Search JavaScript code of all Worlds for: ABWorld lookat
ABWorld.lookat.copy ( theagent.position ); ABWorld.lookat.y = LOOKAT_Y ; ABWorld.lookat.x = ABWorld.lookat.x + ( (startRadiusConst * 3) * Math.sin(agentRotation) ); ABWorld.lookat.z = ABWorld.lookat.z + ( (startRadiusConst * 3) * Math.cos(agentRotation) );
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( ABWorld.scene.position );
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is ABWorld.lookat.y = LOOKAT_Y ; // adjusted
ABWorld.lookat.copy ( ABWorld.scene.position );
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( ABWorld.scene.position );
ABWorld.lookat.copy ( ABWorld.scene.position );
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
theenemy.position.copy(translate(ei, ej)), ABWorld.lookat.copy(theenemy.position)
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy(theenemy.position); // if camera moving, look back at where the enemy is
AB.clockTick=100,AB.maxSteps=1e3,AB.screenshotStep=50;const show3d=!1,TEXTURE_WALL="/uploads/mark86/homeryellow.jpg",TEXTURE_MAZE="/uploads/mark86/1636022936.png",TEXTURE_AGENT="/uploads/mark86/bartru
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
const BLOCKPUNISH=50,ACTION_LEFT=0,ACTION_RIGHT=1,ACTION_UP=2,ACTION_DOWN=3,ACTION_STAYSTILL=4;AB.clockTick=50,AB.maxSteps=1e3,AB.screenshotStep=50;const TEXTURE_WALL="/uploads/starter/door.jpg",TEXTU
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
const BLOCKPUNISH=50,ACTION_LEFT=0,ACTION_RIGHT=1,ACTION_UP=2,ACTION_DOWN=3,ACTION_STAYSTILL=4;AB.clockTick=50,AB.maxSteps=1e3,AB.screenshotStep=50;const TEXTURE_WALL="/uploads/starter/door.jpg",TEXTU
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy(theenemy.position); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
AB.clockTick=100,AB.maxSteps=1e3,AB.screenshotStep=50;const show3d=!0,TEXTURE_WALL="/uploads/sam007/door.jpg",TEXTURE_MAZE="/uploads/sam007/latin.jpg",TEXTURE_AGENT="/uploads/sam007/pacman.jpg",TEXTUR