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https://thingvellir.net/git/overte
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Clean up progress.js
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parent
5d50389e29
commit
79a243b171
1 changed files with 34 additions and 45 deletions
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@ -13,6 +13,11 @@
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(function() {
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(function() {
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function debug() {
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return;
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print.apply(null, arguments);
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}
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var rawProgress = 100, // % raw value.
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var rawProgress = 100, // % raw value.
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displayProgress = 100, // % smoothed value to display.
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displayProgress = 100, // % smoothed value to display.
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DISPLAY_PROGRESS_MINOR_MAXIMUM = 8, // % displayed progress bar goes up to while 0% raw progress.
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DISPLAY_PROGRESS_MINOR_MAXIMUM = 8, // % displayed progress bar goes up to while 0% raw progress.
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@ -39,7 +44,6 @@
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background2D = {},
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background2D = {},
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bar2D = {},
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bar2D = {},
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SCALE_2D = 0.35, // Scale the SVGs for 2D display.
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SCALE_2D = 0.35, // Scale the SVGs for 2D display.
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//SCALE_2D = 1.0, // Scale the SVGs for 2D display.
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background3D = {},
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background3D = {},
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bar3D = {},
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bar3D = {},
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PROGRESS_3D_DIRECTION = 0.0, // Degrees from avatar orientation.
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PROGRESS_3D_DIRECTION = 0.0, // Degrees from avatar orientation.
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@ -96,44 +100,58 @@
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});
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});
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}
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}
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function resetProgress() {
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function resetProgress() {
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wasActive = true;
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isDownloading = true;
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bestRawProgress = 0;
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bestRawProgress = 0;
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rawProgress = 0;
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rawProgress = 0;
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cooldown = 1000;
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initialDelayCooldown = INITIAL_DELAY_COOLDOWN_TIME;
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displayProgress = 0;
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displayProgress = 0;
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}
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}
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Window.domainChanged.connect(function() {
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Window.domainChanged.connect(function() {
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hasShownOnThisDomain = false;
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resetProgress();
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resetProgress();
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});
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});
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var hasShownOnThisDomain = false;
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// Max seen since downloads started. This is reset when all downloads have completed.
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var maxSeen = 0;
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var maxSeen = 0;
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// Progress is defined as: (pending_downloads + active_downloads) / max_seen
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// We keep track of both the current progress (rawProgress) and the
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// best progress we've seen (bestRawProgress). As you are downloading, you may
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// encounter new assets that require downloads, increasing the number of
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// pending downloads and thus decreasing your overall progress.
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var bestRawProgress = 0;
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var bestRawProgress = 0;
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var wasActive = false;
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var cooldown = 1000;
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// True if we have known active downloads
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var isDownloading = false;
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// Entities are streamed to users, so you don't receive them all at once; instead, you
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// receive them over a period of time. In many cases we end up in a situation where
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//
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// The initial delay cooldown keeps us from tracking progress before the allotted time
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// has passed.
