Fix enemy facing direction and add player damage feedback
This commit is contained in:
@@ -15,6 +15,28 @@
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position: fixed; top: 0; left: 0; width: 100%; height: 100%;
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pointer-events: none; font-family: monospace; z-index: 10;
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}
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#damage-vignette {
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position: absolute; inset: 0; opacity: 0; pointer-events: none;
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background: radial-gradient(ellipse at center,
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rgba(255,0,0,0) 40%, rgba(255,0,0,0.35) 100%);
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box-shadow: inset 0 0 120px 40px rgba(255,0,0,0.5);
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}
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#damage-vignette.hurt { animation: hurt-flash 0.45s ease-out; }
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@keyframes hurt-flash {
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0% { opacity: 1; }
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100% { opacity: 0; }
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}
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#low-hp-vignette {
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position: absolute; inset: 0; opacity: 0; pointer-events: none;
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background: radial-gradient(ellipse at center,
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rgba(255,0,0,0.05) 0%, rgba(255,0,0,0.15) 55%, rgba(220,0,0,0.7) 100%);
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box-shadow: inset 0 0 160px 60px rgba(220,0,0,0.55);
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}
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#low-hp-vignette.active { animation: low-hp-pulse 1.1s ease-in-out infinite; }
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@keyframes low-hp-pulse {
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0%, 100% { opacity: 0.25; }
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50% { opacity: 0.6; }
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}
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#health-bar-bg {
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position: absolute; top: 16px; left: 16px; width: 250px; height: 20px;
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background: rgba(0,0,0,0.6); border: 2px solid #555;
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@@ -199,6 +221,8 @@
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</head>
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<body>
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<div id="ui-overlay">
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<div id="damage-vignette"></div>
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<div id="low-hp-vignette"></div>
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<div id="health-bar-bg"></div>
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<div id="health-bar"></div>
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<div id="health-text">100</div>
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+4
-4
@@ -28,15 +28,15 @@ export class Bat extends Enemy {
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this.registerFadeMesh(bodyMesh);
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this.model.add(bodyMesh);
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// Head with ears (face toward the player: -Z)
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// Head with ears (face toward the player: +Z)
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const head = new THREE.Mesh(new THREE.SphereGeometry(0.18, 12, 10), furMat);
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head.position.set(0, 0.15, -0.3);
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head.position.set(0, 0.15, 0.3);
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this.registerFadeMesh(head);
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this.model.add(head);
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for (const side of [-1, 1]) {
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const ear = new THREE.Mesh(new THREE.ConeGeometry(0.07, 0.18, 6), furMat);
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ear.position.set(side * 0.12, 0.32, -0.25);
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ear.position.set(side * 0.12, 0.32, 0.25);
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this.registerFadeMesh(ear);
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this.model.add(ear);
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}
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@@ -45,7 +45,7 @@ export class Bat extends Enemy {
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const eyeMat = new THREE.MeshToonMaterial({ color: 0xff2222 });
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for (const side of [-1, 1]) {
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const eye = new THREE.Mesh(new THREE.SphereGeometry(0.035, 8, 8), eyeMat);
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eye.position.set(side * 0.07, 0.16, -0.42);
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eye.position.set(side * 0.07, 0.16, 0.42);
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this.registerFadeMesh(eye);
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this.model.add(eye);
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}
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+2
-2
@@ -53,11 +53,11 @@ export class Brute extends Enemy {
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this.registerFadeMesh(head);
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this.model.add(head);
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// Glowing eyes (face toward the player: -Z)
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// Glowing eyes (face toward the player: +Z)
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const eyeMat = new THREE.MeshBasicMaterial({ color: 0xff6622 });
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for (const side of [-1, 1]) {
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const eye = new THREE.Mesh(new THREE.BoxGeometry(0.14, 0.1, 0.05), eyeMat);
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eye.position.set(side * 0.16, 1.9, -0.32);
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eye.position.set(side * 0.16, 1.9, 0.32);
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this.registerFadeMesh(eye);
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this.model.add(eye);
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}
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+6
-6
@@ -40,16 +40,16 @@ export class Crab extends Enemy {
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this.model.add(spot);
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}
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// Eye stalks (on the armored front side, -Z)
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// Eye stalks (on the armored front side, +Z)
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const stalkMat = new THREE.MeshToonMaterial({ color: 0xdd5533 });
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const eyeMat = new THREE.MeshToonMaterial({ color: 0x111122 });
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for (const side of [-1, 1]) {
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const stalk = new THREE.Mesh(new THREE.CylinderGeometry(0.035, 0.035, 0.22, 6), stalkMat);
