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/* eslint-disable no-unused-vars */
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import { Signal } from "../core/signal";
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import { RandomNumberGenerator } from "../core/rng";
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import { createLogger } from "../core/logging";
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// Type hints
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/* typehints:start */
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import { GameTime } from "./time/game_time";
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import { EntityManager } from "./entity_manager";
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import { GameSystemManager } from "./game_system_manager";
|
Achievements (#1087)
* [WIP] Add boilerplate for achievement implementation
* Add config.local.template.js and rm cached copy of config.local.js
* [WIP] Implement painting, cutting, rotating achievements (to log only)
* [WIP] Refactor achievements, jsdoc fixes, add npm script
- Refactor achievements to make use of Signals
- Move implemented achievement interfaces to appropriate
platform folders (SteamAchievements in currently in use
in browser wrapper for testing)
- Fix invalid jsdocs
- Add dev-standalone script to package.json scripts
* Add steam/greenworks IPC calls and optional private-artifact dependency
* Include private artifacts in standalone builds
* Uncomment appid include
* [WIP] Add steam overlay fix, add hash to artifact dependency
* Update electron, greenworks. Add task to add local config if not present
* Add more achievements, refactor achievement code
* Add receiver flexibility and more achievements
- Add check to see if necessary to create achievement and add receiver
- Add remove receiver functionality when achievement is unlocked
* Add achievements and accommodations for switching states
- Fix startup code to avoid clobbering achievements on state switch
- Add a few more achievements
* Add achievements, ids. Update names, keys for consistency
* Add play time achievements
* [WIP] Add more achievements
* Add more achievements. Add bulk achievement check signal
* [WIP] Add achievements. Start savefile migration
* Add achievements. Add savefile migration
* Remove superfluous achievement stat
* Update lock files, fix merge conflict
4 years ago
|
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|
import { AchievementProxy } from "./achievement_proxy";
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import { GameHUD } from "./hud/hud";
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import { MapView } from "./map_view";
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import { Camera } from "./camera";
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import { InGameState } from "../states/ingame";
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import { AutomaticSave } from "./automatic_save";
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import { Application } from "../application";
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import { SoundProxy } from "./sound_proxy";
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import { Savegame } from "../savegame/savegame";
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import { GameLogic } from "./logic";
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import { ShapeDefinitionManager } from "./shape_definition_manager";
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import { HubGoals } from "./hub_goals";
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import { BufferMaintainer } from "../core/buffer_maintainer";
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import { ProductionAnalytics } from "./production_analytics";
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import { Entity } from "./entity";
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import { ShapeDefinition } from "./shape_definition";
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import { BaseItem } from "./base_item";
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import { DynamicTickrate } from "./dynamic_tickrate";
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import { KeyActionMapper } from "./key_action_mapper";
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import { Vector } from "../core/vector";
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import { GameMode } from "./game_mode";
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/* typehints:end */
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const logger = createLogger("game/root");
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/** @type {Array<Layer>} */
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export const layers = ["regular", "wires"];
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/**
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* The game root is basically the whole game state at a given point,
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* combining all important classes. We don't have globals, but this
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* class is passed to almost all game classes.
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*/
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export class GameRoot {
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/**
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* Constructs a new game root
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* @param {Application} app
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*/
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constructor(app) {
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this.app = app;
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/** @type {Savegame} */
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this.savegame = null;
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/** @type {InGameState} */
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this.gameState = null;
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/** @type {KeyActionMapper} */
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this.keyMapper = null;
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// Store game dimensions
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this.gameWidth = 500;
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this.gameHeight = 500;
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// Stores whether the current session is a fresh game (true), or was continued (false)
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/** @type {boolean} */
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this.gameIsFresh = true;
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// Stores whether the logic is already initialized
