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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
/**
* @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;
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