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1.index.js
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(window["webpackJsonp"] = window["webpackJsonp"] || []).push([[1],{
/***/ "./wasm/game.js":
/*!**********************!*\
!*** ./wasm/game.js ***!
\**********************/
/*! exports provided: run, Application, Engine, Template, __wbindgen_object_drop_ref, __widl_f_now_Performance, __widl_f_clear_color_WebGL2RenderingContext, __widl_f_clear_depth_WebGL2RenderingContext, __widl_f_clear_WebGL2RenderingContext, __widl_f_client_width_Element, __widl_f_client_height_Element, __widl_f_width_HTMLCanvasElement, __widl_f_height_HTMLCanvasElement, __widl_f_set_width_HTMLCanvasElement, __widl_f_set_height_HTMLCanvasElement, __widl_f_viewport_WebGL2RenderingContext, __widl_f_bind_vertex_array_WebGL2RenderingContext, __wbindgen_memory, __wbg_instanceof_Memory_ba72e60cdfd2f46c, __wbg_buffer_89a8560ab6a3d9c6, __wbg_new_98aa94a216dab412, __wbg_subarray_724409f7b114b56a, __widl_f_bind_buffer_WebGL2RenderingContext, __widl_f_vertex_attrib_pointer_with_i32_WebGL2RenderingContext, __widl_f_buffer_data_with_array_buffer_view_WebGL2RenderingContext, __widl_f_enable_vertex_attrib_array_WebGL2RenderingContext, __widl_f_use_program_WebGL2RenderingContext, __widl_f_uniform_matrix4fv_with_f32_array_WebGL2RenderingContext, __widl_f_uniform3f_WebGL2RenderingContext, __widl_f_draw_arrays_WebGL2RenderingContext, __widl_f_uniform4fv_with_f32_array_WebGL2RenderingContext, __wbindgen_number_new, __wbindgen_string_new, __widl_f_log_2_, __widl_f_log_1_, __wbg_new_59cb74e423758ede, __wbg_stack_558ba5917b466edd, __wbg_error_4bb6c2a97407129a, __widl_f_document_Window, __widl_f_get_element_by_id_Document, __widl_instanceof_HTMLCanvasElement, __widl_f_get_context_HTMLCanvasElement, __widl_instanceof_WebGL2RenderingContext, __widl_f_create_vertex_array_WebGL2RenderingContext, __widl_f_create_buffer_WebGL2RenderingContext, __widl_f_enable_WebGL2RenderingContext, __widl_f_depth_func_WebGL2RenderingContext, __widl_f_performance_Window, __widl_f_create_program_WebGL2RenderingContext, __widl_f_attach_shader_WebGL2RenderingContext, __widl_f_link_program_WebGL2RenderingContext, __widl_f_get_program_parameter_WebGL2RenderingContext, __wbindgen_boolean_get, __widl_f_get_program_info_log_WebGL2RenderingContext, __widl_f_create_shader_WebGL2RenderingContext, __widl_f_shader_source_WebGL2RenderingContext, __widl_f_compile_shader_WebGL2RenderingContext, __widl_f_get_shader_parameter_WebGL2RenderingContext, __widl_f_get_shader_info_log_WebGL2RenderingContext, __wbindgen_object_clone_ref, __widl_f_get_uniform_location_WebGL2RenderingContext, __wbindgen_throw, __wbindgen_rethrow, __wbg_globalThis_1c2aa6db3ecb073e, __wbg_self_e5cdcdef79894248, __wbg_window_44ec8ac43884a4cf, __wbg_global_c9abcb94a14733fe, __wbindgen_is_undefined, __wbg_newnoargs_a9cd98b36c38f53e, __wbg_call_222be890f6f564bb, __widl_instanceof_Window */
/***/ (function(module, __webpack_exports__, __webpack_require__) {
"use strict";
eval("__webpack_require__.r(__webpack_exports__);\n/* WEBPACK VAR INJECTION */(function(TextDecoder, TextEncoder, global) {/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"run\", function() { return run; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Application\", function() { return Application; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Engine\", function() { return Engine; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"Template\", function() { return Template; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__wbindgen_object_drop_ref\", function() { return __wbindgen_object_drop_ref; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_now_Performance\", function() { return __widl_f_now_Performance; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_clear_color_WebGL2RenderingContext\", function() { return __widl_f_clear_color_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_clear_depth_WebGL2RenderingContext\", function() { return __widl_f_clear_depth_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_clear_WebGL2RenderingContext\", function() { return __widl_f_clear_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_client_width_Element\", function() { return __widl_f_client_width_Element; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_client_height_Element\", function() { return __widl_f_client_height_Element; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_width_HTMLCanvasElement\", function() { return __widl_f_width_HTMLCanvasElement; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_height_HTMLCanvasElement\", function() { return __widl_f_height_HTMLCanvasElement; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_set_width_HTMLCanvasElement\", function() { return __widl_f_set_width_HTMLCanvasElement; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_set_height_HTMLCanvasElement\", function() { return __widl_f_set_height_HTMLCanvasElement; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_viewport_WebGL2RenderingContext\", function() { return __widl_f_viewport_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_bind_vertex_array_WebGL2RenderingContext\", function() { return __widl_f_bind_vertex_array_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__wbindgen_memory\", function() { return __wbindgen_memory; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__wbg_instanceof_Memory_ba72e60cdfd2f46c\", function() { return __wbg_instanceof_Memory_ba72e60cdfd2f46c; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__wbg_buffer_89a8560ab6a3d9c6\", function() { return __wbg_buffer_89a8560ab6a3d9c6; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__wbg_new_98aa94a216dab412\", function() { return __wbg_new_98aa94a216dab412; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__wbg_subarray_724409f7b114b56a\", function() { return __wbg_subarray_724409f7b114b56a; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_bind_buffer_WebGL2RenderingContext\", function() { return __widl_f_bind_buffer_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_vertex_attrib_pointer_with_i32_WebGL2RenderingContext\", function() { return __widl_f_vertex_attrib_pointer_with_i32_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_buffer_data_with_array_buffer_view_WebGL2RenderingContext\", function() { return __widl_f_buffer_data_with_array_buffer_view_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_enable_vertex_attrib_array_WebGL2RenderingContext\", function() { return __widl_f_enable_vertex_attrib_array_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_use_program_WebGL2RenderingContext\", function() { return __widl_f_use_program_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_uniform_matrix4fv_with_f32_array_WebGL2RenderingContext\", function() { return __widl_f_uniform_matrix4fv_with_f32_array_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_uniform3f_WebGL2RenderingContext\", function() { return __widl_f_uniform3f_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_draw_arrays_WebGL2RenderingContext\", function() { return __widl_f_draw_arrays_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_uniform4fv_with_f32_array_WebGL2RenderingContext\", function() { return __widl_f_uniform4fv_with_f32_array_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__wbindgen_number_new\", function() { return __wbindgen_number_new; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__wbindgen_string_new\", function() { return __wbindgen_string_new; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_log_2_\", function() { return __widl_f_log_2_; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_log_1_\", function() { return __widl_f_log_1_; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__wbg_new_59cb74e423758ede\", function() { return __wbg_new_59cb74e423758ede; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__wbg_stack_558ba5917b466edd\", function() { return __wbg_stack_558ba5917b466edd; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__wbg_error_4bb6c2a97407129a\", function() { return __wbg_error_4bb6c2a97407129a; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_document_Window\", function() { return __widl_f_document_Window; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_get_element_by_id_Document\", function() { return __widl_f_get_element_by_id_Document; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_instanceof_HTMLCanvasElement\", function() { return __widl_instanceof_HTMLCanvasElement; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_get_context_HTMLCanvasElement\", function() { return __widl_f_get_context_HTMLCanvasElement; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_instanceof_WebGL2RenderingContext\", function() { return __widl_instanceof_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_create_vertex_array_WebGL2RenderingContext\", function() { return __widl_f_create_vertex_array_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_create_buffer_WebGL2RenderingContext\", function() { return __widl_f_create_buffer_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_enable_WebGL2RenderingContext\", function() { return __widl_f_enable_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_depth_func_WebGL2RenderingContext\", function() { return __widl_f_depth_func_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_performance_Window\", function() { return __widl_f_performance_Window; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_create_program_WebGL2RenderingContext\", function() { return __widl_f_create_program_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_attach_shader_WebGL2RenderingContext\", function() { return __widl_f_attach_shader_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_link_program_WebGL2RenderingContext\", function() { return __widl_f_link_program_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_get_program_parameter_WebGL2RenderingContext\", function() { return __widl_f_get_program_parameter_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__wbindgen_boolean_get\", function() { return __wbindgen_boolean_get; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_get_program_info_log_WebGL2RenderingContext\", function() { return __widl_f_get_program_info_log_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_create_shader_WebGL2RenderingContext\", function() { return __widl_f_create_shader_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_shader_source_WebGL2RenderingContext\", function() { return __widl_f_shader_source_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_compile_shader_WebGL2RenderingContext\", function() { return __widl_f_compile_shader_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_get_shader_parameter_WebGL2RenderingContext\", function() { return __widl_f_get_shader_parameter_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_get_shader_info_log_WebGL2RenderingContext\", function() { return __widl_f_get_shader_info_log_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__wbindgen_object_clone_ref\", function() { return __wbindgen_object_clone_ref; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_f_get_uniform_location_WebGL2RenderingContext\", function() { return __widl_f_get_uniform_location_WebGL2RenderingContext; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__wbindgen_throw\", function() { return __wbindgen_throw; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__wbindgen_rethrow\", function() { return __wbindgen_rethrow; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__wbg_globalThis_1c2aa6db3ecb073e\", function() { return __wbg_globalThis_1c2aa6db3ecb073e; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__wbg_self_e5cdcdef79894248\", function() { return __wbg_self_e5cdcdef79894248; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__wbg_window_44ec8ac43884a4cf\", function() { return __wbg_window_44ec8ac43884a4cf; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__wbg_global_c9abcb94a14733fe\", function() { return __wbg_global_c9abcb94a14733fe; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__wbindgen_is_undefined\", function() { return __wbindgen_is_undefined; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__wbg_newnoargs_a9cd98b36c38f53e\", function() { return __wbg_newnoargs_a9cd98b36c38f53e; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__wbg_call_222be890f6f564bb\", function() { return __wbg_call_222be890f6f564bb; });\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"__widl_instanceof_Window\", function() { return __widl_instanceof_Window; });\n/* harmony import */ var _game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./game_bg.wasm */ \"./wasm/game_bg.wasm\");\n\n\nconst heap = new Array(32);\n\nheap.fill(undefined);\n\nheap.push(undefined, null, true, false);\n\nfunction getObject(idx) { return heap[idx]; }\n\nlet heap_next = heap.length;\n\nfunction dropObject(idx) {\n if (idx < 36) return;\n heap[idx] = heap_next;\n heap_next = idx;\n}\n\nfunction takeObject(idx) {\n const ret = getObject(idx);\n dropObject(idx);\n return ret;\n}\n\nfunction addHeapObject(obj) {\n if (heap_next === heap.length) heap.push(heap.length + 1);\n const idx = heap_next;\n heap_next = heap[idx];\n\n heap[idx] = obj;\n return idx;\n}\n\nconst lTextDecoder = typeof TextDecoder === 'undefined' ? __webpack_require__(/*! util */ \"./node_modules/util/util.js\").TextDecoder : TextDecoder;\n\nlet cachedTextDecoder = new lTextDecoder('utf-8', { ignoreBOM: true, fatal: true });\n\ncachedTextDecoder.decode();\n\nlet cachegetUint8Memory0 = null;\nfunction getUint8Memory0() {\n if (cachegetUint8Memory0 === null || cachegetUint8Memory0.buffer !== _game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"memory\"].buffer) {\n cachegetUint8Memory0 = new Uint8Array(_game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"memory\"].buffer);\n }\n return cachegetUint8Memory0;\n}\n\nfunction getStringFromWasm0(ptr, len) {\n return cachedTextDecoder.decode(getUint8Memory0().subarray(ptr, ptr + len));\n}\n\nfunction _assertClass(instance, klass) {\n if (!(instance instanceof klass)) {\n throw new Error(`expected instance of ${klass.name}`);\n }\n return instance.ptr;\n}\n\nlet WASM_VECTOR_LEN = 0;\n\nconst lTextEncoder = typeof TextEncoder === 'undefined' ? __webpack_require__(/*! util */ \"./node_modules/util/util.js\").TextEncoder : TextEncoder;\n\nlet cachedTextEncoder = new lTextEncoder('utf-8');\n\nconst encodeString = (typeof cachedTextEncoder.encodeInto === 'function'\n ? function (arg, view) {\n return cachedTextEncoder.encodeInto(arg, view);\n}\n : function (arg, view) {\n const buf = cachedTextEncoder.encode(arg);\n view.set(buf);\n return {\n read: arg.length,\n written: buf.length\n };\n});\n\nfunction passStringToWasm0(arg, malloc, realloc) {\n\n if (realloc === undefined) {\n const buf = cachedTextEncoder.encode(arg);\n const ptr = malloc(buf.length);\n getUint8Memory0().subarray(ptr, ptr + buf.length).set(buf);\n WASM_VECTOR_LEN = buf.length;\n return ptr;\n }\n\n let len = arg.length;\n let ptr = malloc(len);\n\n const mem = getUint8Memory0();\n\n let offset = 0;\n\n for (; offset < len; offset++) {\n const code = arg.charCodeAt(offset);\n if (code > 0x7F) break;\n mem[ptr + offset] = code;\n }\n\n if (offset !== len) {\n if (offset !== 0) {\n arg = arg.slice(offset);\n }\n ptr = realloc(ptr, len, len = offset + arg.length * 3);\n const view = getUint8Memory0().subarray(ptr + offset, ptr + len);\n const ret = encodeString(arg, view);\n\n offset += ret.written;\n }\n\n WASM_VECTOR_LEN = offset;\n return ptr;\n}\n/**\n* @param {string} canvas_id\n* @returns {Application}\n*/\nfunction run(canvas_id) {\n var ptr0 = passStringToWasm0(canvas_id, _game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"__wbindgen_malloc\"], _game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"__wbindgen_realloc\"]);\n var len0 = WASM_VECTOR_LEN;\n var ret = _game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"run\"](ptr0, len0);\n return Application.__wrap(ret);\n}\n\nlet cachegetInt32Memory0 = null;\nfunction getInt32Memory0() {\n if (cachegetInt32Memory0 === null || cachegetInt32Memory0.buffer !