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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
const heap = new Array(32);
heap.fill(undefined);
heap.push(undefined, null, true, false);
let heap_next = heap.length;
function addHeapObject(obj) {
if (heap_next === heap.length) heap.push(heap.length + 1);
const idx = heap_next;
heap_next = heap[idx];
heap[idx] = obj;
return idx;
}
/**
* @param {any} worker
* @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() {
return wasm.graphics_entry();
}
__exports.graphics_entry = graphics_entry
function getObject(idx) { return heap[idx]; }
let cachegetUint32Memory = null;
function getUint32Memory() {
if (cachegetUint32Memory === null || cachegetUint32Memory.buffer !== wasm.memory.buffer) {
cachegetUint32Memory = new Uint32Array(wasm.memory.buffer);
}
return cachegetUint32Memory;
}
function handleError(exnptr, e) {
const view = getUint32Memory();
view[exnptr / 4] = 1;
view[exnptr / 4 + 1] = addHeapObject(e);
}
function __widl_f_post_message_Worker(arg0, arg1, exnptr) {
try {
getObject(arg0).postMessage(getObject(arg1));
} catch (e) {
handleError(exnptr, e);
}
}
__exports.__widl_f_post_message_Worker = __widl_f_post_message_Worker
function __wbindgen_string_new(p, l) { return addHeapObject(getStringFromWasm(p, l)); }
__exports.__wbindgen_string_new = __wbindgen_string_new
let WASM_VECTOR_LEN = 0;
let cachedTextEncoder = new TextEncoder('utf-8');
let passStringToWasm;
if (typeof cachedTextEncoder.encodeInto === 'function') {
passStringToWasm = function(arg) {
let size = arg.length;
let ptr = wasm.__wbindgen_malloc(size);
let offset = 0;
{
const mem = getUint8Memory();
for (; offset < arg.length; offset++) {
const code = arg.charCodeAt(offset);
if (code > 0x7F) break;
mem[ptr + offset] = code;
}
}
if (offset !== arg.length) {
arg = arg.slice(offset);
ptr = wasm.__wbindgen_realloc(ptr, size, size = offset + arg.length * 3);
const view = getUint8Memory().subarray(ptr + offset, ptr + size);
const ret = cachedTextEncoder.encodeInto(arg, view);
offset += ret.written;
}
WASM_VECTOR_LEN = offset;
return ptr;
};
} else {
passStringToWasm = function(arg) {
let size = arg.length;
let ptr = wasm.__wbindgen_malloc(size);
let offset = 0;
{
const mem = getUint8Memory();
for (; offset < arg.length; offset++) {
const code = arg.charCodeAt(offset);
if (code > 0x7F) break;
mem[ptr + offset] = code;
}
}
if (offset !== arg.length) {
const buf = cachedTextEncoder.encode(arg.slice(offset));
ptr = wasm.__wbindgen_realloc(ptr, size, size = offset + buf.length);
getUint8Memory().set(buf, ptr + offset);
offset += buf.length;
}
WASM_VECTOR_LEN = offset;
return ptr;
};
}
function __wbindgen_debug_string(i, len_ptr) {
const debug_str =
val => {
// primitive types
const type = typeof val;
if (type == 'number' || type == 'boolean' || val == null) {
return `${val}`;
}
if (type == 'string') {
return `"${val}"`;
}
if (type == 'symbol') {
const description = val.description;
if (description == null) {
return 'Symbol';
} else {
return `Symbol(${description})`;
}
}
if (type == 'function') {
const name = val.name;
if (typeof name == 'string' && name.length > 0) {
return `Function(${name})`;
} else {
return 'Function';
}
}
// objects
if (Array.isArray(val)) {
const length = val.length;
let debug = '[';
if (length > 0) {
debug += debug_str(val[0]);
}
for(let i = 1; i < length; i++) {
debug += ', ' + debug_str(val[i]);
}
debug += ']';
return debug;
}
// Test for built-in
const builtInMatches = /\[object ([^\]]+)\]/.exec(toString.call(val));
let className;
if (builtInMatches.length > 1) {
className = builtInMatches[1];
} else {
// Failed to match the standard '[object ClassName]'
return toString.call(val);
}
if (className == 'Object') {
// we're a user defined class or Object
// JSON.stringify avoids problems with cycles, and is generally much
// easier than looping through ownProperties of `val`.
try {
return 'Object(' + JSON.stringify(val) + ')';
} catch (_) {
return 'Object';
}
}
// errors
if (val instanceof Error) {
return `${val.name}: ${val.message}
${val.stack}`;
}
// TODO we could test for more things here, like `Set`s and `Map`s.
return className;
}
;
const toString = Object.prototype.toString;
const val = getObject(i);
const debug = debug_str(val);
const ptr = passStringToWasm(debug);
getUint32Memory()[len_ptr / 4] = WASM_VECTOR_LEN;
return ptr;
}
__exports.__wbindgen_debug_string = __wbindgen_debug_string
function __wbindgen_throw(ptr, len) {
throw new Error(getStringFromWasm(ptr, len));
}
__exports.__wbindgen_throw = __wbindgen_throw
function dropObject(idx) {
if (idx < 36) return;
heap[idx] = heap_next;
heap_next = idx;
}
function __wbindgen_object_drop_ref(i) { dropObject(i); }
__exports.__wbindgen_object_drop_ref = __wbindgen_object_drop_ref
const WASM_URL = './pkg/webhogg_bg.wasm';
const imports = { './webhogg': __exports };
let res = WebAssembly.instantiateStreaming(fetch(WASM_URL), imports);
let graphics = new Worker('./graphics.js', {type: 'module', credentials: 'include'});
res.then(result => {
console.log(result);
wasm = result.instance.exports;
wasm.game_logic_entry(graphics);
});
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