mirror of
https://github.com/Such-Software/wownerogue.git
synced 2026-10-18 06:41:27 +02:00
Removes operator-private material from the shipped tree, corrects documentation
that had drifted from the code, deletes dead code, and applies a consistent
prose style.
Private material moved out of the public tree (docs/private/, git-ignored):
- the wallet keyfile recovery runbook and its helper scripts, which together
published the mainnet wallet file path, the service account, backup snapshot
filenames, and the wallet RPC listener state. The helper duplicated the same
constants, so relocating the document alone would not have removed them.
- the stagenet parallel-candidate runbook and its fixtures.
- the dated production-state record, the internal remediation plan, and the
TODO list. None are reference documentation for an outside reader.
Redacted or genericised:
- operator home-directory paths in shipped scripts and units. The asset build
script now takes KENNEY_ASSETS_DIR instead of a hard-coded path.
- private LAN addresses in tests, env examples and deploy docs, replaced with
RFC 5737 documentation addresses.
- the default alert sender and the notification hub example.
- the Monero wallet unit now matches the Wownero one: a dedicated service
account and a config file, instead of the operator's login account with the
wallet password in argv where any local user can read it from /proc.
Ignore rules now cover every .env variant rather than the bare name, plus local
agent state. The deployment docs instruct operators to create .env.mainnet and
.env.stagenet, which the exact-name rule would have allowed to be committed.
Documentation corrected against the code: per-chain dungeon level counts, the
premium unlock rule, Tavern chat scope, backup retention, the chain-profile
fallback, the environment template location, and several sections describing
shipped work as pending.
Dead code removed: configPersistence, rpccalls, a duplicate vendored ROT.js
bundle, the unused tile-picker overlay, the unreachable legacy game-size path
and its vestigial parameter, spectator stubs that shadowed the real
SpectatorManager, and commented-out debugging. nip98 now imports the shared
nostr loader rather than duplicating it.
Prose style: em-dashes removed throughout in favour of colons, semicolons and
commas; comments restated as present-tense descriptions of the code rather than
narration of past changes.
127 suites / 1015 tests pass.
394 lines
17 KiB
JavaScript
394 lines
17 KiB
JavaScript
// FancyRenderer: WebGL tier via PixiJS (v7). Beyond flat shapes: a real blurred bloom on
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// entities, warm flickering lights along the bar, drifting dust motes, and a vignette, all
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// programmatic (no art assets). Requires a global PIXI (loaded from CDN, with @pixi/unsafe-eval
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// so shaders compile under a strict CSP); the factory falls back to tiled if PIXI is missing.
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(function (root) {
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'use strict';
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function colorNum(hex) { return parseInt(String(hex).replace('#', ''), 16) || 0; }
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function facingDelta(f) {
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if (f === 'up') return { x: 0, y: -1 };
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if (f === 'left') return { x: -1, y: 0 };
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if (f === 'right') return { x: 1, y: 0 };
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return { x: 0, y: 1 };
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}
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// A soft radial-gradient texture (used for lights, motes, and the vignette).
