Game solo - Scale player when collision
This commit is contained in:
@ -6,7 +6,7 @@
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/* By: hubourge <hubourge@student.42.fr> +#+ +:+ +#+ */
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/* By: hubourge <hubourge@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/08/28 12:23:48 by edbernar #+# #+# */
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/* Created: 2024/08/28 12:23:48 by edbernar #+# #+# */
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/* Updated: 2024/09/11 17:19:26 by hubourge ### ########.fr */
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/* Updated: 2024/09/11 18:09:58 by hubourge ### ########.fr */
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/* */
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/* */
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/* ************************************************************************** */
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/* ************************************************************************** */
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@ -148,87 +148,6 @@ class Map
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}, 4000);
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}, 4000);
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}
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}
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static #collision()
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{
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let ballPosition;
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let playerPosition;
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let relativePosition;
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let playerHalfExtents;
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let sideTouched;
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let random;
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let step = 1;
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ballBody.addEventListener("collide", function(e) {
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let relativeVelocity = e.contact.getImpactVelocityAlongNormal();
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let bodyA = e.contact.bi;
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let bodyB = e.contact.bj;
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let collided = (bodyA === ballBody) ? bodyB : bodyA;
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switch(collided.name) {
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case "wall":
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vec3.z = -vec3.z;
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return;
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case "player1":
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ballPosition = ballBody.position;
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playerPosition = collided.position;
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relativePosition = ballPosition.vsub(playerPosition);
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playerHalfExtents = collided.shapes[0].halfExtents;
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if (Math.abs(relativePosition.x) > playerHalfExtents.x)
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sideTouched = (relativePosition.x > 0) ? 'right' : 'left';
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else if (Math.abs(relativePosition.z) > playerHalfExtents.z)
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sideTouched = (relativePosition.z > 0) ? 'front' : 'back';
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if (sideTouched == 'front' || sideTouched == 'back')
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{
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vec3.z = -vec3.z;
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return ;
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}
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initialSpeed = Math.sqrt(vec3.x * vec3.x + vec3.z * vec3.z);
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random = Math.random();
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if (random > 0.5)
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{
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vec3.z -= step;
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vec3.x = Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
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}
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else if (random < 0.5)
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{
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vec3.z += step;
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vec3.x = Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
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}
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return;
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case "player2":
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ballPosition = ballBody.position;
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playerPosition = collided.position;
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relativePosition = ballPosition.vsub(playerPosition);
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playerHalfExtents = collided.shapes[0].halfExtents;
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if (Math.abs(relativePosition.x) > playerHalfExtents.x)
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sideTouched = (relativePosition.x > 0) ? 'right' : 'left';
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else if (Math.abs(relativePosition.z) > playerHalfExtents.z)
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sideTouched = (relativePosition.z > 0) ? 'front' : 'back';
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if (sideTouched == 'front' || sideTouched == 'back')
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{
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vec3.z = -vec3.z;
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return ;
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}
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initialSpeed = Math.sqrt(vec3.x * vec3.x + vec3.z * vec3.z);
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random = Math.random();
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if (random > 0.5)
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{
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vec3.z -= step;
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vec3.x = -Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
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}
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else if (random < 0.5)
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{
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vec3.z += step;
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vec3.x = -Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
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}
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return;
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}
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});
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}
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static dispose()
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static dispose()
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{
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{
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if (spotLight)
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if (spotLight)
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@ -262,6 +181,110 @@ class Map
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ballBody.velocity.set(vec3.x * speed, vec3.y * speed, vec3.z * speed);
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ballBody.velocity.set(vec3.x * speed, vec3.y * speed, vec3.z * speed);
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}
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}
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static #collision()
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{
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let ballPosition;
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let playerPosition;
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let relativePosition;
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let playerHalfExtents;
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let sideTouched;
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let random;
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let step = 1;
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ballBody.addEventListener("collide", function(e) {
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let relativeVelocity = e.contact.getImpactVelocityAlongNormal();
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let bodyA = e.contact.bi;
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let bodyB = e.contact.bj;
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let collided = (bodyA === ballBody) ? bodyB : bodyA;
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switch(collided.name) {
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case "wall":
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vec3.z = -vec3.z;
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return;
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case "player1":
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scalePlayer(player1);
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ballPosition = ballBody.position;
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playerPosition = collided.position;
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relativePosition = ballPosition.vsub(playerPosition);
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playerHalfExtents = collided.shapes[0].halfExtents;
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if (Math.abs(relativePosition.x) > playerHalfExtents.x)
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sideTouched = (relativePosition.x > 0) ? 'right' : 'left';
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else if (Math.abs(relativePosition.z) > playerHalfExtents.z)
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sideTouched = (relativePosition.z > 0) ? 'front' : 'back';
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if (sideTouched == 'front' || sideTouched == 'back')
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{
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vec3.z = -vec3.z;
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return ;
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}
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initialSpeed = Math.sqrt(vec3.x * vec3.x + vec3.z * vec3.z);
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random = Math.random();
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if (random > 0.5)
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{
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vec3.z -= step;
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vec3.x = Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
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}
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else if (random < 0.5)
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{
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vec3.z += step;
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vec3.x = Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
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}
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return;
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case "player2":
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scalePlayer(player2);
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ballPosition = ballBody.position;
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playerPosition = collided.position;
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relativePosition = ballPosition.vsub(playerPosition);
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playerHalfExtents = collided.shapes[0].halfExtents;
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if (Math.abs(relativePosition.x) > playerHalfExtents.x)
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sideTouched = (relativePosition.x > 0) ? 'right' : 'left';
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else if (Math.abs(relativePosition.z) > playerHalfExtents.z)
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sideTouched = (relativePosition.z > 0) ? 'front' : 'back';
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if (sideTouched == 'front' || sideTouched == 'back')
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{
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vec3.z = -vec3.z;
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return ;
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}
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initialSpeed = Math.sqrt(vec3.x * vec3.x + vec3.z * vec3.z);
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random = Math.random();
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if (random > 0.5)
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{
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vec3.z -= step;
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vec3.x = -Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
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}
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else if (random < 0.5)
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{
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vec3.z += step;
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vec3.x = -Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
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}
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return;
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}
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});
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function scalePlayer(player)
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{
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const value = 0.01;
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for (let i = 1; i < 10; i++)
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{
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setTimeout(() => {
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player.scale.z += value;
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player.scale.x += value * 2;
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}, i * 10);
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}
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for (let i = 10; i < 20; i++)
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{
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setTimeout(() => {
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player.scale.z -= value;
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player.scale.x -= value * 2;
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}, i * 10);
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}
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}
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}
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static reCreate(player1Lose)
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static reCreate(player1Lose)
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{
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{
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onUpdate = true;
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onUpdate = true;
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