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/** @type {boolean} */
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this.logicInitialized = false;
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// Stores whether the game is already initialized, that is, all systems etc have been created
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/** @type {boolean} */
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this.gameInitialized = false;
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/**
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* Whether a bulk operation is running
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*/
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this.bulkOperationRunning = false;
|
|
|
|
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
/**
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|
|
* Whether a immutable operation is running
|
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|
|
*/
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|
this.immutableOperationRunning = false;
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|
//////// Other properties ///////
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/** @type {Camera} */
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this.camera = null;
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/** @type {HTMLCanvasElement} */
|
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|
this.canvas = null;
|
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/** @type {CanvasRenderingContext2D} */
|
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|
this.context = null;
|
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/** @type {MapView} */
|
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|
this.map = null;
|
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/** @type {GameLogic} */
|
|
|
|
this.logic = null;
|
|
|
|
|
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|
/** @type {EntityManager} */
|
|
|
|
this.entityMgr = null;
|
|
|
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|
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/** @type {GameHUD} */
|
|
|
|
this.hud = null;
|
|
|
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/** @type {GameSystemManager} */
|
|
|
|
this.systemMgr = null;
|
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/** @type {GameTime} */
|
|
|
|
this.time = null;
|
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/** @type {HubGoals} */
|
|
|
|
this.hubGoals = null;
|
|
|
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|
/** @type {BufferMaintainer} */
|
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|
|
this.buffers = null;
|
|
|
|
|
|
|
|
/** @type {AutomaticSave} */
|
|
|
|
this.automaticSave = null;
|
|
|
|
|
|
|
|
/** @type {SoundProxy} */
|
|
|
|
this.soundProxy = null;
|
|
|
|
|
Achievements (#1087)
* [WIP] Add boilerplate for achievement implementation
* Add config.local.template.js and rm cached copy of config.local.js
* [WIP] Implement painting, cutting, rotating achievements (to log only)
* [WIP] Refactor achievements, jsdoc fixes, add npm script
- Refactor achievements to make use of Signals
- Move implemented achievement interfaces to appropriate
platform folders (SteamAchievements in currently in use
in browser wrapper for testing)
- Fix invalid jsdocs
- Add dev-standalone script to package.json scripts
* Add steam/greenworks IPC calls and optional private-artifact dependency
* Include private artifacts in standalone builds
* Uncomment appid include
* [WIP] Add steam overlay fix, add hash to artifact dependency
* Update electron, greenworks. Add task to add local config if not present
* Add more achievements, refactor achievement code
* Add receiver flexibility and more achievements
- Add check to see if necessary to create achievement and add receiver
- Add remove receiver functionality when achievement is unlocked
* Add achievements and accommodations for switching states
- Fix startup code to avoid clobbering achievements on state switch
- Add a few more achievements
* Add achievements, ids. Update names, keys for consistency
* Add play time achievements
* [WIP] Add more achievements
* Add more achievements. Add bulk achievement check signal
* [WIP] Add achievements. Start savefile migration
* Add achievements. Add savefile migration
* Remove superfluous achievement stat
* Update lock files, fix merge conflict
4 years ago
|
|
|
/** @type {AchievementProxy} */
|
|
|
|
this.achievementProxy = null;
|
|
|
|
|
|
|
|
/** @type {ShapeDefinitionManager} */
|
|
|
|
this.shapeDefinitionMgr = null;
|
|
|
|
|
|
|
|
/** @type {ProductionAnalytics} */
|
|
|
|
this.productionAnalytics = null;
|
|
|
|
|
|
|
|
/** @type {DynamicTickrate} */
|
|
|
|
this.dynamicTickrate = null;
|
|
|
|
|
|
|
|
/** @type {Layer} */
|
|
|
|
this.currentLayer = "regular";
|
|
|
|
|
|
|
|
/** @type {GameMode} */
|
|
|
|
this.gameMode = null;
|
|
|
|
|
|
|
|
this.signals = {
|
|
|
|
// Entities
|
|
|
|
entityManuallyPlaced: /** @type {TypedSignal<[Entity]>} */ (new Signal()),
|
|
|
|
entityAdded: /** @type {TypedSignal<[Entity]>} */ (new Signal()),
|
|
|
|
entityChanged: /** @type {TypedSignal<[Entity]>} */ (new Signal()),
|
|
|
|
entityGotNewComponent: /** @type {TypedSignal<[Entity]>} */ (new Signal()),
|
|
|
|
entityComponentRemoved: /** @type {TypedSignal<[Entity]>} */ (new Signal()),
|
|
|
|
entityQueuedForDestroy: /** @type {TypedSignal<[Entity]>} */ (new Signal()),
|
|
|
|
entityDestroyed: /** @type {TypedSignal<[Entity]>} */ (new Signal()),
|
|
|
|
|
|
|
|
// Global
|
|
|
|
resized: /** @type {TypedSignal<[number, number]>} */ (new Signal()),
|
|
|
|
readyToRender: /** @type {TypedSignal<[]>} */ (new Signal()),
|
|
|
|
aboutToDestruct: /** @type {TypedSignal<[]>} */ new Signal(),
|
|
|
|
|
|
|
|
// Game Hooks
|
|
|
|
gameSaved: /** @type {TypedSignal<[]>} */ (new Signal()), // Game got saved
|
|
|
|
gameRestored: /** @type {TypedSignal<[]>} */ (new Signal()), // Game got restored
|
|
|
|
|
|
|
|
gameFrameStarted: /** @type {TypedSignal<[]>} */ (new Signal()), // New frame
|
|
|
|
|
|
|
|
storyGoalCompleted: /** @type {TypedSignal<[number, string]>} */ (new Signal()),
|
|
|
|
upgradePurchased: /** @type {TypedSignal<[string]>} */ (new Signal()),
|
|
|
|
|
|
|
|
// Called right after game is initialized
|
|
|
|
postLoadHook: /** @type {TypedSignal<[]>} */ (new Signal()),
|
|
|
|
|
|
|
|
shapeDelivered: /** @type {TypedSignal<[ShapeDefinition]>} */ (new Signal()),
|
|
|
|
itemProduced: /** @type {TypedSignal<[BaseItem]>} */ (new Signal()),
|
|
|
|
|
|
|
|
bulkOperationFinished: /** @type {TypedSignal<[]>} */ (new Signal()),
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
immutableOperationFinished: /** @type {TypedSignal<[]>} */ (new Signal()),
|
|
|
|
|
|
|
|
editModeChanged: /** @type {TypedSignal<[Layer]>} */ (new Signal()),
|
|
|
|
|
|
|
|
// Called to check if an entity can be placed, second parameter is an additional offset.