== _game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"memory\"].buffer) {\n cachegetInt32Memory0 = new Int32Array(_game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"memory\"].buffer);\n }\n return cachegetInt32Memory0;\n}\n\nfunction handleError(e) {\n _game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"__wbindgen_exn_store\"](addHeapObject(e));\n}\n\nfunction isLikeNone(x) {\n return x === undefined || x === null;\n}\n\nlet cachegetFloat32Memory0 = null;\nfunction getFloat32Memory0() {\n if (cachegetFloat32Memory0 === null || cachegetFloat32Memory0.buffer !== _game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"memory\"].buffer) {\n cachegetFloat32Memory0 = new Float32Array(_game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"memory\"].buffer);\n }\n return cachegetFloat32Memory0;\n}\n\nfunction getArrayF32FromWasm0(ptr, len) {\n return getFloat32Memory0().subarray(ptr / 4, ptr / 4 + len);\n}\n/**\n*/\nclass Application {\n\n static __wrap(ptr) {\n const obj = Object.create(Application.prototype);\n obj.ptr = ptr;\n\n return obj;\n }\n\n free() {\n const ptr = this.ptr;\n this.ptr = 0;\n\n _game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"__wbg_application_free\"](ptr);\n }\n /**\n * @param {Engine} engine\n * @param {Template} game\n * @returns {Application}\n */\n static new(engine, game) {\n _assertClass(engine, Engine);\n var ptr0 = engine.ptr;\n engine.ptr = 0;\n _assertClass(game, Template);\n var ptr1 = game.ptr;\n game.ptr = 0;\n var ret = _game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"application_new\"](ptr0, ptr1);\n return Application.__wrap(ret);\n }\n /**\n */\n tick() {\n _game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"application_tick\"](this.ptr);\n }\n /**\n * @param {number} this.ptr\n * @param {number} button\n * @param {number} buttons\n */\n js_mouse_click(button, buttons, x, y) {\n _game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"application_js_mouse_click\"](this.ptr, button, buttons, x, y);\n }\n /**\n * @param {number} this.ptr\n * @param {number} button\n * @param {number} buttons\n */\n js_mouse_press(button, buttons, x, y) {\n _game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"application_js_mouse_click\"](this.ptr, button, buttons, x, y);\n }\n /**\n * @param {number} this.ptr\n * @param {number} button\n * @param {number} buttons\n */\n js_mouse_release(button, buttons, x, y) {\n _game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"application_js_mouse_click\"](this.ptr, button, buttons, x, y);\n }\n /**\n * @param {number} this.ptr\n */\n js_mouse_move(x, y, move_x, move_y) {\n _game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"application_js_mouse_move\"](this.ptr, x, y, move_x, move_y);\n }\n /**\n * @param {number} this.ptr\n */\n js_mouse_scroll(scroll) {\n _game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"application_js_mouse_scroll\"](this.ptr, scroll);\n }\n /**\n * @param {number} key\n */\n js_key_down(key) {\n _game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"application_js_key_down\"](this.ptr, key);\n }\n /**\n * @param {number} key\n */\n js_key_up(key) {\n _game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"application_js_key_up\"](this.ptr, key);\n }\n}\n/**\n*/\nclass Engine {\n\n free() {\n const ptr = this.ptr;\n this.ptr = 0;\n\n _game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"__wbg_engine_free\"](ptr);\n }\n}\n/**\n*/\nclass Template {\n\n free() {\n const ptr = this.ptr;\n this.ptr = 0;\n\n _game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"__wbg_template_free\"](ptr);\n }\n}\n\nconst __wbindgen_object_drop_ref = function(arg0) {\n takeObject(arg0);\n};\n\nconst __widl_f_now_Performance = function(arg0) {\n var ret = getObject(arg0).now();\n return ret;\n};\n\nconst __widl_f_clear_color_WebGL2RenderingContext = function(arg0, arg1, arg2, arg3, arg4) {\n getObject(arg0).clearColor(arg1, arg2, arg3, arg4);\n};\n\nconst __widl_f_clear_depth_WebGL2RenderingContext = function(arg0, arg1) {\n getObject(arg0).clearDepth(arg1);\n};\n\nconst __widl_f_clear_WebGL2RenderingContext = function(arg0, arg1) {\n getObject(arg0).clear(arg1 >>> 0);\n};\n\nconst __widl_f_client_width_Element = function(arg0) {\n var ret = getObject(arg0).clientWidth;\n return ret;\n};\n\nconst __widl_f_client_height_Element = function(arg0) {\n var ret = getObject(arg0).clientHeight;\n return ret;\n};\n\nconst __widl_f_width_HTMLCanvasElement = function(arg0) {\n var ret = getObject(arg0).width;\n return ret;\n};\n\nconst __widl_f_height_HTMLCanvasElement = function(arg0) {\n var ret = getObject(arg0).height;\n return ret;\n};\n\nconst __widl_f_set_width_HTMLCanvasElement = function(arg0, arg1) {\n getObject(arg0).width = arg1 >>> 0;\n};\n\nconst __widl_f_set_height_HTMLCanvasElement = function(arg0, arg1) {\n getObject(arg0).height = arg1 >>> 0;\n};\n\nconst __widl_f_viewport_WebGL2RenderingContext = function(arg0, arg1, arg2, arg3, arg4) {\n getObject(arg0).viewport(arg1, arg2, arg3, arg4);\n};\n\nconst __widl_f_bind_vertex_array_WebGL2RenderingContext = function(arg0, arg1) {\n getObject(arg0).bindVertexArray(getObject(arg1));\n};\n\nconst __wbindgen_memory = function() {\n var ret = _game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"memory\"];\n return addHeapObject(ret);\n};\n\nconst __wbg_instanceof_Memory_ba72e60cdfd2f46c = function(arg0) {\n var ret = getObject(arg0) instanceof WebAssembly.Memory;\n return ret;\n};\n\nconst __wbg_buffer_89a8560ab6a3d9c6 = function(arg0) {\n var ret = getObject(arg0).buffer;\n return addHeapObject(ret);\n};\n\nconst __wbg_new_98aa94a216dab412 = function(arg0) {\n var ret = new Float32Array(getObject(arg0));\n return addHeapObject(ret);\n};\n\nconst __wbg_subarray_724409f7b114b56a = function(arg0, arg1, arg2) {\n var ret = getObject(arg0).subarray(arg1 >>> 0, arg2 >>> 0);\n return addHeapObject(ret);\n};\n\nconst __widl_f_bind_buffer_WebGL2RenderingContext = function(arg0, arg1, arg2) {\n getObject(arg0).bindBuffer(arg1 >>> 0, getObject(arg2));\n};\n\nconst __widl_f_vertex_attrib_pointer_with_i32_WebGL2RenderingContext = function(arg0, arg1, arg2, arg3, arg4, arg5, arg6) {\n getObject(arg0).vertexAttribPointer(arg1 >>> 0, arg2, arg3 >>> 0, arg4 !== 0, arg5, arg6);\n};\n\nconst __widl_f_buffer_data_with_array_buffer_view_WebGL2RenderingContext = function(arg0, arg1, arg2, arg3) {\n getObject(arg0).bufferData(arg1 >>> 0, getObject(arg2), arg3 >>> 0);\n};\n\nconst __widl_f_enable_vertex_attrib_array_WebGL2RenderingContext = function(arg0, arg1) {\n getObject(arg0).enableVertexAttribArray(arg1 >>> 0);\n};\n\nconst __widl_f_use_program_WebGL2RenderingContext = function(arg0, arg1) {\n getObject(arg0).useProgram(getObject(arg1));\n};\n\nconst __widl_f_uniform_matrix4fv_with_f32_array_WebGL2RenderingContext = function(arg0, arg1, arg2, arg3, arg4) {\n getObject(arg0).uniformMatrix4fv(getObject(arg1), arg2 !== 0, getArrayF32FromWasm0(arg3, arg4));\n};\n\nconst __widl_f_uniform3f_WebGL2RenderingContext = function(arg0, arg1, arg2, arg3, arg4) {\n getObject(arg0).uniform3f(getObject(arg1), arg2, arg3, arg4);\n};\n\nconst __widl_f_draw_arrays_WebGL2RenderingContext = function(arg0, arg1, arg2, arg3) {\n getObject(arg0).drawArrays(arg1 >>> 0, arg2, arg3);\n};\n\nconst __widl_f_uniform4fv_with_f32_array_WebGL2RenderingContext = function(arg0, arg1, arg2, arg3) {\n getObject(arg0).uniform4fv(getObject(arg1), getArrayF32FromWasm0(arg2, arg3));\n};\n\nconst __wbindgen_number_new = function(arg0) {\n var ret = arg0;\n return addHeapObject(ret);\n};\n\nconst __wbindgen_string_new = function(arg0, arg1) {\n var ret = getStringFromWasm0(arg0, arg1);\n return addHeapObject(ret);\n};\n\nconst __widl_f_log_2_ = function(arg0, arg1) {\n console.log(getObject(arg0), getObject(arg1));\n};\n\nconst __widl_f_log_1_ = function(arg0) {\n console.log(getObject(arg0));\n};\n\nconst __wbg_new_59cb74e423758ede = function() {\n var ret = new Error();\n return addHeapObject(ret);\n};\n\nconst __wbg_stack_558ba5917b466edd = function(arg0, arg1) {\n var ret = getObject(arg1).stack;\n var ptr0 = passStringToWasm0(ret, _game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"__wbindgen_malloc\"], _game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"__wbindgen_realloc\"]);\n var len0 = WASM_VECTOR_LEN;\n getInt32Memory0()[arg0 / 4 + 1] = len0;\n getInt32Memory0()[arg0 / 4 + 0] = ptr0;\n};\n\nconst __wbg_error_4bb6c2a97407129a = function(arg0, arg1) {\n try {\n console.error(getStringFromWasm0(arg0, arg1));\n } finally {\n _game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"__wbindgen_free\"](arg0, arg1);\n }\n};\n\nconst __widl_f_document_Window = function(arg0) {\n var ret = getObject(arg0).document;\n return isLikeNone(ret) ? 0 : addHeapObject(ret);\n};\n\nconst __widl_f_get_element_by_id_Document = function(arg0, arg1, arg2) {\n var ret = getObject(arg0).getElementById(getStringFromWasm0(arg1, arg2));\n return isLikeNone(ret) ? 0 : addHeapObject(ret);\n};\n\nconst __widl_instanceof_HTMLCanvasElement = function(arg0) {\n var ret = getObject(arg0) instanceof HTMLCanvasElement;\n return ret;\n};\n\nconst __widl_f_get_context_HTMLCanvasElement = function(arg0, arg1, arg2) {\n try {\n var ret = getObject(arg0).getContext(getStringFromWasm0(arg1, arg2));\n return isLikeNone(ret) ? 0 : addHeapObject(ret);\n } catch (e) {\n handleError(e)\n }\n};\n\nconst __widl_instanceof_WebGL2RenderingContext = function(arg0) {\n var ret = getObject(arg0) instanceof WebGL2RenderingContext;\n return ret;\n};\n\nconst __widl_f_create_vertex_array_WebGL2RenderingContext = function(arg0) {\n var ret = getObject(arg0).createVertexArray();\n return isLikeNone(ret) ? 0 : addHeapObject(ret);\n};\n\nconst __widl_f_create_buffer_WebGL2RenderingContext = function(arg0) {\n var ret = getObject(arg0).createBuffer();\n return isLikeNone(ret) ? 0 : addHeapObject(ret);\n};\n\nconst __widl_f_enable_WebGL2RenderingContext = function(arg0, arg1) {\n getObject(arg0).enable(arg1 >>> 0);\n};\n\nconst __widl_f_depth_func_WebGL2RenderingContext = function(arg0, arg1) {\n getObject(arg0).depthFunc(arg1 >>> 0);\n};\n\nconst __widl_f_performance_Window = function(arg0) {\n var ret = getObject(arg0).performance;\n return isLikeNone(ret) ? 0 : addHeapObject(ret);\n};\n\nconst __widl_f_create_program_WebGL2RenderingContext = function(arg0) {\n var ret = getObject(arg0).createProgram();\n return isLikeNone(ret) ? 0 : addHeapObject(ret);\n};\n\nconst __widl_f_attach_shader_WebGL2RenderingContext = function(arg0, arg1, arg2) {\n getObject(arg0).attachShader(getObject(arg1), getObject(arg2));\n};\n\nconst __widl_f_link_program_WebGL2RenderingContext = function(arg0, arg1) {\n getObject(arg0).linkProgram(getObject(arg1));\n};\n\nconst __widl_f_get_program_parameter_WebGL2RenderingContext = function(arg0, arg1, arg2) {\n var ret = getObject(arg0).getProgramParameter(getObject(arg1), arg2 >>> 0);\n return addHeapObject(ret);\n};\n\nconst __wbindgen_boolean_get = function(arg0) {\n const v = getObject(arg0);\n var ret = typeof(v) === 'boolean' ? (v ? 1 : 0) : 2;\n return ret;\n};\n\nconst __widl_f_get_program_info_log_WebGL2RenderingContext = function(arg0, arg1, arg2) {\n var ret = getObject(arg1).getProgramInfoLog(getObject(arg2));\n var ptr0 = isLikeNone(ret) ? 0 : passStringToWasm0(ret, _game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"__wbindgen_malloc\"], _game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"__wbindgen_realloc\"]);\n var len0 = WASM_VECTOR_LEN;\n getInt32Memory0()[arg0 / 4 + 1] = len0;\n getInt32Memory0()[arg0 / 4 + 0] = ptr0;\n};\n\nconst __widl_f_create_shader_WebGL2RenderingContext = function(arg0, arg1) {\n var ret = getObject(arg0).createShader(arg1 >>> 0);\n return isLikeNone(ret) ? 