Got rid of static_path...was a bad idea
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@ -4,7 +4,6 @@ block title
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title #{title} - Prototype
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block extrajs
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script static_path = '/static/';
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script(src="/static/js/prototypetools.min.js")
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block configjs
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block mainjs
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@ -4,7 +4,6 @@ block title
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title #{title} - Prototype
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block extrajs
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script static_path = '/static/'
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script(src="/static/js/prototypetools.min.js")
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script RecommendedCamera = FixedCamera;
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script var params = params || {}; params.get = params.get || {}; params.get.id = #{id};
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@ -10,7 +10,7 @@ var ProgessiveSphere = function(loader, res) {
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res = 5;
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(function(self) {
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loader.load(static_path + 'data/spheres/' + res + '.obj', function(object) {
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loader.load('/static/data/spheres/' + res + '.obj', function(object) {
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object.traverse(function(child) {
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if (child instanceof THREE.Mesh) {
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child.up = new THREE.Vector3(0,0,1);
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@ -52,7 +52,7 @@ function init() {
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// Capture of i
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// I am pretty good
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(function(i) {
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loader.load(static_path + 'data/spheres/' + (i+1) + '.obj', function (object) {
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loader.load('/static/data/spheres/' + (i+1) + '.obj', function (object) {
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object.traverse(function (child) {
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if (child instanceof THREE.Mesh ) {
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child.material.color.setHex(0xff0000);
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@ -147,7 +147,7 @@ Coin.init = function(scale) {
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}
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Coin._loader.load(
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static_path + 'data/coin/Coin.obj',
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'/static/data/coin/Coin.obj',
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function(object) {
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object.traverse(function (mesh) {
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if (mesh instanceof THREE.Mesh) {
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@ -161,6 +161,6 @@ Coin.init = function(scale) {
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}
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);
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Coin.nextSound = new Audio(static_path + 'data/music/redcoins/1' + Coin.extension);
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Coin.nextSound = new Audio('/static/data/music/redcoins/1' + Coin.extension);
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}
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}
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@ -43,7 +43,7 @@ function resetPeachElements() {
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};
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}
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function initPeach(camera, scene, static_path, coins) {
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function initPeach(camera, scene, coins) {
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addLight(scene);
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var loader = new THREE.OBJMTLLoader();
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@ -66,20 +66,15 @@ function initPeach(camera, scene, static_path, coins) {
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return cameras;
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}
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function initZeldaScene(scene, collidableObjects, loader, static_path) {
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function initZeldaScene(scene, collidableObjects, loader) {
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// Create loader if not already done
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if (loader === undefined) {
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loader = new THREE.OBJMTLLoader();
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}
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// Try to guess the path to static files
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if (static_path === undefined) {
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static_path = "/static/";
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}
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loader.load(
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static_path + 'data/zelda/Island.obj',
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static_path + 'data/zelda/Island.mtl',
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'/static/data/zelda/Island.obj',
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'/static/data/zelda/Island.mtl',
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function ( object ) {
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collidableObjects.push(object);
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object.scale.set(0.01,0.01,0.01);
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@ -163,7 +158,7 @@ function createPeachCameras(width, height) {
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function initBobombScene(scene, collidableObjects, loader, camera) {
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var loader = new ProgressiveLoaderGeometry(
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static_path + 'data/bobomb/bobomb battlefeild.obj',
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'/static/data/bobomb/bobomb battlefeild.obj',
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scene,
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null,
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function(object) {
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@ -273,7 +268,7 @@ function createBobombCameras(width, height) {
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}
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function initBobomb(camera, scene, static_path, coins) {
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function initBobomb(camera, scene, coins) {
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addLight(scene);
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var loader = new THREE.OBJMTLLoader();
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@ -309,7 +304,7 @@ function initBobomb(camera, scene, static_path, coins) {
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function initWhompScene(scene, collidableObjects, loader, camera) {
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var loader = new ProgressiveLoaderGeometry(
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static_path + 'data/whomp/Whomps Fortress.obj',
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'/static/data/whomp/Whomps Fortress.obj',
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scene,
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null,
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function(object) {
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@ -437,7 +432,7 @@ function resetWhompElements() {
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};
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}
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function initWhomp(camera, scene, static_path, coins) {
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function initWhomp(camera, scene, coins) {
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addLight(scene);
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var loader = new THREE.OBJMTLLoader();
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@ -473,7 +468,7 @@ function initWhomp(camera, scene, static_path, coins) {
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function initMountainScene(scene, collidableObjects, loader, camera) {
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var loader = new ProgressiveLoaderGeometry(
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static_path + 'data/mountain/coocoolmountain.obj',
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'/static/data/mountain/coocoolmountain.obj',
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scene,
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null,
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function(object) {
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@ -590,7 +585,7 @@ function resetMountainElements() {
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}
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}
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function initMountain(camera, scene, static_path, coins) {
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function initMountain(camera, scene, coins) {
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addLight(scene);
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var loader = new THREE.OBJMTLLoader();
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@ -691,7 +686,7 @@ function resetSponzaElements() {
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};
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}
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function initSponza(camera, scene, static_path, coins) {
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function initSponza(camera, scene, coins) {
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addLight(scene);
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var loader = new THREE.JSONLoader();
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@ -125,12 +125,12 @@ function init() {
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startCanvas.render();
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cameras = initMainScene(camera1, scene, static_path, coins);
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// cameras = initPeach(camera1, scene, static_path, coins);
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// cameras = initBobomb(camera1, scene, static_path, coins);
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// cameras = initWhomp(camera1, scene, static_path, coins);
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// cameras = initMountain(camera1, scene, static_path, coins);
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// cameras = initSponza(camera1, scene, static_path, coins);
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cameras = initMainScene(camera1, scene, coins);
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// cameras = initPeach(camera1, scene, coins);
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// cameras = initBobomb(camera1, scene, coins);
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// cameras = initWhomp(camera1, scene, , coins);
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// cameras = initMountain(camera1, scene, coins);
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// cameras = initSponza(camera1, scene, coins);
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// Add listeners
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initListeners();
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@ -72,7 +72,7 @@ function init() {
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// Initialize pointer camera
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var camera1 = new ReplayCamera(50, container_size.width() / container_size.height(), 0.01, 100000, coins);
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cameras = initMainScene(camera1, scene, static_path, coins);
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cameras = initMainScene(camera1, scene, coins);
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camera1.cameras = cameras;
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// Add listeners
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@ -92,7 +92,7 @@ function init() {
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tutorial.setCameras(cameras);
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// Load peach scene
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initPeach(camera1, scene, static_path);
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initPeach(camera1, scene);
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initListeners();
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