annotate webGL/dandy/resources/parse.js @ 21:6dd37a368a1f

create charaTable
author NOBUYASU Oshiro
date Wed, 06 Oct 2010 23:47:02 +0900
parents fac103fcf60d
children 1f234cbb53f1
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1 function parseXml(gl)
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2 {
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3 loadObjXml(gl, "./xml/effect.xml");//gl.objにxmlファイルの中身をいれる
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5 loadObjXml(gl, "./xml/boss.xml");//gl.bossにxmlファイルの中身を入れる
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7 loadObjXml(gl, "./xml/titlefont.xml");//gl.objにxmlファイルの中身をいれる
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8 loadObjXml(gl, "./xml/font_pushstart.xml");//gl.objにxmlファイルの中身をいれる
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9 loadObjXml(gl, "./xml/font_superdandy.xml");//gl.objにxmlファイルの中身をいれる
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10 loadObjXml(gl, "./xml/font_0.xml");//gl.objにxmlファイルの中身をいれる
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11 loadObjXml(gl, "./xml/font_1.xml");//gl.objにxmlファイルの中身をいれる
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12 loadObjXml(gl, "./xml/font_2.xml");//gl.objにxmlファイルの中身をいれる
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13 loadObjXml(gl, "./xml/font_3.xml");//gl.objにxmlファイルの中身をいれる
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14 loadObjXml(gl, "./xml/font_4.xml");//gl.objにxmlファイルの中身をいれる
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15 loadObjXml(gl, "./xml/font_5.xml");//gl.objにxmlファイルの中身をいれる
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16 loadObjXml(gl, "./xml/font_6.xml");//gl.objにxmlファイルの中身をいれる
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17 loadObjXml(gl, "./xml/font_7.xml");//gl.objにxmlファイルの中身をいれる
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18 loadObjXml(gl, "./xml/font_8.xml");//gl.objにxmlファイルの中身をいれる
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19 loadObjXml(gl, "./xml/font_9.xml");//gl.objにxmlファイルの中身をいれる
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20 loadObjXml(gl, "./xml/font_hige.xml");//gl.objにxmlファイルの中身をいれる
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21 loadObjXml(gl, "./xml/font_1997yas_k.xml");//gl.objにxmlファイルの中身をいれる
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22 loadObjXml(gl, "./xml/font_gameover.xml");//gl.objにxmlファイルの中身をいれる
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24 loadObjXml(gl, "./xml2/bullets.xml");//gl.objにxmlファイルの中身をいれる
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25 loadObjXml(gl, "./xml2/enemy.xml");//gl.objにxmlファイルの中身を入れる
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26 loadObjXml(gl, "./xml2/player.xml");//gl.objにxmlファイルの中身を入れる
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27 loadObjXml(gl, "./xml2/redbomb_anim.xml");//gl.objにxmlファイルの中身を入れる
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28 loadObjXml(gl, "./xml2/boss1.xml");//gl.objにxmlファイルの中身を入れる
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29 loadObjXml(gl, "./xml2/boss2.xml");//gl.objにxmlファイルの中身を入れる
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31 jiki = new makePlayer(gl.obj);//自機の情報をいれておくクラス、グローバル
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33 gamesyokika();
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35 enemy = [];//敵の情報を入れておく配列を用意、グローバル
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36 pushEnemy(gl,enemy);//配列enemy[]に敵をpush
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37 // pushEnemyBullets(gl, enemy);//配列enemy[]に敵の弾情報をpush
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39 boss = [];//bossの情報を入れておく配列を用意,グローバル
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40 pushBoss(gl, boss);//配列boss[]にbossの情報をpush
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41
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42 bullets = [];//弾の情報を入れておく配列を用意、グローバル
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43 pushPlayerBullets(gl,bullets);//配列bullets[]に弾をpush
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44
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45 bomImage = [];//撃破時の爆発の情報をいれておく配列を用意。グローバル
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46 pushBom(gl, bomImage);//配列 bom[]に爆発をpush
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47
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48 font = [];//fontを入れておく配列
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49 pushFont(gl, font);//
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50 // ebullets = [];//敵の弾の情報を入れておく配列を用意、グローバル
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51 // pushEnemyBullets(gl, ebullets);
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52 }
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54
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55 function loadObjXml(gl,url)
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56 {
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57 if(gl.obj == undefined) gl.obj = new Object();
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58 var xmlChara = new Object();
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59 xmlChara = parsePanel(url);
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60 for (var name in xmlChara)
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61 {
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62 gl.obj[name] = makeXmlObj(gl, xmlChara[name]);
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63 gl.obj[name].texture = loadImageTexture(gl, xmlChara[name].image);
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64 }
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65 }
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66
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67 function pushBoss(gl, boss)
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68 {
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69
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70 boss.push(gl.obj["blackhole"]);
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71 boss.push(gl.obj["boss_orgun"]);//透過ずみ
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72 boss.push(gl.obj["boss2_dummy"]);
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73 boss.push(gl.obj["boss2_rightpalm"]);
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74 boss.push(gl.obj["boss2_lefthand"]);
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75 boss.push(gl.obj["boss2_left_s_gird"]);
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76 boss.push(gl.obj["boss3_body"]);
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77 boss.push(gl.obj["boss_4"]);
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78 boss.push(gl.obj["boss_corpse"]);
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79 boss.push(gl.obj["boss2_righthand"]);
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80 boss.push(gl.obj["boss2_openbattery"]);
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81 boss.push(gl.obj["boss2_rightarm_b"]);
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82 boss.push(gl.obj["boss2_leftpalm"]);
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83 boss.push(gl.obj["boss2_leftarm"]);//以下透過ずみ
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84 boss.push(gl.obj["boss2_rightarm"]);
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85 boss.push(gl.obj["boss2_leftshoulder"]);
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86 boss.push(gl.obj["boss2_left_s_up"]);
