+
}
|
|
1263
|
+
export { kt as createBattleScene, kt as default };
|
|
1264
|
+
|
|
1265
|
+
//# sourceMappingURL=createBattleScene-L4ZRWDED.js.map
|