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var INITIAL_DELAY_COOLDOWN_TIME = 1000;
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var initialDelayCooldown = 0;
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function onDownloadInfoChanged(info) {
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function onDownloadInfoChanged(info) {
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var i;
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var i;
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print("PROGRESS: Download info changed ", info.downloading.length, info.pending, maxSeen);
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debug("PROGRESS: Download info changed ", info.downloading.length, info.pending, maxSeen);
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// Update raw progress value
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// Update raw progress value
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if (info.downloading.length + info.pending === 0) {
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if (info.downloading.length + info.pending === 0) {
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wasActive = false;
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isDownloading = false;
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rawProgress = 100;
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rawProgress = 100;
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bestRawProgress = 100;
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bestRawProgress = 100;
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cooldown = 0;
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initialDelayCooldown = INITIAL_DELAY_COOLDOWN_TIME;
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} else {
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} else {
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var count = info.downloading.length + info.pending;
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var count = info.downloading.length + info.pending;
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if (!wasActive) {
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if (!isDownloading) {
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resetProgress();
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resetProgress();
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maxSeen = count;
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maxSeen = count;
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}
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}
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if (count > maxSeen) {
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if (count > maxSeen) {
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maxSeen = count;
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maxSeen = count;
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}
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}
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if (cooldown <= 0) {
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if (initialDelayCooldown <= 0) {
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rawProgress = ((maxSeen - count) / maxSeen) * 100;
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rawProgress = ((maxSeen - count) / maxSeen) * 100;
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if (rawProgress > bestRawProgress) {
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if (rawProgress > bestRawProgress) {
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@ -141,7 +159,7 @@
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}
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}
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}
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}
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}
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}
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print("PROGRESS:", rawProgress, bestRawProgress, maxSeen);
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debug("PROGRESS:", rawProgress, bestRawProgress, maxSeen);
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}
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}
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function createOverlays() {
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function createOverlays() {
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@ -214,7 +232,7 @@
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var worldOverlayOn = false;
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var worldOverlayOn = false;
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var currentOrientation = null;
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var currentOrientation = null;
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function update() {
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function update() {
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cooldown -= 30;
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initialDelayCooldown -= 30;
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var viewport,
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var viewport,
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eyePosition,
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eyePosition,
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avatarOrientation;
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avatarOrientation;
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@ -231,7 +249,6 @@
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displayProgress += diff * 0.05;
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displayProgress += diff * 0.05;
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}
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}
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}
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}
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//print('PROGRESS:', displayProgress);
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// Update state
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// Update state
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if (!visible) { // Not visible because no recent downloads
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if (!visible) { // Not visible because no recent downloads
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@ -328,16 +345,7 @@
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windowHeight = viewport.y;
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windowHeight = viewport.y;
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var yOffset = HMD.active ? -300 : -10;
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var yOffset = HMD.active ? -300 : -10;
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yOffset += yAdjust;
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// if (hmdActive) {
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// if (true) { //hasShownOnThisDomain) {
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// yOffset = -100;
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// SCALE_2D = 1.0/3;
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// } else {
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// yOffset = -300;
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// SCALE_2D = 2.0/3;
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// }
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// }
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background2D.width = SCALE_2D * BACKGROUND_WIDTH;
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background2D.width = SCALE_2D * BACKGROUND_WIDTH;
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background2D.height = SCALE_2D * BACKGROUND_HEIGHT;
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background2D.height = SCALE_2D * BACKGROUND_HEIGHT;
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bar2D.width = SCALE_2D * BAR_WIDTH;
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bar2D.width = SCALE_2D * BAR_WIDTH;
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@ -354,9 +362,6 @@
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});
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});
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}
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}
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function setProgressBar(progress) {
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}
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function setUp() {
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function setUp() {
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background2D.width = SCALE_2D * BACKGROUND_WIDTH;
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background2D.width = SCALE_2D * BACKGROUND_WIDTH;
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background2D.height = SCALE_2D * BACKGROUND_HEIGHT;
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background2D.height = SCALE_2D * BACKGROUND_HEIGHT;
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@ -384,25 +389,9 @@
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deleteOverlays();
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deleteOverlays();
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}
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}
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var yAdjust = 0;
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function keyPress(event) {
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print("Key event: ", event.text);
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if (event.text == '.') {
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yAdjust -= 10;
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updateProgressBarLocation();
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} else if (event.text == ',') {
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yAdjust += 10;
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updateProgressBarLocation();
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} else if (event.text == 'SPACE') {
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worldOverlayOn = !worldOverlayOn;
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}
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}
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setUp();
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setUp();
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GlobalServices.downloadInfoChanged.connect(onDownloadInfoChanged);
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GlobalServices.downloadInfoChanged.connect(onDownloadInfoChanged);
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GlobalServices.updateDownloadInfo();
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GlobalServices.updateDownloadInfo();
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//Script.update.connect(update);
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Script.setInterval(update, 1000/60);
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Script.setInterval(update, 1000/60);
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Script.scriptEnding.connect(tearDown);
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Script.scriptEnding.connect(tearDown);
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Controller.keyPressEvent.connect(keyPress);
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}());
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}());
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