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function radialTexture(size, stops) {
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var c = document.createElement('canvas');
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c.width = c.height = size;
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var ctx = c.getContext('2d');
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var g = ctx.createRadialGradient(size / 2, size / 2, 0, size / 2, size / 2, size / 2);
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stops.forEach(function (s) { g.addColorStop(s[0], s[1]); });
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ctx.fillStyle = g;
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ctx.fillRect(0, 0, size, size);
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return PIXI.Texture.from(c);
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}
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function FancyRenderer(host, opts) {
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if (typeof PIXI === 'undefined') throw new Error('PIXI not loaded');
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opts = opts || {};
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this.name = 'fancy';
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this.host = host;
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this.cell = opts.cell || 26;
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this.app = new PIXI.Application({ backgroundColor: 0x0a0c0f, antialias: true });
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this.app.view.className = 'rk-canvas';
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this.canvas = this.app.view;
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host.appendChild(this.app.view);
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this.tileLayer = new PIXI.Container();
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this.lightLayer = new PIXI.Container();
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this.entityLayer = new PIXI.Container();
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this.particleLayer = new PIXI.Container();
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this.app.stage.addChild(this.tileLayer, this.lightLayer, this.entityLayer, this.particleLayer);
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this.vignette = null;
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this.texLight = radialTexture(128, [[0, 'rgba(255,190,110,0.95)'], [1, 'rgba(255,190,110,0)']]);
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this.texMote = radialTexture(64, [[0, 'rgba(255,240,210,0.9)'], [1, 'rgba(255,240,210,0)']]);
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this.texVig = radialTexture(256, [[0, 'rgba(0,0,0,0)'], [0.6, 'rgba(0,0,0,0)'], [1, 'rgba(0,0,0,0.62)']]);
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this.sprites = {};
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this.lights = [];
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this.particles = [];
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this._sizeKey = null;
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this._t = 0;
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var self = this;
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this._tick = function (dt) { self._animate(dt); };
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this.app.ticker.add(this._tick);
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}
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FancyRenderer.prototype.render = function (scene) {
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if (!scene || !this.app) return;
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var cell = this.cell, w = scene.cols * cell, h = scene.rows * cell;
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this.app.renderer.resize(w, h);
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var key = scene.cols + 'x' + scene.rows;
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var hasRoom = !!(window.RK && RK.roomReady && RK.roomReady());
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if (key !== this._sizeKey || hasRoom !== this._hadRoom) {
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this._buildTiles(scene);
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this._buildLights(scene);
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this._buildVignette(w, h);
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this._seedParticles(w, h);
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this._sizeKey = key;
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this._hadRoom = hasRoom;
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}
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this._syncEntities(scene);
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};
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FancyRenderer.prototype._buildTiles = function (scene) {
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this.tileLayer.removeChildren();
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var cell = this.cell;
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// A designed room is loaded: draw its layered tiles as sprites from the room atlas.
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if (window.RK && RK.roomReady && RK.roomReady()) {
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var d = RK.activeRoom.desc, a = RK.activeRoom.atlas;
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for (var li = 0; li < d.layerOrder.length; li++) {
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var grid = d.layers[d.layerOrder[li]];
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for (var ry = 0; ry < d.rows; ry++) {
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for (var rx = 0; rx < d.cols; rx++) {
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var idx = grid[ry][rx];
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if (idx < 0) continue;
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var tex = a.texture(idx % a.cols, Math.floor(idx / a.cols));
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if (!tex) continue;
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var sp = new PIXI.Sprite(tex);
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sp.x = rx * cell; sp.y = ry * cell; sp.width = cell; sp.height = cell;
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this.tileLayer.addChild(sp);
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}
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}
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}
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return;
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}
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for (var y = 0; y < scene.rows; y++) {
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for (var x = 0; x < scene.cols; x++) {
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var def = scene.legend[scene.grid[y][x]] || { color: '#333' };
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var g = new PIXI.Graphics();
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g.beginFill(colorNum(def.color));
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g.drawRoundedRect(0, 0, cell - 1, cell - 1, 4);
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g.endFill();
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if (def.solid) {
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g.beginFill(0xffffff, 0.09);
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g.drawRoundedRect(0, 0, cell - 1, Math.max(2, cell * 0.2), 4);
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g.endFill();
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g.beginFill(0x000000, 0.22);
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g.drawRect(0, cell - 3, cell - 1, 3);
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g.endFill();
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}
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g.x = x * cell;
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g.y = y * cell;
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this.tileLayer.addChild(g);
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}
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}
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};
