mirror of
https://github.com/wassname/phaser.git
synced 2026-06-30 16:40:20 +08:00
console banner maker
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@@ -0,0 +1,41 @@
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a new beginning</title>
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<?php
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require('js.php');
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?>
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</head>
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<body>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('card', 'assets/sprites/mana_card.png');
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}
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function create() {
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game.add.sprite(game.world.randomX, game.world.randomY, 'card');
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}
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function runChange () {
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// changeOrder(a, h);
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}
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function update() {
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}
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function render() {
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}
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})();
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</script>
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</body>
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</html>
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@@ -0,0 +1,105 @@
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a new beginning</title>
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<?php
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require('js.php');
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?>
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</head>
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<body>
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<textarea id="output" style="width: 800px; height: 400px">xxx</textarea>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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// game.load.image('piccie', 'assets/sprites/phaser_tiny.png');
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// game.load.image('piccie', 'assets/sprites/carrot.png');
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// game.load.image('piccie', 'assets/sprites/phaser-dude.png');
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game.load.image('piccie', 'assets/pics/atari_fujilogo.png');
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}
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var canvas;
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var context;
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function create() {
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var img = game.add.sprite(0, 0, 'piccie');
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canvas = document.createElement('canvas');
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canvas.width = img.width;
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canvas.height = img.height;
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context = canvas.getContext('2d');
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context.drawImage(game.cache.getImage('piccie'), 0, 0);
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var result = '';
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for (var y = 0; y < img.height; y++)
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{
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var line = '';
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var css = '';
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var previousColor = '';
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for (var x = 0; x < img.width; x++)
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{
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var c = context.getImageData(x, y, 1, 1);
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var s = "#" + colorToHex(c.data[0]) + colorToHex(c.data[1]) + colorToHex(c.data[2]);
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if (s == previousColor)
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{
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line = line + ' ';
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}
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else
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{
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line = line + '%c ';
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css = css + "'background: " + s + "', ";
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previousColor = s;
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}
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}
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css = css.substr(0, css.length - 2);
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result = result + "console.log('" + line + "', " + css + ");\n";
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}
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document.getElementById('output').innerHTML = result;
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}
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/**
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* Return a string containing a hex representation of the given color
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*
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* @method colorToHexstring
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* @param {Number} color The color channel to get the hex value for, must be a value between 0 and 255)
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* @return {String} A string of length 2 characters, i.e. 255 = FF, 0 = 00
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*/
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function colorToHex(color) {
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var digits = "0123456789ABCDEF";
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var lsd = color % 16;
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var msd = (color - lsd) / 16;
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var hexified = digits.charAt(msd) + digits.charAt(lsd);
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return hexified;
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}
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function update() {
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}
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function render() {
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}
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})();
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</script>
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</body>
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</html>
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+42
-42
@@ -105,43 +105,43 @@ Phaser.World.prototype = {
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},
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swapChildren: function (stage, node1, node2) {
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swapChildren: function (stage, child1, child2) {
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if (node1 === node2 || !node1.parent || !node2.parent)
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if (child1 === child2 || !child1.parent || !child2.parent)
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{
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console.warn('You cannot swap a node with itself or swap un-parented nodes');
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console.warn('You cannot swap a child with itself or swap un-parented children');
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return;
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}
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// Cache the node values
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var node1Prev = node1._iPrev;
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var node1Next = node1._iNext;
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var node2Prev = node2._iPrev;
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var node2Next = node2._iNext;
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// Cache the values
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var child1Prev = child1._iPrev;
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var child1Next = child1._iNext;
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var child2Prev = child2._iPrev;
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var child2Next = child2._iNext;
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var endNode = stage.last._iNext;
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var currentNode = stage.first;
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do
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{
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if (currentNode !== node1 && currentNode !== node2)
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if (currentNode !== child1 && currentNode !== child2)
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{
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if (currentNode.first === node1)
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if (currentNode.first === child1)
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{
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currentNode.first = node2;
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currentNode.first = child2;
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}
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else if (currentNode.first === node2)
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else if (currentNode.first === child2)
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{
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currentNode.first = node1;
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currentNode.first = child1;
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}
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if (currentNode.last === node1)
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if (currentNode.last === child1)
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{
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currentNode.last = node2;
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currentNode.last = child2;
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}
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else if (currentNode.last === node2)
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else if (currentNode.last === child2)
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{
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currentNode.last = node1;
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currentNode.last = child1;
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}
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}
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@@ -149,40 +149,40 @@ Phaser.World.prototype = {
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}
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while (currentNode != endNode)
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if (node1._iNext == node2)
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if (child1._iNext == child2)
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{
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// This is an A-B neighbour swap
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node1._iNext = node2Next;
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node1._iPrev = node2;
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node2._iNext = node1;
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node2._iPrev = node1Prev;
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// This is a downward (A to B) neighbour swap
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child1._iNext = child2Next;
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child1._iPrev = child2;
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child2._iNext = child1;
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child2._iPrev = child1Prev;
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if (node1Prev) { node1Prev._iNext = node2; }
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if (node2Next) { node2Next._iPrev = node1; }
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if (child1Prev) { child1Prev._iNext = child2; }
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if (child2Next) { child2Next._iPrev = child1; }
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}
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else if (node2._iNext == node1)
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else if (child2._iNext == child1)
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{
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// This is a B-A neighbour swap
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node1._iNext = node2;
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node1._iPrev = node2Prev;
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node2._iNext = node1Next;
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node2._iPrev = node1;
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// This is am upward (B to A) neighbour swap
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child1._iNext = child2;
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child1._iPrev = child2Prev;
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child2._iNext = child1Next;
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child2._iPrev = child1;
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if (node2Prev) { node2Prev._iNext = node1; }
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if (node1Next) { node2Next._iPrev = node2; }
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if (child2Prev) { child2Prev._iNext = child1; }
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if (child1Next) { child2Next._iPrev = child2; }
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}
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else
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{
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// Nodes are far apart
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node1._iNext = node2Next;
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node1._iPrev = node2Prev;
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node2._iNext = node1Next;
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node2._iPrev = node1Prev;
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// Children are far apart
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child1._iNext = child2Next;
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child1._iPrev = child2Prev;
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child2._iNext = child1Next;
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child2._iPrev = child1Prev;
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if (node1Prev) { node1Prev._iNext = node2; }
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if (node1Next) { node1Next._iPrev = node2; }
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if (node2Prev) { node2Prev._iNext = node1; }
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if (node2Next) { node2Next._iPrev = node1; }
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if (child1Prev) { child1Prev._iNext = child2; }
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if (child1Next) { child1Next._iPrev = child2; }
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if (child2Prev) { child2Prev._iNext = child1; }
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if (child2Next) { child2Next._iPrev = child1; }
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}
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}
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