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var Utils = { | |
isMobile : function(){ | |
var check = false; | |
(function(a){if(/(android|bb\d+|meego).+mobile|avantgo|bada\/|blackberry|blazer|compal|elaine|fennec|hiptop|iemobile|ip(hone|od)|iris|kindle|lge |maemo|midp|mmp|mobile.+firefox|netfront|opera m(ob|in)i|palm( os)?|phone|p(ixi|re)\/|plucker|pocket|psp|series(4|6)0|symbian|treo|up\.(browser|link)|vodafone|wap|windows ce|xda|xiino|android|ipad|playbook|silk/i.test(a)||/1207|6310|6590|3gso|4thp|50[1-6]i|770s|802s|a wa|abac|ac(er|oo|s\-)|ai(ko|rn)|al(av|ca|co)|amoi|an(ex|ny|yw)|aptu|ar(ch|go)|as(te|us)|attw|au(di|\-m|r |s )|avan|be(ck|ll|nq)|bi(lb|rd)|bl(ac|az)|br(e|v)w|bumb|bw\-(n|u)|c55\/|capi|ccwa|cdm\-|cell|chtm|cldc|cmd\-|co(mp|nd)|craw|da(it|ll|ng)|dbte|dc\-s|devi|dica|dmob|do(c|p)o|ds(12|\-d)|el(49|ai)|em(l2|ul)|er(ic|k0)|esl8|ez([4-7]0|os|wa|ze)|fetc|fly(\-|_)|g1 u|g560|gene|gf\-5|g\-mo|go(\.w|od)|gr(ad|un)|haie|hcit|hd\-(m|p|t)|hei\-|hi(pt|ta)|hp( i|ip)|hs\-c|ht(c(\-| |_|a|g|p|s|t)|tp)|hu(aw|tc)|i\-(20|go|ma)|i230|iac( |\-|\/)|ibro|i |
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function defineThumbnailGenerator(canvas){ | |
if(!canvas){ | |
return false; | |
} | |
if(canvas.hasThumbnailGenerator){ | |
return false; | |
} | |
canvas.hasThumbnailGenerator = true; |
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function calculateEnemyHealth(bowDamage, killCount, upgradeLevel, stage) { | |
// Base multiplier for the relationship between bow damage and enemy health | |
const baseMultiplier = 2; | |
// Define a scaling factor that will increase the difficulty based on kill count | |
const killScalingFactor = 1 + killCount * 0.05; // 5% increase in difficulty per kill | |
// Define a factor that reduces difficulty based on upgrade level | |
// This will apply a 10% decrease in difficulty per upgrade | |
let upgradeScalingFactor = 1 - upgradeLevel * 0.10; // 10% decrease in difficulty per upgrade |
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function calculateEnemyHealth(bowDamage, killCount, upgradeLevel, stage) { | |
// Base multiplier for the relationship between bow damage and enemy health | |
const baseMultiplier = 2; | |
// Define a scaling factor that will increase the difficulty based on kill count | |
const killScalingFactor = 1 + killCount * 0.05; // 5% increase in difficulty per kill | |
// Define a factor that reduces difficulty based on upgrade level | |
// This will apply a 10% decrease in difficulty per upgrade | |
let upgradeScalingFactor = 1 - upgradeLevel * 0.10; // 10% decrease in difficulty per upgrade |
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var Utils = { | |
isLocalStorageSupported : function(){ | |
var isSupported = false; | |
var mod = 'localStorageSupportTest'; | |
try{ | |
localStorage.setItem(mod, mod); | |
localStorage.removeItem(mod); | |
isSupported = true; |
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console.scrollIndex = 0; | |
console.info = function(){ | |
var el = document.createElement('div'); | |
el.style.position = 'absolute'; | |
el.style.top = (console.scrollIndex * 25) + 'px'; | |
el.style.left = '0'; | |
el.style.height = '15px'; | |
el.style.background = 'rgba(0,0,0,0.5)'; | |
el.style.color = 'white'; | |
el.style.zIndex = '999999'; |
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var ObjectPool = pc.createScript('objectPool'); | |
ObjectPool.attributes.add('maxCount', { type : 'number', default : 1 }); | |
ObjectPool.attributes.add('sleepTime', { type : 'number', default : 0 }); | |
ObjectPool.prototype.initialize = function() { | |
this.entity.enabled = false; | |
this.index = 0; | |
this.objects = []; |
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var Terrain = pc.createScript('terrain'); | |
Terrain.attributes.add('map', { type: 'asset', assetType: 'texture' }); | |
Terrain.attributes.add('red', { type: 'asset', assetType: 'texture' }); | |
Terrain.attributes.add('green', { type: 'asset', assetType: 'texture' }); | |
Terrain.attributes.add('blue', { type: 'asset', assetType: 'texture' }); | |
Terrain.attributes.add('foam', { type: 'asset', assetType: 'texture' }); | |
Terrain.attributes.add('noise', { | |
type : 'asset', |
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var Mixer = pc.createScript('mixer'); | |
Mixer.attributes.add('spineBone', { type: 'string', default: 'SpineBone', title: 'Spine Bone' }); | |
Mixer.attributes.add('upperLayerMask', { type: 'string', array : true }); | |
Mixer.attributes.add('lowerLayerMask', { type: 'string', array : true }); | |
Mixer.attributes.add('animationNames', { type: 'string', array : true }); | |
Mixer.attributes.add('animationMasks', { type: 'string', array : true }); | |
Mixer.prototype.initialize = function() { | |
this.skins = this.entity.model.model.skinInstances; |
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