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FancyRenderer.prototype._buildLights = function (scene) {
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this.lightLayer.removeChildren();
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this.lights = [];
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var cell = this.cell;
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for (var y = 0; y < scene.rows; y++) {
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for (var x = 0; x < scene.cols; x++) {
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if (scene.grid[y][x] !== 'bar' || (x % 3) !== 0) continue; // sample the bar
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var s = new PIXI.Sprite(this.texLight);
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s.anchor.set(0.5);
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s.blendMode = PIXI.BLEND_MODES.ADD;
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s.x = x * cell + cell / 2;
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s.y = y * cell + cell / 2;
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s.scale.set(cell * 2.4 / 128);
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s.alpha = 0.5;
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this.lightLayer.addChild(s);
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this.lights.push({ s: s, base: 0.5, phase: Math.random() * 6.28 });
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}
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}
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};
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FancyRenderer.prototype._buildVignette = function (w, h) {
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if (this.vignette) { this.app.stage.removeChild(this.vignette); this.vignette.destroy(); }
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this.vignette = new PIXI.Sprite(this.texVig);
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this.vignette.anchor.set(0.5);
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this.vignette.x = w / 2;
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this.vignette.y = h / 2;
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this.vignette.width = w * 1.25;
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this.vignette.height = h * 1.35;
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this.app.stage.addChild(this.vignette); // drawn on top of everything
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};
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FancyRenderer.prototype._seedParticles = function (w, h) {
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this.particleLayer.removeChildren();
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this.particles = [];
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var n = Math.min(60, Math.max(12, Math.round(w * h / 9000)));
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for (var i = 0; i < n; i++) {
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var p = new PIXI.Sprite(this.texMote);
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p.anchor.set(0.5);
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p.blendMode = PIXI.BLEND_MODES.ADD;
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p.x = Math.random() * w;
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p.y = Math.random() * h;
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p.scale.set(0.12 + Math.random() * 0.18);
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p.alpha = 0.15 + Math.random() * 0.2;
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this.particleLayer.addChild(p);
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this.particles.push({
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s: p, w: w, h: h, ph: Math.random() * 6.28,
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vx: (Math.random() - 0.5) * 0.25, vy: -(0.05 + Math.random() * 0.15)
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});
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}
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};
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FancyRenderer.prototype._makeSprite = function (e) {
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var cell = this.cell, r = cell * 0.34, col = colorNum(e.color);
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var c = new PIXI.Container();
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var glow = new PIXI.Graphics();
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glow.beginFill(col, 0.6);
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glow.drawCircle(0, 0, r * 1.4);
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glow.endFill();
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try {
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if (!PIXI.BlurFilter) throw new Error('no blur');
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glow.filters = [new PIXI.BlurFilter(8)]; // real soft bloom
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} catch (_) {
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// No blur available: fake it with layered alpha rings.
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glow.clear();
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[[1.9, 0.05], [1.5, 0.10], [1.15, 0.18]].forEach(function (ring) {
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glow.beginFill(col, ring[1]);
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glow.drawCircle(0, 0, r * ring[0]);
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glow.endFill();
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});
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}
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glow.blendMode = PIXI.BLEND_MODES.ADD;
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c.addChild(glow);
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c._glow = glow;
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var body = new PIXI.Graphics();
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body.beginFill(col);
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body.drawCircle(0, 0, r);
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body.endFill();
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var d = facingDelta(e.facing);
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body.beginFill(0x0a0c0f);
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body.drawCircle(d.x * r * 0.55, d.y * r * 0.55, cell * 0.08);
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body.endFill();
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c.addChild(body);
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if (e.you) {
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var ring = new PIXI.Graphics();
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ring.lineStyle(2, 0xffffff, 0.9);
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ring.drawCircle(0, 0, r + 2);
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c.addChild(ring);
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}
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if (e.label) {
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var label = new PIXI.Text(e.label, { fontFamily: 'monospace', fontSize: 11, fill: 0xd7dbe0 });
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label.anchor.set(0.5, 1);
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label.y = -cell * 0.5;
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c.addChild(label);
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}
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return c;
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};
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// A premium animated-skin sprite (Pixi). Frames are swapped each tick in _animate.
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FancyRenderer.prototype._makeSkinSprite = function (e) {
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var s = window.RK.SKINS[e.avatar];
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var c = new PIXI.Container();
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var h = this.cell * (s.scale || 1.8);
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// Warm backlight so a dark character reads against the dark room.
