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https://github.com/genxium/DelayNoMore
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Drafted use of dynamics in jsexport.
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@@ -44,50 +44,15 @@ const (
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MAGIC_JOIN_INDEX_INVALID = -1
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)
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const (
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COLLISION_CATEGORY_CONTROLLED_PLAYER = (1 << 1)
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COLLISION_CATEGORY_BARRIER = (1 << 2)
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COLLISION_MASK_FOR_CONTROLLED_PLAYER = (COLLISION_CATEGORY_BARRIER)
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COLLISION_MASK_FOR_BARRIER = (COLLISION_CATEGORY_CONTROLLED_PLAYER)
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COLLISION_PLAYER_INDEX_PREFIX = (1 << 17)
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COLLISION_BARRIER_INDEX_PREFIX = (1 << 16)
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COLLISION_BULLET_INDEX_PREFIX = (1 << 15)
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)
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const (
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MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED = -1
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MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED = -2
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)
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const (
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ATK_CHARACTER_STATE_IDLE1 = int32(0)
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ATK_CHARACTER_STATE_WALKING = int32(1)
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ATK_CHARACTER_STATE_ATK1 = int32(2)
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ATK_CHARACTER_STATE_ATKED1 = int32(3)
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ATK_CHARACTER_STATE_INAIR_IDLE1 = int32(4)
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ATK_CHARACTER_STATE_INAIR_ATK1 = int32(5)
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ATK_CHARACTER_STATE_INAIR_ATKED1 = int32(6)
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)
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const (
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DEFAULT_PLAYER_RADIUS = float64(12)
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)
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// These directions are chosen such that when speed is changed to "(speedX+delta, speedY+delta)" for any of them, the direction is unchanged.
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var DIRECTION_DECODER = [][]int32{
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{0, 0},
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{0, +2},
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{0, -2},
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{+2, 0},
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{-2, 0},
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{+1, +1},
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{-1, -1},
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{+1, -1},
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{-1, +1},
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}
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type RoomBattleState struct {
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IDLE int32
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WAITING int32
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