Moving code around
This commit is contained in:
parent
f1d26bda2e
commit
a523c588ba
289
index.js
289
index.js
@ -1,5 +1,5 @@
|
||||
import { makeBufferFromFaces, makeFace} from "./geometry";
|
||||
import { loadTexture, makeProgram } from "./gl";
|
||||
import { blockLookup, BlockType, generateMissingChunks, makeWorld, updateWorldGeometry } from './world';
|
||||
import * as se3 from './se3';
|
||||
|
||||
const TEST_VSHADER = `
|
||||
@ -251,285 +251,6 @@ function tick(time, gl, params) {
|
||||
requestAnimationFrame(time => tick(time, gl, params));
|
||||
}
|
||||
|
||||
const BlockType = {
|
||||
AIR: 1,
|
||||
DIRT: 2,
|
||||
GRASS: 3,
|
||||
STONE: 4,
|
||||
};
|
||||
|
||||
function ghettoPerlinNoise(seed, x, y, gridSize = 16) {
|
||||
const dot = (vx, vy) => vx[0] * vy[0] + vx[1] * vy[1];
|
||||
// super ghetto random
|
||||
const xorshift = (x) => {
|
||||
x ^= x << 13;
|
||||
x ^= x >> 7;
|
||||
x ^= x << 17;
|
||||
return x;
|
||||
};
|
||||
|
||||
const randGrad = (x0, y0) => {
|
||||
const rand = xorshift(1337 * x0 + seed + 80085 * y0);
|
||||
return [Math.sin(rand), Math.cos(rand)];
|
||||
};
|
||||
|
||||
const interpol = (a, b, x) => a + (x*x*(3 - 2*x)) * (b - a);
|
||||
|
||||
const x0 = Math.floor(x / gridSize);
|
||||
const y0 = Math.floor(y / gridSize);
|
||||
const sx = x / gridSize - x0;
|
||||
const sy = y / gridSize - y0;
|
||||
|
||||
const n0 = dot(randGrad(x0, y0), [sx, sy]);
|
||||
const n1 = dot(randGrad(x0 + 1, y0), [sx - 1, sy]);
|
||||
const n2 = dot(randGrad(x0, y0 + 1), [sx, sy - 1]);
|
||||
const n3 = dot(randGrad(x0 + 1, y0 + 1), [sx - 1, sy - 1]);
|
||||
|
||||
return interpol(interpol(n0, n1, sx), interpol(n2, n3, sx), sy);
|
||||
}
|
||||
|
||||
function makeTerrain(x, y) {
|
||||
const seed = 1337;
|
||||
|
||||
const fractalNoise = (x, y) => (
|
||||
ghettoPerlinNoise(seed, x, y, 8) * 0.06
|
||||
+ ghettoPerlinNoise(seed, x, y, 16) * 0.125
|
||||
+ ghettoPerlinNoise(seed, x, y, 32) * 0.25
|
||||
+ ghettoPerlinNoise(seed, x, y, 64) * 0.5
|
||||
);
|
||||
|
||||
const terrain = Array(16 * 16);
|
||||
|
||||
for (let i = 0; i < 16; i++) {
|
||||
for (let j = 0; j < 16; j++) {
|
||||
terrain[i * 16 + j] = fractalNoise(x + i, y + j);
|
||||
}
|
||||
}
|
||||
|
||||
return terrain;
|
||||
}
|
||||
|
||||
function makeChunk(z, x) {
|
||||
const terrain = makeTerrain(z, x);
|
||||
|
||||
const data = new Uint8Array(16 * 16 * 256);
|
||||
|
||||
for (let i = 0; i < 16; i++) {
|
||||
for (let j = 0; j < 16; j++) {
|
||||
const height = Math.floor(64 + 64 * terrain[i * 16 + j]);
|
||||
// everything above is air
|
||||
// that block is grass
|
||||
// everything below is dirt
|
||||
const offset = i * (16 * 256) + j * 256;
|
||||
const stoneHeight = Math.min(52, height);
|
||||
data.set(Array(stoneHeight).fill(BlockType.STONE), offset);
|
||||
if (stoneHeight < height) {
|
||||
data.set(Array(height - 1 - stoneHeight).fill(BlockType.DIRT), offset + stoneHeight);
|
||||
data[offset + height - 1] = BlockType.GRASS;
|
||||
}
|
||||
data.set(Array(256 - height).fill(BlockType.AIR), offset + height);
