added holes to the game
This commit is contained in:
parent
95751be63e
commit
fc50821ff0
5 changed files with 129 additions and 48 deletions
30
Makefile
30
Makefile
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@ -1,30 +1,21 @@
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.PHONY: all clean
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.PHONY: all clean
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IMAGES = $(foreach name, apple wall, public/assets/$(name)32.png)
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TILESETS = $(foreach name, hole, public/assets/$(name)-ts.png)
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JSON = $(foreach name, snake levelList config, public/assets/$(name).json)
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ICON = public/assets/icon32.png public/assets/icon256.png public/favicon.ico
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ICON = public/assets/icon32.png public/assets/icon256.png public/favicon.ico
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APPLE = public/assets/apple32.png
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WALL = public/assets/wall32.png
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SNAKE = public/assets/snake.json
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LEVEL_LIST = public/assets/levelList.json
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CONFIG = public/assets/config.json
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CSS = public/css/snek.css
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CSS = public/css/snek.css
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JS = public/js/snek.js
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JS = public/js/snek.js
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OUTPUT = $(ICON) $(APPLE) $(WALL) $(SNAKE) $(LEVEL_LIST) $(CONFIG) $(CSS) $(JS)
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OUTPUT = $(IMAGES) $(TILESETS) $(JSON) $(ICON) $(CSS) $(JS)
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all: icon apple wall snake levelList config css js
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all: images tilesets json icon css js
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images: $(IMAGES)
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tilesets: $(TILESETS)
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json: $(JSON)
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icon: $(ICON)
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icon: $(ICON)
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apple: $(APPLE)
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wall: $(WALL)
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snake: $(SNAKE)
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levelList: $(LEVEL_LIST)
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config: $(CONFIG)
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css: $(CSS)
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css: $(CSS)
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js: $(JS)
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js: $(JS)
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public/favicon.ico: assets/icon.jpg
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public/favicon.ico: assets/icon.jpg
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@ -40,6 +31,9 @@ public/assets/%32.png: assets/%.jpg
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public/assets/%256.png: assets/%.jpg
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public/assets/%256.png: assets/%.jpg
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convert $^ -resize 256x $@
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convert $^ -resize 256x $@
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public/assets/%-ts.png: assets/%.png
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convert $^ -scale 32x $@
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public/assets/%.json: assets/%.json
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public/assets/%.json: assets/%.json
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cp $^ $@
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cp $^ $@
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BIN
assets/hole.png
Executable file
BIN
assets/hole.png
Executable file
Binary file not shown.
After Width: | Height: | Size: 32 KiB |
BIN
assets/hole.xcf
Executable file
BIN
assets/hole.xcf
Executable file
Binary file not shown.
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@ -3,18 +3,23 @@ const ProgressBar=require('progress');
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const assetSpecs=[
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const assetSpecs=[
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{ name: 'fruit', filename: 'apple32.png', type: 'image' },
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{ name: 'fruit', filename: 'apple32.png', type: 'image' },
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{ name: 'wall', filename: 'wall32.png', type: 'image' },
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{ name: 'wall', filename: 'wall32.png', type: 'image' },
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{ name: 'hole', filename: 'hole-ts.png', type: 'image' },
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{ name: 'snake', filename: 'snake.json', type: 'json' },
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{ name: 'snake', filename: 'snake.json', type: 'json' },
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{ name: 'levelList', filename: 'levelList.json', type: 'json' },
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{ name: 'levelList', filename: 'levelList.json', type: 'json' },
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{ name: 'config', filename: 'config.json', type: 'json' }
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{ name: 'config', filename: 'config.json', type: 'json' }
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];
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];
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const tasks=[
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{ from: 'hole', type: 'tileset', tiles: ['base', 'ul', 'dr', 'dl', 'ur', 'l', 'r', 'd', 'u'], steps: 9 }
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];
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const cvs=document.createElement('canvas');
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const cvs=document.createElement('canvas');
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cvs.width=400;
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cvs.width=400;
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cvs.height=50;
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cvs.height=50;
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cvs.classList.add('progressBar');
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cvs.classList.add('progressBar');
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cvs.classList.add('hiddenBottom');
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cvs.classList.add('hiddenBottom');
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const bar=new ProgressBar(assetSpecs.length*2);
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const bar=new ProgressBar(assetSpecs.length*2+tasks.reduce((a, t) => a+t.steps, 0));
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bar.addUpdateListener(() => bar.draw(cvs));
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bar.addUpdateListener(() => bar.draw(cvs));
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bar.draw(cvs);
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bar.draw(cvs);
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@ -27,11 +32,11 @@ bar.addReadyListener(() => {
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});
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});
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//XXX purposefully slow down asset loading
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//XXX purposefully slow down asset loading
