Fritcion is animated
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@@ -313,6 +313,12 @@ function newFloatingLayer () {
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floatingObject.container.frame.position.y = floatingObject.container.frame.position.y + floatingObject.currentSpeed.y
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}
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if (floatingObject.friction < floatingObject.targetFriction) {
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floatingObject.friction = floatingObject.friction + 0.00001
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} else {
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floatingObject.friction = floatingObject.friction - 0.00001
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}
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floatingObject.currentSpeed.x = floatingObject.currentSpeed.x * floatingObject.friction // Desaceleration factor.
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floatingObject.currentSpeed.y = floatingObject.currentSpeed.y * floatingObject.friction // Desaceleration factor.
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@@ -16,6 +16,7 @@ function newFloatingObject () {
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currentSpeed: 0, // This is the current speed of the floating object.
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currentMass: 0, // This is the current mass of the floating object, including its zoom applied.
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friction: 0, // This is a factor that will ultimatelly desacelerate the floating object.
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targetFriction: 0,
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rawMass: 0, // This is the mass value without zoom.
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rawRadius: 0, // This is the radius of this floating object without zoom.
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targetRadius: 0, // This is the target radius of the floating object with zoom applied. It should be animated until reaching this value.
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@@ -1026,7 +1026,8 @@ function newStrategyPartConstructor () {
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}
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function setFloatingObjectBasicProperties (floatingObject, payload) {
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const FRICTION = 0.98
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const FRICTION = 0.94
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const INITIAL_FRICTION = 0.99
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switch (payload.node.type) {
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case 'Trading System': {
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@@ -1104,7 +1105,8 @@ function newStrategyPartConstructor () {
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}
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function level_0 () {
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floatingObject.friction = 0.93
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floatingObject.targetFriction = 0.93
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floatingObject.friction = INITIAL_FRICTION
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floatingObject.initializeMass(500)
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floatingObject.initializeRadius(45)
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@@ -1115,7 +1117,8 @@ function newStrategyPartConstructor () {
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}
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function level_1 () {
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floatingObject.friction = 0.94
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floatingObject.targetFriction = 0.94
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floatingObject.friction = INITIAL_FRICTION
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floatingObject.initializeMass(250)
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floatingObject.initializeRadius(45)
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@@ -1126,7 +1129,8 @@ function newStrategyPartConstructor () {
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}
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function level_2 () {
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floatingObject.friction = FRICTION
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floatingObject.targetFriction = FRICTION
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floatingObject.friction = INITIAL_FRICTION
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floatingObject.initializeMass(100)
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floatingObject.initializeRadius(40)
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@@ -1137,7 +1141,8 @@ function newStrategyPartConstructor () {
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}
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function level_3 () {
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floatingObject.friction = FRICTION
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floatingObject.targetFriction = FRICTION
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floatingObject.friction = INITIAL_FRICTION
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floatingObject.initializeMass(10)
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floatingObject.initializeRadius(35)
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@@ -1148,7 +1153,8 @@ function newStrategyPartConstructor () {
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}
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function level_4 () {
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floatingObject.friction = FRICTION
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floatingObject.targetFriction = FRICTION
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floatingObject.friction = INITIAL_FRICTION
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floatingObject.initializeMass(10)
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floatingObject.initializeRadius(30)
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@@ -1159,7 +1165,8 @@ function newStrategyPartConstructor () {
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}
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function level_5 () {
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floatingObject.friction = FRICTION
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floatingObject.targetFriction = FRICTION
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floatingObject.friction = INITIAL_FRICTION
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floatingObject.initializeMass(10)
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floatingObject.initializeRadius(25)
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@@ -1169,7 +1176,8 @@ function newStrategyPartConstructor () {
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floatingObject.fillStyle = 'rgba(' + UI_COLOR.RED + ', 1)'
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}
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function level_6 () {
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floatingObject.friction = FRICTION
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floatingObject.targetFriction = FRICTION
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floatingObject.friction = INITIAL_FRICTION
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floatingObject.initializeMass(10)
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floatingObject.initializeRadius(20)
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@@ -114,7 +114,7 @@ function newWorkspace () {
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rootNodes: stringifyReadyNodes
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}
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let textToSave = JSON.stringify(workspace)
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// window.localStorage.setItem('workspace', textToSave)
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window.localStorage.setItem('workspace', textToSave)
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}
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function spawn (nodeText, point) {
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