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
position: {z, x},
|
||||
data,
|
||||
};
|
||||
}
|
||||
|
||||
function blockLookup(world, x, y, z) {
|
||||
const midx = x + 0.5;
|
||||
const midy = y + 0.5;
|
||||
const midz = z + 0.5;
|
||||
|
||||
const chunki = Math.floor(midz / 16);
|
||||
const chunkj = Math.floor(midx / 16);
|
||||
|
||||
const chunk = world.chunkMap.get(chunki, chunkj);
|
||||
if (chunk === undefined) {
|
||||
return {
|
||||
type: BlockType.STONE,
|
||||
x, y, z,
|
||||
};
|
||||
}
|
||||
|
||||
const i = Math.floor(midz - chunki * 16);
|
||||
const j = Math.floor(midx - chunkj * 16);
|
||||
const k = Math.floor(midy);
|
||||
|
||||
return {
|
||||
type: chunk.data[256 * (16*i + j) + k],
|
||||
x: j,
|
||||
y: k,
|
||||
z: i,
|
||||
};
|
||||
}
|
||||
|
||||
function makeChunkBuffer(gl, data, z0, x0, lookup) {
|
||||
const sideNeighbors = (bi, i, j, k) => {
|
||||
if (i === 0 || j === 0 || i === 15 || j === 15) {
|
||||
return [
|
||||
{ block: lookup(i - 1, j, k), dir: '-z', faceCenter: [x0 + j, k, z0 + i - 0.5] },
|
||||
{ block: lookup(i + 1, j, k), dir: '+z', faceCenter: [x0 + j, k, z0 + i + 0.5] },
|
||||
{ block: lookup(i, j - 1, k), dir: '-x', faceCenter: [x0 + j - 0.5, k, z0 + i] },
|
||||
{ block: lookup(i, j + 1, k), dir: '+x', faceCenter: [x0 + j + 0.5, k, z0 + i] },
|
||||
];
|
||||
}
|
||||
return [
|
||||
{ block: data[bi - 256 * 16], dir: '-z', faceCenter: [x0 + j, k, z0 + i - 0.5] },
|
||||
{ block: data[bi + 256 * 16], dir: '+z', faceCenter: [x0 + j, k, z0 + i + 0.5] },
|
||||
{ block: data[bi - 256], dir: '-x', faceCenter: [x0 + j - 0.5, k, z0 + i] },
|
||||
{ block: data[bi + 256], dir: '+x', faceCenter: [x0 + j + 0.5, k, z0 + i] },
|
||||
];
|
||||
};
|
||||
|
||||
const faces = [];
|
||||
|
||||
for (let i = 0; i < 16; i++) {
|
||||
for (let j = 0; j < 16; j++) {
|
||||
let bi = i * 16 * 256 + j * 256;
|
||||
for (let k = 0; k < 256; k++, bi++) {
|
||||
const upTexture = (() => {
|
||||
switch (data[bi - 1]) {
|
||||
case BlockType.GRASS: return [0, 15];
|
||||
case BlockType.DIRT: return [2, 15];
|
||||
case BlockType.STONE: return [3, 15];
|
||||
}
|
||||
})();
|
||||
|
||||
if (data[bi] == BlockType.AIR) {
|
||||
faces.push(makeFace('+y', upTexture, [x0 + j, k - 0.5, z0 + i]));
|
||||
break;
|
||||
}
|
||||
|
||||
const sideTexture = (() => {
|
||||
switch (data[bi]) {
|
||||
case BlockType.GRASS: return [1, 15];
|
||||
case BlockType.DIRT: return [2, 15];
|
||||
case BlockType.STONE: return [3, 15];
|
||||
}
|
||||
})();
|
||||
|
||||
for (let {block, dir, faceCenter} of sideNeighbors(bi, i, j, k)) {
|
||||
if (block === BlockType.AIR) {
|
||||
faces.push(makeFace(dir, sideTexture, faceCenter));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return makeBufferFromFaces(gl, faces);
|
||||
}
|
||||
|
||||
// - data <-- need to generate the first time, update when m&p
|
||||
// - faces <-- need to generate once when chunk enters view
|
||||
// - buffers <-- need to generate every time geometry changes?
