Corrected bugs, and prepare for tutorial
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@@ -248,16 +248,19 @@ L3D.PointerCamera.prototype.onPointerLockChange = function() {
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} else {
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this.pointerLocked = false;
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this.mousePointer.clear();
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if (this.mousePointer)
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this.mousePointer.clear();
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this.mouseMove.x = 0;
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this.mouseMove.y = 0;
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// Draw start canvas only if should lock
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if (this.shouldLock)
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this.startCanvas.render();
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else
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this.startCanvas.clear();
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if (this.startCanvas) {
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if (this.shouldLock)
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this.startCanvas.render();
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else
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this.startCanvas.clear();
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}
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event.locked = false;
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@@ -275,14 +278,14 @@ L3D.PointerCamera.prototype.onPointerLockChange = function() {
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* @param {Number} time number of milliseconds between the previous and the next frame
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*/
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L3D.PointerCamera.prototype.update = function(time) {
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this.shouldLogCameraAngles = false;
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if (this.moving) {
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this.shouldLogCameraAngles = false;
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this.linearMotion(time);
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} else if (this.movingHermite) {
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this.shouldLogCameraAngles = false;
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this.hermiteMotion(time);
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} else {
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this.shouldLogCameraAngles = true;
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this.normalMotion(time);
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}
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};
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@@ -94,6 +94,7 @@ L3D.ReplayCamera.prototype.nextEvent = function() {
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// Finished
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if (this.counter >= this.path.length) {
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this.started = false;
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console.log('The replay is finished');
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return;
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}
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@@ -72,20 +72,28 @@ L3D.resetPeachElements = function() {
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};
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};
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L3D.initPeach = function(recommendation, scene, coins, clickable) {
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L3D.initPeach = function(camera, scene, coins, clickable, coin_ids) {
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L3D.addLight(scene);
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var collidableObjects = [];
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L3D.initPeachCastle(scene, collidableObjects, recommendation, clickable);
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L3D.initPeachCastle(scene, collidableObjects, camera, clickable);
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recommendation.resetElements = L3D.resetPeachElements();
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recommendation.collidableObjects = collidableObjects;
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camera.resetElements = L3D.resetPeachElements();
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camera.collidableObjects = collidableObjects;
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recommendation.speed = 0.001;
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recommendation.reset();
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recommendation.save();
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camera.speed = 0.001;
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camera.reset();
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camera.save();
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scene.add(recommendation);
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scene.add(camera);
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var tmp = L3D.generateCoins(L3D.createPeachCoins(), coin_ids);
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for (var i in tmp) {
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coins.push(tmp[i]);
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}
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setTimeout(function() { coins.forEach(function(coin) { coin.addToScene(scene); });}, 1000);
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Coin.init(0.001);
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var recommendations = [];
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@@ -1,7 +1,7 @@
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L3D.ObjectClicker = (function() {
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function pointerCheck(camera) {
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return (camera instanceof L3D.PointerCamera && camera.pointerLocked);
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return ((camera instanceof L3D.PointerCamera || camera instanceof TutoCamera) && camera.pointerLocked);
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}
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/**
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