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const sleep=(ms) => new Promise(ok => setTimeout(ok, ms));
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const sleep=(ms=1000) => new Promise(ok => setTimeout(ok, ms*Math.random()));
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const loadAsset=async (asset) => {
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const loadAsset=async (asset) => {
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const response=await fetch('assets/'+asset.filename);
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const response=await fetch('assets/'+asset.filename);
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await sleep(1000*Math.random());
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await sleep();
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bar.update();
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bar.update();
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let result;
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let result;
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switch(asset.type) {
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switch(asset.type) {
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@ -43,7 +48,7 @@ const loadAsset=async (asset) => {
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result=await createImageBitmap(await response.blob());
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result=await createImageBitmap(await response.blob());
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break;
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break;
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}
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}
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await sleep(1000*Math.random());
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await sleep();
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bar.update();
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bar.update();
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return [asset.name, result];
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return [asset.name, result];
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};
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};
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@ -52,17 +57,36 @@ let assets=Object.create(null);
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let ready=false;
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let ready=false;
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let readyListeners=[];
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let readyListeners=[];
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Promise
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(async () => {
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let arr=await Promise
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.all(
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.all(
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assetSpecs.map(a => loadAsset(a))
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assetSpecs.map(a => loadAsset(a))
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).then(arr => {
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);
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arr.forEach(([name, value]) => {
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arr.forEach(([name, value]) => {
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assets[name]=value;
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assets[name]=value;
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});
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});
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for(let task of tasks) {
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const source=assets[task.from];
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switch(task.type) {
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case 'tileset': {
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let asset=assets[task.from]=Object.create(null);
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for(let tId in task.tiles) {
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const tName=task.tiles[tId];
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asset[tName]=await createImageBitmap(source, 0, source.width*tId, source.width, source.width);
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await sleep(100);
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bar.update();
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}
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break;
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}
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}
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}
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ready=true;
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ready=true;
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readyListeners.forEach(fn => fn.bind(fn)());
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readyListeners.forEach(fn => fn.bind(fn)());
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readyListeners=null;
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readyListeners=null;
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});
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})();
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const onReady=(fn) => {
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const onReady=(fn) => {
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if(ready) fn.bind(fn)();
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if(ready) fn.bind(fn)();
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@ -1,6 +1,4 @@
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const [EMPTY, FOOD, WALL, SNAKE]=Array(4).keys();
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const [EMPTY, FOOD, WALL, HOLE, HOLE_S, SNAKE]=Array(6).keys();
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const ifNaN=(v, r) => isNaN(v)?r:v;
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class SnekGame {
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class SnekGame {
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constructor(settings, canvas, rules) {
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constructor(settings, canvas, rules) {
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@ -20,11 +18,12 @@ class SnekGame {
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case ' ': return EMPTY;
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case ' ': return EMPTY;
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case 'f': return FOOD;
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case 'f': return FOOD;
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case 'w': return WALL;
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case 'w': return WALL;
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case 'o': return HOLE;
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}
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}
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})();
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})();
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}
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}
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}
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}
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//
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// extract the dimensions
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// extract the dimensions
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this.dimensions=[this.world.length, this.world[0].length];
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this.dimensions=[this.world.length, this.world[0].length];
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@ -51,6 +50,9 @@ class SnekGame {
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// add the walls
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// add the walls