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var glow = new PIXI.Graphics();
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[[h * 0.55, 0.05], [h * 0.4, 0.10], [h * 0.28, 0.16]].forEach(function (rr) {
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glow.beginFill(0xffe2b4, rr[1]); glow.drawCircle(0, 0, rr[0]); glow.endFill();
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});
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glow.blendMode = PIXI.BLEND_MODES.ADD;
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glow.y = this.cell * 0.5 - h * 0.42;
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c.addChild(glow);
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var spr = new PIXI.Sprite(window.RK.skinTexture(e.avatar, 0, 0));
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spr.anchor.set(0.5, 0.9);
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spr.height = h; spr.width = h * (s.frameW / s.frameH);
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spr.y = this.cell * 0.5; // feet at the tile's bottom
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c.addChild(spr);
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c._skinSpr = spr; c._skinId = e.avatar;
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if (e.you) {
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var ring = new PIXI.Graphics();
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ring.lineStyle(2, 0xffffff, 0.85);
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ring.drawEllipse(0, this.cell * 0.5, this.cell * 0.3, this.cell * 0.16);
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c.addChild(ring);
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}
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if (e.label) {
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var label = new PIXI.Text(e.label, { fontFamily: 'monospace', fontSize: 11, fill: 0xd7dbe0 });
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label.anchor.set(0.5, 1); label.y = this.cell * 0.5 - h - 2;
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c.addChild(label);
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}
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return c;
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};
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function configureCharPart(spr, h) {
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spr.anchor.set(0.5, 0.9);
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spr.height = h;
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spr.width = h;
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return spr;
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}
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// A roguelike character sprite (procedural walk + composited equipment), animated in _animate.
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FancyRenderer.prototype._makeCharSprite = function (e) {
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var appearance = window.RK.charAppearance(e);
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var ch = window.RK.CHARS[appearance.avatar];
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var c = new PIXI.Container();
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var h = this.cell * 1.8;
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var body = new PIXI.Container();
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body.y = this.cell * 0.5;
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var baseTex = window.RK.charTileTexture(ch.frame, appearance.tint, appearance.colors, 'base');
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if (baseTex) body.addChild(configureCharPart(new PIXI.Sprite(baseTex), h));
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window.RK.charOverlayParts(appearance).forEach(function (part) {
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var tex = window.RK.charTileTexture(part.frame, part.tint, part.colorable ? appearance.colors : null, part.slot);
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if (tex) body.addChild(configureCharPart(new PIXI.Sprite(tex), h));
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});
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c.addChild(body);
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c._charBody = body; c._charId = appearance.avatar; c._charKey = window.RK.charRenderKey(e);
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if (e.you) {
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var ring = new PIXI.Graphics();
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ring.lineStyle(2, 0xffffff, 0.85);
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ring.drawEllipse(0, this.cell * 0.5, this.cell * 0.3, this.cell * 0.16);
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c.addChild(ring);
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}
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if (e.label) {
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var label = new PIXI.Text(e.label, { fontFamily: 'monospace', fontSize: 11, fill: 0xd7dbe0 });
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label.anchor.set(0.5, 1); label.y = this.cell * 0.5 - h - 2;
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c.addChild(label);
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}
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return c;
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};
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FancyRenderer.prototype._syncEntities = function (scene) {
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var cell = this.cell, seen = {}, RKr = window.RK, focusFallback = null;
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for (var i = 0; i < scene.entities.length; i++) {
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var e = scene.entities[i];
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seen[e.id] = true;
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var wantSkin = !!(RKr && RKr.isSkin && RKr.isSkin(e.avatar));
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var wantChar = !!(RKr && RKr.isChar && RKr.isChar(e.avatar));
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if (wantSkin && !RKr.skinSheet(e.avatar)) RKr.loadSkin(e.avatar); // lazy fetch
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if (wantChar && !RKr.charAtlas()) RKr.loadCharAtlas();