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87 boss.push(gl.obj["boss2_battery"]);
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88 boss.push(gl.obj["boss2_brokenhatch"]);
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89 boss.push(gl.obj["boss2_leftbattery"]);
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90 boss.push(gl.obj["boss2_r_shoulderup"]);
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91 boss.push(gl.obj["boss2_body"]);
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92 boss.push(gl.obj["boss2_rightshoulder"]);
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93 }
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95
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96 function pushEnemy(gl, enemy)
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97 {
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98 enemy.push(gl.obj["missile"]);
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99 enemy.push(gl.obj["enemy_greencrab"]);
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100 enemy.push(gl.obj["enemy_plane"]);
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101 enemy.push(gl.obj["gunbattery"]);
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102 enemy.push(gl.obj["enemy_redbullet"]);
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103 enemy.push(gl.obj["enemy_bluebullet"]);
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104 enemy.push(gl.obj["tama_s_01"]);
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105 enemy.push(gl.obj["tama_s_02"]);
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106 enemy.push(gl.obj["tama_s_03"]);
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107 enemy.push(gl.obj["meteo"]);
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108 enemy.push(gl.obj["tama_l_02"]);
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109 enemy.push(gl.obj["tama_l_03"]);
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110 enemy.push(gl.obj["enemy_lightning"]);
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111 enemy.push(gl.obj["enemy_lasersplosh.001"]);
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112 enemy.push(gl.obj["enemy_lasersplosh.002"]);
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113 enemy.push(gl.obj["enemy_lasersplosh.003"]);
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114 enemy.push(gl.obj["missile"]);
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115 enemy.push(gl.obj["spacefish"]);
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116 enemy.push(gl.obj["tama_s_04"]);
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117 }
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120
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121 function pushPlayerBullets(gl,bullets)
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122 {
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123 bullets.push(gl.obj["bluebarrier"]);
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124 bullets.push(gl.obj["lockon_sight"]);
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125 bullets.push(gl.obj["bulebullet_right"]);
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126 bullets.push(gl.obj["bulebullet_left"]);
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127 bullets.push(gl.obj["redbullet"]);
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128 bullets.push(gl.obj["greenbullet"]);
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129 bullets.push(gl.obj["lonlaser"]);
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130 }
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131
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132 function pushBom(gl, bomImage)
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133 {
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134 bomImage.push(gl.obj["redbomb_anim_0"]);
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135 bomImage.push(gl.obj["redbomb_anim_1"]);
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136 bomImage.push(gl.obj["redbomb_anim_2"]);
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137 bomImage.push(gl.obj["redbomb_anim_3"]);
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138 bomImage.push(gl.obj["redbomb_anim_4"]);
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139 bomImage.push(gl.obj["redbomb_anim_5"]);
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140 bomImage.push(gl.obj["redbomb_anim_6"]);
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141 bomImage.push(gl.obj["redbomb_anim_7"]);
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142 }
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143
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144 function pushEnemyBullets(gl, ebullets)
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145 {
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146 ebullets.push(gl.obj["enemy_redbullet"]);
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147 ebullets.push(gl.obj["enemy_bluebullet"]);
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148 ebullets.push(gl.obj["tama_s_01"]);
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149 ebullets.push(gl.obj["tama_s_02"]);
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150 ebullets.push(gl.obj["tama_s_03"]);
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151 ebullets.push(gl.obj["tama_s_04"]);
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152 ebullets.push(gl.obj["tama_l_02"]);
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153 ebullets.push(gl.obj["tama_l_03"]);
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154 ebullets.push(gl.obj["tama_l_04"]);
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155 }
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156
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157 function pushFont(gl, font)
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158 {
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159 font.push(gl.obj["font_0"]);
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160 font.push(gl.obj["font_1"]);
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161 font.push(gl.obj["font_2"]);
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162 font.push(gl.obj["font_3"]);
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163 font.push(gl.obj["font_4"]);
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164 font.push(gl.obj["font_5"]);
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165 font.push(gl.obj["font_6"]);
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166 font.push(gl.obj["font_7"]);
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167 font.push(gl.obj["font_8"]);
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168 font.push(gl.obj["font_9"])
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169 font.push(gl.obj["titlefont"]);
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170 font.push(gl.obj["font_pushstart"]);
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171 font.push(gl.obj["font_superdandy"]);
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172 font.push(gl.obj["font_hige"]);
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173 font.push(gl.obj["font_font_1997yas_k"]);
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174 font.push(gl.obj["font_gameover"]);
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175 }
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176
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177 function PutSpriteF(ctx, x, y, scale, glObj)
