const __exports = {}; let wasm; let cachedTextDecoder = new TextDecoder('utf-8'); let cachegetUint8Memory = null; function getUint8Memory() { if (cachegetUint8Memory === null || cachegetUint8Memory.buffer !== wasm.memory.buffer) { cachegetUint8Memory = new Uint8Array(wasm.memory.buffer); } return cachegetUint8Memory; } function getStringFromWasm(ptr, len) { return cachedTextDecoder.decode(getUint8Memory().subarray(ptr, ptr + len)); } function __wbg_debug_eacd5b227c4c01c7(arg0, arg1, arg2, arg3, arg4, arg5) { let varg0 = getStringFromWasm(arg0, arg1); let varg2 = getStringFromWasm(arg2, arg3); let varg4 = getStringFromWasm(arg4, arg5); console.debug(varg0, varg2, varg4); } __exports.__wbg_debug_eacd5b227c4c01c7 = __wbg_debug_eacd5b227c4c01c7 function __wbg_info_be654745b6a55079(arg0, arg1, arg2, arg3, arg4, arg5) { let varg0 = getStringFromWasm(arg0, arg1); let varg2 = getStringFromWasm(arg2, arg3); let varg4 = getStringFromWasm(arg4, arg5); console.info(varg0, varg2, varg4); } __exports.__wbg_info_be654745b6a55079 = __wbg_info_be654745b6a55079 function __wbg_warn_804a0523852c6d10(arg0, arg1, arg2, arg3, arg4, arg5) { let varg0 = getStringFromWasm(arg0, arg1); let varg2 = getStringFromWasm(arg2, arg3); let varg4 = getStringFromWasm(arg4, arg5); console.warn(varg0, varg2, varg4); } __exports.__wbg_warn_804a0523852c6d10 = __wbg_warn_804a0523852c6d10 function __wbg_error_56a861ecc80f27e1(arg0, arg1, arg2, arg3, arg4, arg5) { let varg0 = getStringFromWasm(arg0, arg1); let varg2 = getStringFromWasm(arg2, arg3); let varg4 = getStringFromWasm(arg4, arg5); console.error(varg0, varg2, varg4); } __exports.__wbg_error_56a861ecc80f27e1 = __wbg_error_56a861ecc80f27e1 /** * @returns {void} */ export function game_logic_entry(worker) { return wasm.game_logic_entry(addHeapObject(worker)); } __exports.game_logic_entry = game_logic_entry /** * @returns {void} */ export function graphics_entry(worker) { return wasm.graphics_entry(addHeapObject(worker)); } __exports.graphics_entry = graphics_entry function __wbindgen_throw(ptr, len) { throw new Error(getStringFromWasm(ptr, len)); } __exports.__wbindgen_throw = __wbindgen_throw function init_r(module) { let result; const imports = { './webhogg': __exports }; if (module instanceof URL || typeof module === 'string' || module instanceof Request) { const response = fetch(module); if (typeof WebAssembly.instantiateStreaming === 'function') { result = WebAssembly.instantiateStreaming(response, imports) .catch(e => { console.warn("`WebAssembly.instantiateStreaming` failed. Assuming this is because your server does not serve wasm with `application/wasm` MIME type. Falling back to `WebAssembly.instantiate` which is slower. Original error:\n", e); return response .then(r => r.arrayBuffer()) .then(bytes => WebAssembly.instantiate(bytes, imports)); }); } else { result = response .then(r => r.arrayBuffer()) .then(bytes => WebAssembly.instantiate(bytes, imports)); } } else { result = WebAssembly.instantiate(module, imports) .then(result => { if (result instanceof WebAssembly.Instance) { return { instance: result, module }; } else { return result; } }); } return result; } function _init_x(result, bx) { return result.then(({instance, module}) => { wasm = instance.exports; if (bx == 1) wasm.game_logic_entry(); else wasm.graphics_entry(); //init_r.__wbindgen_wasm_module = module; //wasm.__wbindgen_start(); return wasm; }); } export default init_r; export var init_x = _init_x;