|
||||
// --> could also render chunks 1 by 1
|
||||
|
||||
class ChunkMap {
|
||||
map = {};
|
||||
|
||||
key(i, j) {
|
||||
// meh, this limits us to 65536 chunks in the x direction :/
|
||||
return (i << 16) + j;
|
||||
}
|
||||
|
||||
get(i, j) {
|
||||
return this.map[this.key(i, j)];
|
||||
}
|
||||
|
||||
set(i, j, x) {
|
||||
this.map[this.key(i, j)] = x;
|
||||
}
|
||||
|
||||
has(i, j) {
|
||||
return this.key(i, j) in this.map;
|
||||
}
|
||||
}
|
||||
|
||||
/** Makes a brave new world, centered at (0, 0). */
|
||||
function makeWorld() {
|
||||
return generateMissingChunks({chunks: [], chunkMap: new ChunkMap()}, 0, 0);
|
||||
}
|
||||
|
||||
/** Update the world, generating missing chunks if necessary. */
|
||||
function generateMissingChunks(world, z, x, timeLimit = 10000) {
|
||||
const ic = Math.floor(z / 16);
|
||||
const jc = Math.floor(x / 16);
|
||||
|
||||
const start = performance.now();
|
||||
|
||||
for (let i = ic - 8; i < ic + 8; i++) {
|
||||
for (let j = jc - 8; j < jc + 8; j++) {
|
||||
if (world.chunkMap.has(i, j)) {
|
||||
continue;
|
||||
}
|
||||
const chunk = makeChunk(i * 16, j * 16);
|
||||
world.chunks.push(chunk);
|
||||
world.chunkMap.set(i, j, chunk);
|
||||
|
||||
invalidateChunkGeometry(world, i - 1, j);
|
||||
invalidateChunkGeometry(world, i + 1, j);
|
||||
invalidateChunkGeometry(world, i, j - 1);
|
||||
invalidateChunkGeometry(world, i, j + 1);
|
||||
|
||||
if (performance.now() - start > timeLimit) {
|
||||
throw 'timesup';
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return world;
|
||||
}
|
||||
|
||||
function invalidateChunkGeometry(world, i, j) {
|
||||
const chunk = world.chunkMap.get(i, j);
|
||||
if (chunk === undefined) {
|
||||
return;
|
||||
}
|
||||
if (chunk.buffer === undefined) {
|
||||
return;
|
||||
}
|
||||
chunk.buffer.delete();
|
||||
delete chunk.buffer;
|
||||
}
|
||||
|
||||
/** Generates geometry for all visible chunks. */
|
||||
function updateWorldGeometry(gl, world, z, x, timeLimit = 10000) {
|
||||
const ic = Math.floor(z / 16);
|
||||
const jc = Math.floor(x / 16);
|
||||
|
||||
const blockIndex = (i, j, k) => 256 * (i*16 +j) + k;
|
||||
|
||||
const start = performance.now();
|
||||
|
||||
// k. Now, generate buffers for all chunks
|
||||
for (let radius = 0; radius < 8; radius++) {
|
||||
for (let i = ic - radius; i < ic + radius; i++) {
|
||||
for (let j = jc - radius; j < jc + radius; j++) {
|
||||
const chunk = world.chunkMap.get(i, j);
|
||||
|
||||
if (chunk.buffer !== undefined) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const chunkz = 16 * i;
|
||||
const chunkx = 16 * j;
|
||||
const lookup = (i, j, k) => blockLookup(world, j + chunkx, k, i + chunkz).type;
|
||||
|
||||
chunk.buffer = makeChunkBuffer(gl, chunk.data, chunk.position.z, chunk.position.x, lookup);
|
||||
|
||||
// throttle this for fluidity
|
||||
if (performance.now() - start > timeLimit) {
|
||||
throw 'timesup';
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
function checkCollision(curPos, newPos, world) {
|
||||
// I guess Steve is about 1.7 m tall?
