(function(exports){ exports.getNewPlayerState = function (state, inputs, deltaTime, garageServer) { var i = 0; if (!state.x && !state.y) { state.x = 0; state.y = 0; } for (i = 0; i < inputs.length; i ++) { if (inputs[i].input === 'left') { state.x -= (50 * deltaTime); } else if (inputs[i].input === 'right') { state.x += (50 * deltaTime); } else if (inputs[i].input === 'down') { state.y += (50 * deltaTime); } else if (inputs[i].input === 'up') { state.y -= (50 * deltaTime); } else if (inputs[i].input === 'space') { if (garageServer) { garageServer.addEntity(new guid(), { x: state.x, y: state.y, direction: '' }); } } } return state; }; exports.getNewEntityState = function (state, deltaTime) { }; exports.getInterpolatedState = function (previousState, targetState, amount) { var interpolationState = {}; interpolationState.x = (previousState.x + amount * (targetState.x - previousState.x)); interpolationState.y = (previousState.y + amount * (targetState.y - previousState.y)); return interpolationState; }; function s4() { return Math.floor((1 + Math.random()) * 0x10000).toString(16).substring(1); } function guid() { return s4() + s4() + '-' + s4() + '-' + s4() + '-' + s4() + '-' + s4() + s4() + s4(); } })(typeof exports === 'undefined' ? window.GamePhysics = {} : exports);