2024-06-08 00:33:45 +02:00
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import UI from "#app/ui/ui";
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export default class MockText {
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private phaserText;
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private wordWrapWidth;
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private splitRegExp;
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private scene;
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private textureManager;
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public list = [];
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2024-06-08 22:24:57 +02:00
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public style;
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2024-06-08 00:33:45 +02:00
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constructor(textureManager, x, y, content, styleOptions) {
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this.scene = textureManager.scene;
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this.textureManager = textureManager;
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2024-06-08 22:24:57 +02:00
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this.style = {};
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2024-06-08 00:33:45 +02:00
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// Phaser.GameObjects.TextStyle.prototype.setStyle = () => null;
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// Phaser.GameObjects.Text.prototype.updateText = () => null;
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// Phaser.Textures.TextureManager.prototype.addCanvas = () => {};
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UI.prototype.showText = this.showText;
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// super(scene, x, y);
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// this.phaserText = new Phaser.GameObjects.Text(scene, x, y, content, styleOptions);
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}
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runWordWrap(text) {
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if (!text) {
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return "";
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}
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let result = "";
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this.splitRegExp = /(?:\r\n|\r|\n)/;
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const lines = text.split(this.splitRegExp);
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const lastLineIndex = lines.length - 1;
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const whiteSpaceWidth = 2;
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for (let i = 0; i <= lastLineIndex; i++) {
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let spaceLeft = this.wordWrapWidth;
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const words = lines[i].split(" ");
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const lastWordIndex = words.length - 1;
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for (let j = 0; j <= lastWordIndex; j++) {
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const word = words[j];
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const wordWidth = word.length * 2;
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let wordWidthWithSpace = wordWidth;
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if (j < lastWordIndex) {
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wordWidthWithSpace += whiteSpaceWidth;
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}
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if (wordWidthWithSpace > spaceLeft) {
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// Skip printing the newline if it's the first word of the line that is greater
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// than the word wrap width.
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if (j > 0) {
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result += "\n";
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spaceLeft = this.wordWrapWidth;
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}
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}
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result += word;
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if (j < lastWordIndex) {
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result += " ";
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spaceLeft -= wordWidthWithSpace;
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} else {
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spaceLeft -= wordWidth;
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}
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}
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if (i < lastLineIndex) {
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result += "\n";
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}
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}
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return result;
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}
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showText(text, delay, callback, callbackDelay, prompt, promptDelay) {
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this.scene.messageWrapper.showText(text, delay, callback, callbackDelay, prompt, promptDelay);
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if (callback) {
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callback();
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}
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}
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setScale(scale) {
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// return this.phaserText.setScale(scale);
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}
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setShadow(shadowXpos, shadowYpos, shadowColor) {
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// Sets the shadow settings for this Game Object.
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// return this.phaserText.setShadow(shadowXpos, shadowYpos, shadowColor);
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}
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setLineSpacing(lineSpacing) {
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// Sets the line spacing value of this Game Object.
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// return this.phaserText.setLineSpacing(lineSpacing);
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}
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setOrigin(x, y) {
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// return this.phaserText.setOrigin(x, y);
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}
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once(event, callback, source) {
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// return this.phaserText.once(event, callback, source);
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}
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off(event, callback, obj) {
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}
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removedFromScene() {
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}
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addToDisplayList() {
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}
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setStroke(color, thickness) {
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// Sets the stroke color and thickness.
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// return this.phaserText.setStroke(color, thickness);
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}
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removeFromDisplayList() {
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// same as remove or destroy
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// return this.phaserText.removeFromDisplayList();
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}
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addedToScene() {
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// This callback is invoked when this Game Object is added to a Scene.
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// return this.phaserText.addedToScene();
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}
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setVisible(visible) {
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// return this.phaserText.setVisible(visible);
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}
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setY(y) {
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// return this.phaserText.setY(y);
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}
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setX(x) {
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// return this.phaserText.setX(x);
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}
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setText(text) {
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// Sets the text this Game Object will display.
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// return this.phaserText.setText(text);
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}
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setAngle(angle) {
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// Sets the angle of this Game Object.
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// return this.phaserText.setAngle(angle);
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}
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setPositionRelative(source, x, y) {
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/// Sets the position of this Game Object to be a relative position from the source Game Object.
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// return this.phaserText.setPositionRelative(source, x, y);
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}
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setShadowOffset(offsetX, offsetY) {
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// Sets the shadow offset values.
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// return this.phaserText.setShadowOffset(offsetX, offsetY);
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}
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setWordWrapWidth(width) {
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// Sets the width (in pixels) to use for wrapping lines.
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this.wordWrapWidth = width;
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}
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setFontSize(fontSize) {
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// Sets the font size of this Game Object.
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// return this.phaserText.setFontSize(fontSize);
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}
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getBounds() {
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// return this.phaserText.getBounds();
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return {
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width: 1,
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};
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}
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setColor(color) {
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// Sets the tint of this Game Object.
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// return this.phaserText.setColor(color);
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}
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setShadowColor(color) {
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// Sets the shadow color.
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// return this.phaserText.setShadowColor(color);
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}
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setTint(color) {
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// Sets the tint of this Game Object.
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// return this.phaserText.setTint(color);
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}
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setStrokeStyle(thickness, color) {
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// Sets the stroke style for the graphics.
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// return this.phaserText.setStrokeStyle(thickness, color);
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}
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destroy() {
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// return this.phaserText.destroy();
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this.list = [];
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}
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setAlpha(alpha) {
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// return this.phaserText.setAlpha(alpha);
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}
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setName(name) {
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// return this.phaserText.setName(name);
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}
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setAlign(align) {
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// return this.phaserText.setAlign(align);
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}
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setMask() {
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/// Sets the mask that this Game Object will use to render with.
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}
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getBottomLeft() {
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return {
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x: 0,
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y: 0,
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};
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}
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getTopLeft() {
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return {
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x: 0,
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y: 0,
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};
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}
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add(obj) {
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// Adds a child to this Game Object.
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this.list.push(obj);
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}
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removeAll() {
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// Removes all Game Objects from this Container.
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this.list = [];
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}
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addAt(obj, index) {
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// Adds a Game Object to this Container at the given index.
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this.list.splice(index, 0, obj);
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}
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remove(obj) {
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const index = this.list.indexOf(obj);
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if (index !== -1) {
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this.list.splice(index, 1);
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}
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}
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getIndex(obj) {
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const index = this.list.indexOf(obj);
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return index || -1;
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}
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getAt(index) {
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return this.list[index];
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}
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getAll() {
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return this.list;
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}
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}
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