|
||||
// he also has a 60x60 cm axis-aligned square section '^_^
|
||||
@ -579,6 +300,14 @@ function checkCollision(curPos, newPos, world) {
|
||||
};
|
||||
}
|
||||
|
||||
// Mine & place
|
||||
// ------------
|
||||
// [ ] ray casting
|
||||
// [ ] block outline
|
||||
// [ ] crosshair
|
||||
// [ ] dynamic terrain re-rendering
|
||||
// [ ] should use a linked list of air contact blocks
|
||||
|
||||
// Stuff I need to do:
|
||||
// [x] a skybox
|
||||
// [x] a movable camera
|
||||
|
280
world.js
Normal file
280
world.js
Normal file
@ -0,0 +1,280 @@
|
||||
import { makeBufferFromFaces, makeFace} from "./geometry";
|
||||
|
||||
export const BlockType = {
|
||||
AIR: 1,
|
||||
DIRT: 2,
|
||||
GRASS: 3,
|
||||
STONE: 4,
|
||||
};
|
||||
|
||||
function ghettoPerlinNoise(seed, x, y, gridSize = 16) {
|
||||
const dot = (vx, vy) => vx[0] * vy[0] + vx[1] * vy[1];
|
||||
// super ghetto random
|
||||
const xorshift = (x) => {
|
||||
x ^= x << 13;
|
||||
x ^= x >> 7;
|
||||
x ^= x << 17;
|
||||
return x;
|
||||
};
|
||||
|
||||
const randGrad = (x0, y0) => {
|
||||
const rand = xorshift(1337 * x0 + seed + 80085 * y0);
|
||||
return [Math.sin(rand), Math.cos(rand)];
|
||||
};
|
||||
|
||||
const interpol = (a, b, x) => a + (x*x*(3 - 2*x)) * (b - a);
|
||||
|
||||
const x0 = Math.floor(x / gridSize);
|
||||
const y0 = Math.floor(y / gridSize);
|
||||
const sx = x / gridSize - x0;
|
||||
const sy = y / gridSize - y0;
|
||||
|
||||
const n0 = dot(randGrad(x0, y0), [sx, sy]);
|
||||
const n1 = dot(randGrad(x0 + 1, y0), [sx - 1, sy]);
|
||||
const n2 = dot(randGrad(x0, y0 + 1), [sx, sy - 1]);
|
||||
const n3 = dot(randGrad(x0 + 1, y0 + 1), [sx - 1, sy - 1]);
|
||||
|
||||
return interpol(interpol(n0, n1, sx), interpol(n2, n3, sx), sy);
|
||||
}
|
||||
|
||||
function makeTerrain(x, y) {
|
||||
const seed = 1337;
|
||||
|
||||
const fractalNoise = (x, y) => (
|
||||
ghettoPerlinNoise(seed, x, y, 8) * 0.06
|
||||
+ ghettoPerlinNoise(seed, x, y, 16) * 0.125
|
||||
+ ghettoPerlinNoise(seed, x, y, 32) * 0.25
|
||||
+ ghettoPerlinNoise(seed, x, y, 64) * 0.5
|
||||
);
|
||||
|
||||
const terrain = Array(16 * 16);
|
||||
|
||||
for (let i = 0; i < 16; i++) {
|
||||
for (let j = 0; j < 16; j++) {
|
||||
terrain[i * 16 + j] = fractalNoise(x + i, y + j);
|
||||
}
|
||||
}
|
||||
|
||||
return terrain;
|
||||
}
|
||||
|
||||
function makeChunk(z, x) {
|
||||
const terrain = makeTerrain(z, x);
|
||||
|
||||
const data = new Uint8Array(16 * 16 * 256);
|
||||
|
||||
for (let i = 0; i < 16; i++) {
|
||||
for (let j = 0; j < 16; j++) {
|
||||
const height = Math.floor(64 + 64 * terrain[i * 16 + j]);
|
||||
// everything above is air
|
||||
// that block is grass
|
||||
// everything below is dirt
|
||||
const offset = i * (16 * 256) + j * 256;
|
||||
const stoneHeight = Math.min(52, height);
|
||||
data.set(Array(stoneHeight).fill(BlockType.STONE), offset);
|
||||
if (stoneHeight < height) {
|
||||
data.set(Array(height - 1 - stoneHeight).fill(BlockType.DIRT), offset + stoneHeight);
|
||||
data[offset + height - 1] = BlockType.GRASS;
|
||||
}
|
||||