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stalk.position.set(side * 0.22, 0.55, -0.42);
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stalk.position.set(side * 0.22, 0.55, 0.42);
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this.registerFadeMesh(stalk);
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this.model.add(stalk);
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const eye = new THREE.Mesh(new THREE.SphereGeometry(0.09, 10, 8), eyeMat);
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eye.position.set(side * 0.22, 0.68, -0.42);
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eye.position.set(side * 0.22, 0.68, 0.42);
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this.registerFadeMesh(eye);
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this.model.add(eye);
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}
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@@ -70,8 +70,8 @@ export class Crab extends Enemy {
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const clawGeom = new THREE.SphereGeometry(0.22, 12, 10);
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this.clawL = new THREE.Mesh(clawGeom, shellMat);
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this.clawR = new THREE.Mesh(clawGeom, shellMat);
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this.clawL.position.set(-0.45, 0.45, -0.5);
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this.clawR.position.set(0.45, 0.45, -0.5);
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this.clawL.position.set(-0.45, 0.45, 0.5);
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this.clawR.position.set(0.45, 0.45, 0.5);
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this.clawL.scale.set(1.2, 0.7, 1.4);
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this.clawR.scale.set(1.2, 0.7, 1.4);
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this.clawL.castShadow = true;
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@@ -144,7 +144,7 @@ export class Crab extends Enemy {
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) {
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// Armored from the front: reduce damage coming from the facing side
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if (sourcePos) {
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const front = new THREE.Vector3(0, 0, -1)
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const front = new THREE.Vector3(0, 0, 1)
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.applyQuaternion(this.body.quaternion);
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front.y = 0;
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front.normalize();
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@@ -51,7 +51,7 @@ export class EnemyProjectile {
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if (game.player.health > 0) {
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const dist = this.body.position.distanceTo(game.player.body.position);
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if (dist < HIT_RADIUS) {
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game.player.damage(this.damage);
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game.player.damage(this.damage, this.body.position);
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this.dead = true;
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return false;
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}
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+6
-6
@@ -52,18 +52,18 @@ export class Frog extends Enemy {
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// Belly
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const belly = new THREE.Mesh(new THREE.SphereGeometry(0.4, 16, 12), this.whiteMat);
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belly.scale.set(0.85, 0.5, 0.85);
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belly.position.set(0, 0.3, -0.42);
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belly.position.set(0, 0.3, 0.42);
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this.registerFadeMesh(belly);
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this.model.add(belly);
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// Bulging eyes (face toward the player: -Z)
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// Bulging eyes (face toward the player: +Z)
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const eyeGeom = new THREE.SphereGeometry(0.17, 14, 12);
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const pupilGeom = new THREE.SphereGeometry(0.08, 10, 8);
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const pupilMat = new THREE.MeshToonMaterial({ color: 0x111122 });
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this.eyeL = new THREE.Mesh(eyeGeom, this.whiteMat);
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this.eyeR = new THREE.Mesh(eyeGeom, this.whiteMat);
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this.eyeL.position.set(-0.24, 0.72, -0.28);
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this.eyeR.position.set(0.24, 0.72, -0.28);
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this.eyeL.position.set(-0.24, 0.72, 0.28);
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this.eyeR.position.set(0.24, 0.72, 0.28);
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this.eyeL.castShadow = true;
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this.eyeR.castShadow = true;
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this.registerFadeMesh(this.eyeL);
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@@ -72,7 +72,7 @@ export class Frog extends Enemy {
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for (const eye of [this.eyeL, this.eyeR]) {
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const pupil = new THREE.Mesh(pupilGeom, pupilMat);
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pupil.position.set(0, 0.02, -0.12);
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pupil.position.set(0, 0.02, 0.12);
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this.registerFadeMesh(pupil);
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eye.add(pupil);
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}
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@@ -82,7 +82,7 @@ export class Frog extends Enemy {
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for (const side of [-1, 1]) {
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const thigh = new THREE.Mesh(legGeom, greenMat);
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thigh.scale.set(0.8, 1, 1.2);
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thigh.position.set(side * 0.42, 0.25, 0.35);
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thigh.position.set(side * 0.42, 0.25, -0.35);
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thigh.rotation.y = side * 0.5;
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thigh.castShadow = true;
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this.registerFadeMesh(thigh);
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+79
-1
@@ -96,8 +96,17 @@ export class Game {
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private uiOfferIcons: HTMLElement[] = [];
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private uiOfferTitles: HTMLElement[] = [];
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private uiOfferDescs: HTMLElement[] = [];
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private uiDamageVignette!: HTMLElement;
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private uiLowHpVignette!: HTMLElement;