0 : addHeapObject(ret);\n};\n\nconst __widl_f_shader_source_WebGL2RenderingContext = function(arg0, arg1, arg2, arg3) {\n getObject(arg0).shaderSource(getObject(arg1), getStringFromWasm0(arg2, arg3));\n};\n\nconst __widl_f_compile_shader_WebGL2RenderingContext = function(arg0, arg1) {\n getObject(arg0).compileShader(getObject(arg1));\n};\n\nconst __widl_f_get_shader_parameter_WebGL2RenderingContext = function(arg0, arg1, arg2) {\n var ret = getObject(arg0).getShaderParameter(getObject(arg1), arg2 >>> 0);\n return addHeapObject(ret);\n};\n\nconst __widl_f_get_shader_info_log_WebGL2RenderingContext = function(arg0, arg1, arg2) {\n var ret = getObject(arg1).getShaderInfoLog(getObject(arg2));\n var ptr0 = isLikeNone(ret) ? 0 : passStringToWasm0(ret, _game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"__wbindgen_malloc\"], _game_bg_wasm__WEBPACK_IMPORTED_MODULE_0__[\"__wbindgen_realloc\"]);\n var len0 = WASM_VECTOR_LEN;\n getInt32Memory0()[arg0 / 4 + 1] = len0;\n getInt32Memory0()[arg0 / 4 + 0] = ptr0;\n};\n\nconst __wbindgen_object_clone_ref = function(arg0) {\n var ret = getObject(arg0);\n return addHeapObject(ret);\n};\n\nconst __widl_f_get_uniform_location_WebGL2RenderingContext = function(arg0, arg1, arg2, arg3) {\n var ret = getObject(arg0).getUniformLocation(getObject(arg1), getStringFromWasm0(arg2, arg3));\n return isLikeNone(ret) ? 0 : addHeapObject(ret);\n};\n\nconst __wbindgen_throw = function(arg0, arg1) {\n throw new Error(getStringFromWasm0(arg0, arg1));\n};\n\nconst __wbindgen_rethrow = function(arg0) {\n throw takeObject(arg0);\n};\n\nconst __wbg_globalThis_1c2aa6db3ecb073e = function() {\n try {\n var ret = globalThis.globalThis;\n return addHeapObject(ret);\n } catch (e) {\n handleError(e)\n }\n};\n\nconst __wbg_self_e5cdcdef79894248 = function() {\n try {\n var ret = self.self;\n return addHeapObject(ret);\n } catch (e) {\n handleError(e)\n }\n};\n\nconst __wbg_window_44ec8ac43884a4cf = function() {\n try {\n var ret = window.window;\n return addHeapObject(ret);\n } catch (e) {\n handleError(e)\n }\n};\n\nconst __wbg_global_c9abcb94a14733fe = function() {\n try {\n var ret = global.global;\n return addHeapObject(ret);\n } catch (e) {\n handleError(e)\n }\n};\n\nconst __wbindgen_is_undefined = function(arg0) {\n var ret = getObject(arg0) === undefined;\n return ret;\n};\n\nconst __wbg_newnoargs_a9cd98b36c38f53e = function(arg0, arg1) {\n var ret = new Function(getStringFromWasm0(arg0, arg1));\n return addHeapObject(ret);\n};\n\nconst __wbg_call_222be890f6f564bb = function(arg0, arg1) {\n try {\n var ret = getObject(arg0).call(getObject(arg1));\n return addHeapObject(ret);\n } catch (e) {\n handleError(e)\n }\n};\n\nconst __widl_instanceof_Window = function(arg0) {\n var ret = getObject(arg0) instanceof Window;\n return ret;\n};\n\n\n/* WEBPACK VAR INJECTION */}.call(this, __webpack_require__(/*! text-encoding */ \"./node_modules/text-encoding/index.js\")[\"TextDecoder\"], __webpack_require__(/*! text-encoding */ \"./node_modules/text-encoding/index.js\")[\"TextEncoder\"], __webpack_require__(/*! ./../node_modules/webpack/buildin/global.js */ \"./node_modules/webpack/buildin/global.js\")))\n\n//# sourceURL=webpack:///./wasm/game.js?");
/***/ }),
/***/ "./wasm/game_bg.wasm":
/*!***************************!*\
!*** ./wasm/game_bg.wasm ***!
\***************************/
/*! exports provided: memory, __wbg_template_free, __wbg_application_free, application_new, application_tick, application_js_mouse_click, application_js_mouse_move, application_js_mouse_scroll, application_js_key_down, application_js_key_up, run, __wbg_engine_free, application_js_mouse_press, application_js_mouse_release, __wbindgen_malloc, __wbindgen_realloc, __wbindgen_free, __wbindgen_exn_store */
/***/ (function(module, exports, __webpack_require__) {
eval("\"use strict\";\n// Instantiate WebAssembly module\nvar wasmExports = __webpack_require__.w[module.i];\n__webpack_require__.r(exports);\n// export exports from WebAssembly module\nfor(var name in wasmExports) if(name != \"__webpack_init__\") exports[name] = wasmExports[name];\n// exec imports from WebAssembly module (for esm order)\n/* harmony import */ var m0 = __webpack_require__(/*! ./game.js */ \"./wasm/game.js\");\n\n\n// exec wasm module\nwasmExports[\"__webpack_init__\"]()\n\n//# sourceURL=webpack:///./wasm/game_bg.wasm?");
/***/ })
}]);