data.set(Array(256 - height).fill(BlockType.AIR), offset + height);
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
position: {z, x},
|
||||
data,
|
||||
};
|
||||
}
|
||||
|
||||
export function blockLookup(world, x, y, z) {
|
||||
const midx = x + 0.5;
|
||||
const midy = y + 0.5;
|
||||
const midz = z + 0.5;
|
||||
|
||||
const chunki = Math.floor(midz / 16);
|
||||
const chunkj = Math.floor(midx / 16);
|
||||
|
||||
const chunk = world.chunkMap.get(chunki, chunkj);
|
||||
if (chunk === undefined) {
|
||||
return {
|
||||
type: BlockType.STONE,
|
||||
x, y, z,
|
||||
};
|
||||
}
|
||||
|
||||
const i = Math.floor(midz - chunki * 16);
|
||||
const j = Math.floor(midx - chunkj * 16);
|
||||
const k = Math.floor(midy);
|
||||
|
||||
return {
|
||||
type: chunk.data[256 * (16*i + j) + k],
|
||||
x: j,
|
||||
y: k,
|
||||
z: i,
|
||||
};
|
||||
}
|
||||
|
||||
function makeChunkBuffer(gl, data, z0, x0, lookup) {
|
||||
const sideNeighbors = (bi, i, j, k) => {
|
||||
if (i === 0 || j === 0 || i === 15 || j === 15) {
|
||||
return [
|
||||
{ block: lookup(i - 1, j, k), dir: '-z', faceCenter: [x0 + j, k, z0 + i - 0.5] },
|
||||
{ block: lookup(i + 1, j, k), dir: '+z', faceCenter: [x0 + j, k, z0 + i + 0.5] },
|
||||
{ block: lookup(i, j - 1, k), dir: '-x', faceCenter: [x0 + j - 0.5, k, z0 + i] },
|
||||
{ block: lookup(i, j + 1, k), dir: '+x', faceCenter: [x0 + j + 0.5, k, z0 + i] },
|
||||
];
|
||||
}
|
||||
return [
|
||||
{ block: data[bi - 256 * 16], dir: '-z', faceCenter: [x0 + j, k, z0 + i - 0.5] },
|
||||
{ block: data[bi + 256 * 16], dir: '+z', faceCenter: [x0 + j, k, z0 + i + 0.5] },
|
||||
{ block: data[bi - 256], dir: '-x', faceCenter: [x0 + j - 0.5, k, z0 + i] },
|
||||
{ block: data[bi + 256], dir: '+x', faceCenter: [x0 + j + 0.5, k, z0 + i] },
|
||||
];
|
||||
};
|
||||
|
||||
const faces = [];
|
||||
|
||||
for (let i = 0; i < 16; i++) {
|
||||
for (let j = 0; j < 16; j++) {
|
||||
let bi = i * 16 * 256 + j * 256;
|
||||
for (let k = 0; k < 256; k++, bi++) {
|
||||
const upTexture = (() => {
|
||||
switch (data[bi - 1]) {
|
||||
case BlockType.GRASS: return [0, 15];
|
||||
case BlockType.DIRT: return [2, 15];
|
||||
case BlockType.STONE: return [3, 15];
|
||||
}
|
||||
})();
|
||||
|
||||
if (data[bi] == BlockType.AIR) {
|
||||
faces.push(makeFace('+y', upTexture, [x0 + j, k - 0.5, z0 + i]));
|
||||
break;
|
||||
}
|
||||
|
||||
const sideTexture = (() => {
|
||||
switch (data[bi]) {
|
||||
case BlockType.GRASS: return [1, 15];
|
||||
case BlockType.DIRT: return [2, 15];
|
||||
case BlockType.STONE: return [3, 15];
|
||||
}
|
||||
})();
|
||||
|
||||
for (let {block, dir, faceCenter} of sideNeighbors(bi, i, j, k)) {
|
||||
if (block === BlockType.AIR) {
|
||||
faces.push(makeFace(dir, sideTexture, faceCenter));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return makeBufferFromFaces(gl, faces);
|
||||
}
|
||||
|
||||
// - data <-- need to generate the first time, update when m&p
|
||||
// - faces <-- need to generate once when chunk enters view
|
||||
// - buffers <-- need to generate every time geometry changes?