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private mouseOnCanvas = false;
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private bloodParticles: {
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mesh: THREE.Mesh;
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vel: THREE.Vector3;
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life: number;
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mat: THREE.MeshBasicMaterial;
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}[] = [];
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constructor() {
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this.scene = new THREE.Scene();
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this.scene.background = new THREE.Color(0x0d1117);
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@@ -178,6 +187,8 @@ export class Game {
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this.uiLevelUp = document.getElementById('level-up')!;
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this.uiConfirmBtn = document.getElementById('btn-confirm') as HTMLButtonElement;
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this.uiConfirmBtn.addEventListener('click', () => this.confirmOffer());
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this.uiDamageVignette = document.getElementById('damage-vignette')!;
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this.uiLowHpVignette = document.getElementById('low-hp-vignette')!;
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for (let i = 0; i < 3; i++) {
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const card = document.getElementById(`offer-${i}`)!;
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@@ -869,6 +880,71 @@ export class Game {
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if (this.player.health <= 0 && this.state === 'playing') {
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this.gameOver();
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}
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this.uiLowHpVignette.classList.toggle(
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'active', healthPct < 0.3 && healthPct > 0
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);
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}
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onPlayerHurt(sourcePos: THREE.Vector3) {
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const el = this.uiDamageVignette;
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el.classList.remove('hurt');
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void el.offsetWidth;
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el.classList.add('hurt');
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const away = new THREE.Vector3()
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.subVectors(this.player.body.position, sourcePos);
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away.y = 0;
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if (away.lengthSq() < 0.01) {
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away.set(Math.random() - 0.5, 0, Math.random() - 0.5);
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}
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away.normalize();
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const geom = new THREE.SphereGeometry(0.07, 6, 6);
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const count = 12;
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for (let i = 0; i < count; i++) {
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const mat = new THREE.MeshBasicMaterial({
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color: 0xcc2222,
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transparent: true,
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});
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const mesh = new THREE.Mesh(geom, mat);
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mesh.position.copy(this.player.body.position);
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mesh.position.y += 0.5;
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this.scene.add(mesh);
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this.bloodParticles.push({
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mesh,
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mat,
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vel: away.clone()
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.multiplyScalar(2 + Math.random() * 3)
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.add(new THREE.Vector3(
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(Math.random() - 0.5) * 1.5,
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3 + Math.random() * 3,
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(Math.random() - 0.5) * 1.5
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)),
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life: 0.5 + Math.random() * 0.3,
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});
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}
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}
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private updateBloodParticles(dt: number) {
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for (let i = this.bloodParticles.length - 1; i >= 0; i--) {
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const p = this.bloodParticles[i];
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p.life -= dt;
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if (p.life <= 0) {
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this.scene.remove(p.mesh);
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p.mesh.geometry.dispose();
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p.mat.dispose();
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this.bloodParticles.splice(i, 1);
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continue;
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}
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p.vel.y -= 14 * dt;
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p.mesh.position.addScaledVector(p.vel, dt);
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if (p.mesh.position.y < 0.06) {
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p.mesh.position.y = 0.06;
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p.vel.set(0, 0, 0);
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}
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p.mat.opacity = Math.max(0, p.life / 0.6);
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}
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}
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private animate() {
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@@ -889,6 +965,8 @@ export class Game {
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}
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}
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this.updateBloodParticles(dt);
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// Update animations
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this.player.updateAnimations(dt);
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this.player.rightHandWeapon.updateAnimation(dt);
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@@ -919,7 +997,7 @@ export class Game {
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if (enemy.dead) continue;
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const dist = enemy.body.position.distanceTo(this.player.body.position);
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if (dist < enemy.contactRadius) {
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this.player.damage(enemy.contactDps * dt);