|
|
|
|
// Use to introduce additional placement checks
|
|
|
|
prePlacementCheck: /** @type {TypedSignal<[Entity, Vector]>} */ (new Signal()),
|
|
|
|
|
|
|
|
// Called before actually placing an entity, use to perform additional logic
|
|
|
|
// for freeing space before actually placing.
|
|
|
|
freeEntityAreaBeforeBuild: /** @type {TypedSignal<[Entity]>} */ (new Signal()),
|
Achievements (#1087)
* [WIP] Add boilerplate for achievement implementation
* Add config.local.template.js and rm cached copy of config.local.js
* [WIP] Implement painting, cutting, rotating achievements (to log only)
* [WIP] Refactor achievements, jsdoc fixes, add npm script
- Refactor achievements to make use of Signals
- Move implemented achievement interfaces to appropriate
platform folders (SteamAchievements in currently in use
in browser wrapper for testing)
- Fix invalid jsdocs
- Add dev-standalone script to package.json scripts
* Add steam/greenworks IPC calls and optional private-artifact dependency
* Include private artifacts in standalone builds
* Uncomment appid include
* [WIP] Add steam overlay fix, add hash to artifact dependency
* Update electron, greenworks. Add task to add local config if not present
* Add more achievements, refactor achievement code
* Add receiver flexibility and more achievements
- Add check to see if necessary to create achievement and add receiver
- Add remove receiver functionality when achievement is unlocked
* Add achievements and accommodations for switching states
- Fix startup code to avoid clobbering achievements on state switch
- Add a few more achievements
* Add achievements, ids. Update names, keys for consistency
* Add play time achievements
* [WIP] Add more achievements
* Add more achievements. Add bulk achievement check signal
* [WIP] Add achievements. Start savefile migration
* Add achievements. Add savefile migration
* Remove superfluous achievement stat
* Update lock files, fix merge conflict
4 years ago
|
|
|
|
|
|
|
// Called with an achievement key and necessary args to validate it can be unlocked.
|
|
|
|
achievementCheck: /** @type {TypedSignal<[string, any]>} */ (new Signal()),
|
|
|
|
bulkAchievementCheck: /** @type {TypedSignal<(string|any)[]>} */ (new Signal()),
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
|
|
|
|
// Puzzle mode
|
|
|
|
puzzleComplete: /** @type {TypedSignal<[]>} */ (new Signal()),
|
|
|
|
};
|
|
|
|
|
|
|
|
// RNG's
|
|
|
|
/** @type {Object.<string, Object.<string, RandomNumberGenerator>>} */
|
|
|
|
this.rngs = {};
|
|
|
|
|
|
|
|
// Work queue
|
|
|
|
this.queue = {
|
|
|
|
requireRedraw: false,
|
|
|
|
};
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Destructs the game root
|
|
|
|
*/
|
|
|
|
destruct() {
|
|
|
|
logger.log("destructing root");
|
|
|
|
this.signals.aboutToDestruct.dispatch();
|
|
|
|
|
|
|
|
this.reset();
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Resets the whole root and removes all properties
|
|
|
|
*/
|
|
|
|
reset() {
|
|
|
|
if (this.signals) {
|
|
|
|
// Destruct all signals
|
|
|
|
for (let i = 0; i < this.signals.length; ++i) {
|
|
|
|
this.signals[i].removeAll();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this.hud) {
|
|
|
|
this.hud.cleanup();
|
|
|
|
}
|
|
|
|
if (this.camera) {
|
|
|
|
this.camera.cleanup();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Finally free all properties
|
|
|
|
for (let prop in this) {
|
|
|
|
if (this.hasOwnProperty(prop)) {
|
|
|
|
delete this[prop];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|