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178 {
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179
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180 // setup VBOs
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181 ctx.enableVertexAttribArray(0);
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182 ctx.enableVertexAttribArray(1);
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183 ctx.enableVertexAttribArray(2);
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184
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185 ctx.bindBuffer(ctx.ARRAY_BUFFER, glObj.vertexObject);
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186 ctx.vertexAttribPointer(2, 3, ctx.FLOAT, false, 0, 0);
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187 ctx.bindBuffer(ctx.ARRAY_BUFFER, glObj.normalObject);
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188 ctx.vertexAttribPointer(0, 3, ctx.FLOAT, false, 0, 0);
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189
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190 ctx.bindBuffer(ctx.ARRAY_BUFFER, glObj.texCoordObject);
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191 ctx.vertexAttribPointer(1, 2, ctx.FLOAT, false, 0, 0);
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192
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193 ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, glObj.indexObject);
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194
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195 // generate the model-view matrix
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196 var mvMatrix = new J3DIMatrix4();
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197 mvMatrix.translate( x, y, 1);
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198 mvMatrix.scale(scale, scale, scale);
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199
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200 // construct the normal matrix from the model-view matrix
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201 var normalMatrix = new J3DIMatrix4(mvMatrix);
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202 normalMatrix.invert();
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203 normalMatrix.transpose();
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204 normalMatrix.setUniform(ctx, ctx.getUniformLocation(ctx.program, "u_normalMatrix"), false);
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205
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206 // construct the model-view * projection matrix
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207 var mvpMatrix = new J3DIMatrix4(ctx.perspectiveMatrix);
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208 mvpMatrix.multiply(mvMatrix);
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209 mvpMatrix.setUniform(ctx, ctx.getUniformLocation(ctx.program, "u_modelViewProjMatrix"), false);
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210
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211
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212 ctx.bindTexture(ctx.TEXTURE_2D, glObj.texture);
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213 ctx.drawElements(ctx.TRIANGLES, glObj.numIndices, ctx.UNSIGNED_SHORT, 0);
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214
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215
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216 }
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217
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218 function PutSpriteLock(ctx, x, y, scale, angle, glObj)
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219 {
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220
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221 // setup VBOs
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222 ctx.enableVertexAttribArray(0);
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223 ctx.enableVertexAttribArray(1);
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224 ctx.enableVertexAttribArray(2);
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225
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226 ctx.bindBuffer(ctx.ARRAY_BUFFER, glObj.vertexObject);
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227 ctx.vertexAttribPointer(2, 3, ctx.FLOAT, false, 0, 0);
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228 ctx.bindBuffer(ctx.ARRAY_BUFFER, glObj.normalObject);
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229 ctx.vertexAttribPointer(0, 3, ctx.FLOAT, false, 0, 0);
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230
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231 ctx.bindBuffer(ctx.ARRAY_BUFFER, glObj.texCoordObject);
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232 ctx.vertexAttribPointer(1, 2, ctx.FLOAT, false, 0, 0);
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233
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234 ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, glObj.indexObject);
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235
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236 // generate the model-view matrix
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237 var mvMatrix = new J3DIMatrix4();
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238 mvMatrix.scale(scale, scale, scale);
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239 mvMatrix.rotate(angle, 0, 0, 1);
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240 mvMatrix.translate( x, y, 10);
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241
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242 // construct the normal matrix from the model-view matrix
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243 var normalMatrix = new J3DIMatrix4(mvMatrix);
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244 normalMatrix.invert();
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245 normalMatrix.transpose();
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246 // ctx.uniformMatrix4fv(ctx.getUniformLocation(ctx.program, "u_normalMatrix"), false, normalMatrix.getAsFloat32Array());
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247 normalMatrix.setUniform(ctx, ctx.getUniformLocation(ctx.program, "u_normalMatrix"), false);
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248
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249 // construct the model-view * projection matrix
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250 var mvpMatrix = new J3DIMatrix4(mvMatrix);
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251 mvpMatrix.multiply(ctx.perspectiveMatrix);
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252 // ctx.uniformMatrix4fv(ctx.getUniformLocation(ctx.program, "u_modelViewProjMatrix"), false, mvpMatrix.getAsFloat32Array());
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253 mvpMatrix.setUniform(ctx, ctx.getUniformLocation(ctx.program, "u_modelViewProjMatrix"), false);
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254
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255
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256 ctx.bindTexture(ctx.TEXTURE_2D, glObj.texture);
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257 ctx.drawElements(ctx.TRIANGLES, glObj.numIndices, ctx.UNSIGNED_SHORT, 0);
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258
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259 }