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var kind = (wantSkin && RKr.skinSheet(e.avatar)) ? 'skin'
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: (wantChar && RKr.charAtlas()) ? 'char'
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: 'circle';
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var renderKey = (kind === 'char' && RKr.charRenderKey) ? RKr.charRenderKey(e) : e.avatar;
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var s = this.sprites[e.id];
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if (s && (s.kind !== kind || s.renderKey !== renderKey)) { // sheet loaded or appearance changed -> rebuild
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this.entityLayer.removeChild(s.c); s.c.destroy({ children: true });
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s = null; delete this.sprites[e.id];
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}
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if (!s) {
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var c = (kind === 'skin') ? this._makeSkinSprite(e)
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: (kind === 'char') ? this._makeCharSprite(e)
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: this._makeSprite(e);
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c.x = e.x * cell + cell / 2;
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c.y = e.y * cell + cell / 2;
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this.entityLayer.addChild(c);
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s = this.sprites[e.id] = { c: c, kind: kind, renderKey: renderKey };
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}
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s.tx = e.x; s.ty = e.y; s.e = e;
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if (e.kind === 'player' && !focusFallback) focusFallback = e;
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if (e.you || e.cameraTarget) {
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this.focusPoint = { x: e.x * cell + cell / 2, y: e.y * cell + cell / 2 };
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focusFallback = null;
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}
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}
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if (!this.focusPoint && focusFallback) {
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this.focusPoint = { x: focusFallback.x * cell + cell / 2, y: focusFallback.y * cell + cell / 2 };
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}
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for (var id in this.sprites) {
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if (!seen[id]) {
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this.entityLayer.removeChild(this.sprites[id].c);
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this.sprites[id].c.destroy({ children: true });
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delete this.sprites[id];
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}
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}
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};
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FancyRenderer.prototype._animate = function (dt) {
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this._t += dt;
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var t = this._t, cell = this.cell, k = Math.min(1, 0.22 * dt), i, nowMs = Date.now();
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for (var id in this.sprites) {
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var s = this.sprites[id];
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var tx = s.tx * cell + cell / 2, ty = s.ty * cell + cell / 2;
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s.c.x += (tx - s.c.x) * k;
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s.c.y += (ty - s.c.y) * k;
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if (s.c._charBody && s.e) {
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var cf = window.RK.charFrame(window.RK.CHARS[s.c._charId], s.e, nowMs);
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s.c._charBody.scale.x = cf.flip ? -1 : 1;
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s.c._charBody.scale.y = cf.squash;
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s.c._charBody.y = this.cell * 0.5 + cf.bob;
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} else if (s.c._skinSpr && s.e) {
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var sk = window.RK.SKINS[s.c._skinId];
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var fr = window.RK.skinFrame(sk, s.e, nowMs);
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var tex = window.RK.skinTexture(s.c._skinId, fr.row, fr.col);
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if (tex) s.c._skinSpr.texture = tex;
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} else if (s.c._glow) {
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s.c._glow.scale.set(1 + Math.sin(t * 0.09 + s.tx) * 0.16);
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s.c._glow.alpha = 0.65 + Math.sin(t * 0.11) * 0.25;
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}
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}
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for (i = 0; i < this.lights.length; i++) {
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var L = this.lights[i];
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L.s.alpha = L.base + Math.sin(t * 0.25 + L.phase) * 0.14 + Math.sin(t * 0.9 + L.phase * 1.7) * 0.06;
|
|
}
|
|
for (i = 0; i < this.particles.length; i++) {
|
|
var p = this.particles[i];
|
|
p.s.x += p.vx * dt;
|
|
p.s.y += p.vy * dt;
|
|
if (p.s.y < -8) { p.s.y = p.h + 8; p.s.x = Math.random() * p.w; }
|
|
if (p.s.x < -8) p.s.x = p.w + 8; else if (p.s.x > p.w + 8) p.s.x = -8;
|
|
p.s.alpha = 0.12 + (Math.sin(t * 0.15 + p.ph) + 1) * 0.12;
|
|
}
|
|
};
|
|
|
|
FancyRenderer.prototype.destroy = function () {
|
|
try {
|
|
if (this.app) {
|
|
this.app.ticker.remove(this._tick);
|
|
this.app.destroy(true, { children: true });
|
|
}
|
|
} catch (_) { /* ignore */ }
|
|
[this.texLight, this.texMote, this.texVig].forEach(function (tx) {
|
|
try { if (tx) tx.destroy(true); } catch (_) { /* ignore */ }
|
|
});
|
|
this.app = null;
|
|
this.sprites = {};
|
|
this.lights = [];
|
|
this.particles = [];
|
|
};
|
|
|
|
root.RK = root.RK || {};
|
|
root.RK.FancyRenderer = FancyRenderer;
|
|
})(window);
|