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this.player.damage(enemy.contactDps * dt, enemy.body.position);
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if (thorns > 0) {
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enemy.takeDamage(thorns * dt, this, false);
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}
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+27
-3
@@ -45,6 +45,12 @@ export class Player {
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private clips: Map<string, THREE.AnimationAction> = new Map();
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private currentAnim = '';
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private backShield: THREE.Group | null = null;
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private bodyMaterials: THREE.MeshToonMaterial[] = [];
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private hurtCooldown = 0;
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private flashTime = 0;
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private static readonly BASE_COLOR = 0x44aa44;
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private static readonly HURT_COLOR = 0xff5555;
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private static readonly HURT_FLASH_TIME = 0.3;
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constructor() {
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this.body = new THREE.Group();
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@@ -151,9 +157,10 @@ export class Player {
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child.castShadow = true;
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child.receiveShadow = true;
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const mat = new THREE.MeshToonMaterial({
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color: 0x44aa44,
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color: Player.BASE_COLOR,
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});
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child.material = mat;
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this.bodyMaterials.push(mat);
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}
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});
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this.body.add(model);
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@@ -170,11 +177,12 @@ export class Player {
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console.warn('Failed to load blob model, using fallback', e);
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// Fallback capsule
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const bodyGeom = new THREE.CapsuleGeometry(0.5, 0.5, 8, 16);
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const bodyMat = new THREE.MeshToonMaterial({ color: 0x44aa44 });
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const bodyMat = new THREE.MeshToonMaterial({ color: Player.BASE_COLOR });
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const bodyMesh = new THREE.Mesh(bodyGeom, bodyMat);
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bodyMesh.position.y = 0.75;
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bodyMesh.castShadow = true;
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this.body.add(bodyMesh);
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this.bodyMaterials.push(bodyMat);
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}
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}
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@@ -208,6 +216,15 @@ export class Player {
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updateAnimations(dt: number) {
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if (this.mixer) this.mixer.update(dt);
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if (this.hurtCooldown > 0) this.hurtCooldown -= dt;
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if (this.flashTime > 0) {
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this.flashTime -= dt;
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const t = Math.max(0, this.flashTime) / Player.HURT_FLASH_TIME;
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const color = new THREE.Color(Player.BASE_COLOR).lerp(
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new THREE.Color(Player.HURT_COLOR), t
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);
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for (const mat of this.bodyMaterials) mat.color.copy(color);
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}
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}
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setGame(game: Game) {
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@@ -226,7 +243,7 @@ export class Player {
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this.health = Math.min(this.health + amount, this.stats.maxHealth);
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}
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damage(amount: number) {
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damage(amount: number, sourcePos?: THREE.Vector3) {
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if (this.shieldHp > 0) {
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const absorbed = Math.min(this.shieldHp, amount);
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this.shieldHp -= absorbed;
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@@ -234,6 +251,13 @@ export class Player {
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this.shieldTimer = this.stats.shieldRechargeDelay;
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}
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this.health -= amount;
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if (amount > 0 && this.hurtCooldown <= 0) {
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this.hurtCooldown = 0.25;
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this.flashTime = Player.HURT_FLASH_TIME;
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if (this.game) {
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this.game.onPlayerHurt(sourcePos ?? this.body.position);
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}
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}
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}
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updatePassives(dt: number) {
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+2
-2
@@ -25,11 +25,11 @@ export class Slime extends Enemy {
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this.registerFadeMesh(this.bodyMesh);
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this.model.add(this.bodyMesh);
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// Cute eyes (face toward the player: -Z)
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// Cute eyes (face toward the player: +Z)
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const eyeMat = new THREE.MeshToonMaterial({ color: 0x111122 });
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for (const side of [-1, 1]) {
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const eye = new THREE.Mesh(new THREE.SphereGeometry(0.09, 10, 8), eyeMat);
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eye.position.set(side * 0.18, 0.72, -0.42);
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eye.position.set(side * 0.18, 0.72, 0.42);
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this.registerFadeMesh(eye);
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this.model.add(eye);
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}
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