fixed issue in which blocks were added twice (init was called twice)
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04c553d46d
commit
0715056fe0
2 changed files with 6 additions and 2 deletions
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@ -3,6 +3,7 @@ var showingHelp = false;
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$(document).ready(function(){
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scaleCanvas();
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$('#startBtn').on('touchstart mousedown', function(){
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gameState = 1;
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setTimeout(function(){
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document.body.addEventListener('mousedown', function(e) {
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handleClickTap(e.clientX);
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@ -140,6 +141,7 @@ var gameState;
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setStartScreen();
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function init() {
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console.log('o');
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$('#pauseBtn').hide();
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$('#startBtn').hide();
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var saveState = localStorage.getItem("saveState") || "{}";
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@ -183,7 +185,7 @@ function init() {
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for(i=0; i<MainClock.blocks.length; i++) {
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for(var j=0; j<MainClock.blocks[i].length; j++) {
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MainClock.blocks[i][j].height = settings.blockHeight;
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MainClock.blocks[i][j].height = settings.blockHeight;
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block = MainClock.blocks[i][j];
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block.distFromHex = 2 * MainClock.sideLength / Math.sqrt(3) + (j-1) * block.height;
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block.settled = 0;
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@ -198,6 +200,7 @@ function init() {
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MainClock.texts = []; //clear texts
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hideText();
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debugger;
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}
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function addNewBlock(blocklane, color, iter, distFromHex, settled) { //last two are optional parameters
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@ -1,8 +1,9 @@
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function exportSaveState() {
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console.log('o')
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var state = {};
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if(gameState == 1 || gameState == -1 || (gameState == 0 && localStorage.getItem('saveState') !== undefined)) {
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MainClock.blocks.map(function(block){block.distFromHex /= settings.scale});
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MainClock.blocks.map(function(block){block.distFromHex /= settings.scale});
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blocks.map(function(block){block.distFromHex /= settings.scale})
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state = {
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clock: MainClock,
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