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const event = { | |
action: 'idle', | |
onGround: false | |
} | |
const stateMaChines = [ | |
{ | |
state: 'idle', | |
events: [ |
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/** | |
* @typedef {"eval" | "forFilter" | "forMap" | "forReduce" | "if" | "milestone"} ProcessType | |
*/ | |
/** | |
* @typedef ProcessObject | |
* @property {any} [input] | |
* @property {ProcessType} type | |
* @property {string} [process] | |
* @property {string} [referenceId] - The id to store the output of this process in the payload |
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/** | |
* プレイヤー。矢印で操作できる | |
*/ | |
class Player { | |
gameObject; | |
cursors; | |
create(scene) { | |
const player = (this.gameObject = scene.physics.add.existing( | |
scene.add.rectangle(100, 300, 16, 28, 0xffff00) | |
)); |
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class ScreenGamePad { | |
UP = false; | |
DOWN = false; | |
RIGHT = false; | |
LEFT = false; | |
A = false; | |
B = false; | |
press = { | |
UP: false, | |
DOWN: false, |
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class ChangeEventChecker { | |
add(name, checkerFunc) { | |
this[name] = {checkerFunc, lastValue:undefined, isChanged:false}; | |
return this; | |
} | |
check() { | |
Object.entries(this).forEach((e) => { | |
const [k, v] = e; | |
const value = v.checkerFunc(); |
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class GamePad { | |
UP = false; | |
DOWN = false; | |
RIGHT = false; | |
LEFT = false; | |
A = false; | |
B = false; | |
press = { | |
UP: false, | |
DOWN: false, |
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class GameObjects { | |
children = new Set(); | |
constructor() { | |
this.children = new Set(); | |
} | |
add(child) { | |
this.children.add(child); | |
} | |
remove(child) { |
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const text = "name=naosim,point=10,state=4" | |
const result = text.split(",").reduce((memo, v) => { | |
const [key, value] = v.split("="); | |
return {...memo, [key]:value}; | |
}, {}) | |
console.log(result); | |
const result2 = Object.fromEntries(text.split(",").map(v => v.split("="))) | |
console.log(result2); |
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class CheatCommand { | |
cheatCommandDef = "uuddlrlrba" // コナミコマンド | |
initKeys; | |
inputKeys; | |
isCheatCompleted = false; | |
init() { | |
this.initKeys = this.cheatCommandDef.split("").map(v => "-").join(""); | |
this.inputKeys = this.initKeys; | |
} | |
update() { |
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// https://microstudio.dev/documentation/Matter/ | |
var engine; | |
var ground; | |
var box; | |
init = function() { | |
engine = Matter.Engine.create(); | |
engine.world.gravity.y = -1; | |
ground = Matter.Bodies.rectangle(0, -50, 200, 10, {isStatic: true}); | |
Matter.Composite.add(engine.world, ground); | |
box = Matter.Bodies.rectangle(0, 50, 20, 20); |
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