|
||||
// --> could also render chunks 1 by 1
|
||||
|
||||
class ChunkMap {
|
||||
map = {};
|
||||
|
||||
key(i, j) {
|
||||
// meh, this limits us to 65536 chunks in the x direction :/
|
||||
return (i << 16) + j;
|
||||
}
|
||||
|
||||
get(i, j) {
|
||||
return this.map[this.key(i, j)];
|
||||
}
|
||||
|
||||
set(i, j, x) {
|
||||
this.map[this.key(i, j)] = x;
|
||||
}
|
||||
|
||||
has(i, j) {
|
||||
return this.key(i, j) in this.map;
|
||||
}
|
||||
}
|
||||
|
||||
/** Makes a brave new (empty) world */
|
||||
export function makeWorld() {
|
||||
return {chunks: [], chunkMap: new ChunkMap()};
|
||||
}
|
||||
|
||||
/** Update the world, generating missing chunks if necessary. */
|
||||
export function generateMissingChunks(world, z, x, timeLimit = 10000) {
|
||||
const ic = Math.floor(z / 16);
|
||||
const jc = Math.floor(x / 16);
|
||||
|
||||
const start = performance.now();
|
||||
|
||||
for (let i = ic - 8; i < ic + 8; i++) {
|
||||
for (let j = jc - 8; j < jc + 8; j++) {
|
||||
if (world.chunkMap.has(i, j)) {
|
||||
continue;
|
||||
}
|
||||
const chunk = makeChunk(i * 16, j * 16);
|
||||
world.chunks.push(chunk);
|
||||
world.chunkMap.set(i, j, chunk);
|
||||
|
||||
invalidateChunkGeometry(world, i - 1, j);
|
||||
invalidateChunkGeometry(world, i + 1, j);
|
||||
invalidateChunkGeometry(world, i, j - 1);
|
||||
invalidateChunkGeometry(world, i, j + 1);
|
||||
|
||||
if (performance.now() - start > timeLimit) {
|
||||
throw 'timesup';
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return world;
|
||||
}
|
||||
|
||||
function invalidateChunkGeometry(world, i, j) {
|
||||
const chunk = world.chunkMap.get(i, j);
|
||||
if (chunk === undefined) {
|
||||
return;
|
||||
}
|
||||
if (chunk.buffer === undefined) {
|
||||
return;
|
||||
}
|
||||
chunk.buffer.delete();
|
||||
delete chunk.buffer;
|
||||
}
|
||||
|
||||
/** Generates geometry for all visible chunks. */
|
||||
export function updateWorldGeometry(gl, world, z, x, timeLimit = 10000) {
|
||||
const ic = Math.floor(z / 16);
|
||||
const jc = Math.floor(x / 16);
|
||||
|
||||
const blockIndex = (i, j, k) => 256 * (i*16 +j) + k;
|
||||
|
||||
const start = performance.now();
|
||||
|
||||
// k. Now, generate buffers for all chunks
|
||||
for (let radius = 0; radius < 8; radius++) {
|
||||
for (let i = ic - radius; i < ic + radius; i++) {
|
||||
for (let j = jc - radius; j < jc + radius; j++) {
|
||||
const chunk = world.chunkMap.get(i, j);
|
||||
|
||||
if (chunk.buffer !== undefined) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const chunkz = 16 * i;
|
||||
const chunkx = 16 * j;
|
||||
const lookup = (i, j, k) => blockLookup(world, j + chunkx, k, i + chunkz).type;
|
||||
|
||||
chunk.buffer = makeChunkBuffer(gl, chunk.data, chunk.position.z, chunk.position.x, lookup);
|
||||
|
||||
// throttle this for fluidity
|
||||
if (performance.now() - start > timeLimit) {
|
||||
throw 'timesup';
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user