Removing more unneccesary function calls
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31cfad5c44
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@ -170,7 +170,7 @@ Engine = Base.extend({
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},
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render: function(){
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var scale = this.scale;
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var scale = this.scale, p, particle, index;
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if (this.scrollY > 700) {
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window.requestAnimationFrame(this.render);
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@ -188,121 +188,6 @@ Engine = Base.extend({
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this.tick = Math.min(this.now - this.last, 0.017);
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this.renderStarfield(this.now);
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if (this.showGrid) {
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this.grid
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.update(this)
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.draw(this.context, scale, this);
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}
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if (this.showShapes) {
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// this.renderTessellation(this.now);
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this.logo
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.update(this)
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.draw(this.context, scale, this);
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}
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this.last = this.now;
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window.requestAnimationFrame(this.render);
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},
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renderTessellation: function(){
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var scale = this.scale, p, index;
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for (p = 0; p < this.shapes.length; p++) {
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this.shapes[p]
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.update(this)
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.draw(this.context, scale, this);
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}
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this.logo
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.update(this)
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.draw(this.context, scale, this);
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// Remove destroyed shapes
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for (p = 0; p < this._deferredShapes.length; p++) {
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index = this.shapes.indexOf(this._deferredShapes.pop());
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if (index >= 0) {
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this.shapes.splice(index, 1);
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}
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}
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// 1 Per second? Maybe?
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// if (Engine.getRandomFloat(0,100) < 1.6666) {
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// this.generateRandomShape();
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// }
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},
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generateRandomShape: function(){
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var halfWidth, halfHeight, iter,
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shape, shapeTemplate, columns, rows, modWidth, row, column,
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xOffset, yOffset;
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iter = 140;
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rows = this.height / iter - 1;
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modWidth = this.width % iter;
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columns = (this.width - modWidth) / iter - 1;
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row = Engine.getRandomInt(0, rows);
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column = Engine.getRandomInt(0, columns);
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halfWidth = this.width / 2;
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halfHeight = this.height / 2;
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shapeTemplate = Shapes[Engine.getRandomInt(0, Shapes.length - 1)];
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xOffset = Engine.getRandomInt(-50, 50);
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yOffset = Engine.getRandomInt(-50, 50);
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shape = new Engine.Shape(
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(iter / 2) + (column * iter) - (modWidth / 2) - halfWidth + xOffset - 25,
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(iter / 2) + (row * iter) - halfHeight + yOffset - 25,
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50,
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50,
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shapeTemplate.points,
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shapeTemplate.polygons,
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true
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);
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shape.selfDestruct(10);
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this.shapes.push(shape);
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},
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generateParticles: function(num, fixed){
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var p;
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for (p = 0; p < num; p++) {
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if (fixed) {
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this.particles.push(new Engine.Particle.Fixed(this.width, this.height));
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} else {
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this.particles.push(new Engine.Particle(this.width, this.height));
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}
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}
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},
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resize: function(){
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var scale = this.scale;
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this.width = window.innerWidth;
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this.height = 700;
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this.canvas.width = this.width * scale;
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this.canvas.height = this.height * scale;
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this.context.translate(
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this.width / 2 * scale >> 0,
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this.height / 2 * scale >> 0
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);
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if (this.grid) {
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this.grid.resize(this.width, this.height);
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}
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},
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renderStarfield: function(){
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var scale = this.scale, p, index, particle;
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// Update all particles... may need to be optimized
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for (p = 0; p < this.particles.length; p++) {
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this.particles[p].update(this);
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@ -351,7 +236,88 @@ Engine = Base.extend({
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}
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}
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if (this.showGrid) {
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this.grid
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.update(this)
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.draw(this.context, scale, this);
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}
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if (this.showShapes) {
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this.logo
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.update(this)
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.draw(this.context, scale, this);
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}
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this.last = this.now;
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this.generateParticles(this.starGeneratorRate * this.tick >> 0);
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window.requestAnimationFrame(this.render);
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},
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generateParticles: function(num, fixed){
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var p;
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for (p = 0; p < num; p++) {
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if (fixed) {
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this.particles.push(new Engine.Particle.Fixed(this.width, this.height));
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} else {
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this.particles.push(new Engine.Particle(this.width, this.height));
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}
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}
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},
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generateRandomShape: function(){
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var halfWidth, halfHeight, iter,
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shape, shapeTemplate, columns, rows, modWidth, row, column,
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xOffset, yOffset;
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iter = 140;
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rows = this.height / iter - 1;
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modWidth = this.width % iter;
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columns = (this.width - modWidth) / iter - 1;
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row = Engine.getRandomInt(0, rows);
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column = Engine.getRandomInt(0, columns);
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halfWidth = this.width / 2;
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halfHeight = this.height / 2;
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shapeTemplate = Shapes[Engine.getRandomInt(0, Shapes.length - 1)];
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xOffset = Engine.getRandomInt(-50, 50);
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yOffset = Engine.getRandomInt(-50, 50);
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shape = new Engine.Shape(
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(iter / 2) + (column * iter) - (modWidth / 2) - halfWidth + xOffset - 25,
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(iter / 2) + (row * iter) - halfHeight + yOffset - 25,
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50,
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50,
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shapeTemplate.points,
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shapeTemplate.polygons,
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true
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);
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shape.selfDestruct(10);
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this.shapes.push(shape);
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},
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resize: function(){
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var scale = this.scale;
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this.width = window.innerWidth;
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this.height = 700;
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this.canvas.width = this.width * scale;
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this.canvas.height = this.height * scale;
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this.context.translate(
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this.width / 2 * scale >> 0,
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this.height / 2 * scale >> 0
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);
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if (this.grid) {
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this.grid.resize(this.width, this.height);
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}
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},
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_handleMouseCoords: function(event){
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