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if(settings.walls) settings.walls.forEach(([x, y]) => this.world[x][y]=WALL);
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if(settings.walls) settings.walls.forEach(([x, y]) => this.world[x][y]=WALL);
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// add the holes
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if(settings.holes) settings.holes.forEach(([x, y]) => this.world[x][y]=HOLE);
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// add the food
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// add the food
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settings.food.forEach(([x, y]) => this.world[x][y]=FOOD);
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settings.food.forEach(([x, y]) => this.world[x][y]=FOOD);
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this.fruits=[...settings.food];
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this.fruits=[...settings.food];
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@ -62,9 +64,13 @@ class SnekGame {
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// get the head and initial direction
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// get the head and initial direction
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this.head=[...settings.snake[0]];
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this.head=[...settings.snake[0]];
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this.direction=[
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if(settings.snake.length>=2) this.direction=[
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ifNaN(settings.snake[0][0]-settings.snake[1][0], 1),
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settings.snake[0][0]-settings.snake[1][0],
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ifNaN(settings.snake[0][1]-settings.snake[1][1], 0)
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settings.snake[0][1]-settings.snake[1][1]
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];
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else this.direction=[
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1,
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0
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];
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];
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this.lastDirection=this.direction
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this.lastDirection=this.direction
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// draw our walls
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// draw our walls
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const wall=assets.get('wall');
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const wall=assets.get('wall');
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for(let x=0; x<this.dimensions[0]; x++) {
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const hole=assets.get('hole');
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for(let y=0; y<this.dimensions[1]; y++) {
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switch(this.world[x][y]) {
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const putTile=(x, y, tile) => this.ctx.drawImage(
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case WALL:
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tile,
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this.ctx.drawImage(
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wall,
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offsetX+cellSize*x,
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offsetX+cellSize*x,
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offsetY+cellSize*y,
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offsetY+cellSize*y,
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cellSize,
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cellSize,
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cellSize
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cellSize
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);
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);
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const checkAdj=(x, y) => {
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let adj={};
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adj.u=this.world[x][y-1];
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adj.d=this.world[x][y+1];
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adj.l=(this.world[x-1] || [])[y];
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adj.r=(this.world[x+1] || [])[y];
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adj.ul=(this.world[x-1] || [])[y-1];
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adj.ur=(this.world[x+1] || [])[y-1];
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adj.dl=(this.world[x-1] || [])[y+1];
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adj.dr=(this.world[x+1] || [])[y+1];
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return adj;
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};
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for(let x=0; x<this.dimensions[0]; x++) {
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for(let y=0; y<this.dimensions[1]; y++) {
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switch(this.world[x][y]) {
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case WALL:
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putTile(x, y, wall);
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break;
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break;
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case HOLE:
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case HOLE_S: {
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putTile(x, y, hole.base);
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let adj=checkAdj(x, y);
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Object
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.keys(adj)
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.filter(k => adj[k]==HOLE || adj[k]==HOLE_S)
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.forEach(k => putTile(x, y, hole[k]));
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break;
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// technically, this works for all shapes
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// however, the tileset only handles convex shapes
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}
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}
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}
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}
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}
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}
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}
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@ -198,7 +232,13 @@ class SnekGame {
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// get our tail out of the way
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// get our tail out of the way
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const tail=this.snake.pop();
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const tail=this.snake.pop();
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switch(this.world[tail[0]][tail[1]]) {
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case HOLE_S:
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this.world[tail[0]][tail[1]]=HOLE;
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break;
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default:
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this.world[tail[0]][tail[1]]=EMPTY;
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this.world[tail[0]][tail[1]]=EMPTY;
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}
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// check for out of world conditions
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// check for out of world conditions
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if(head[0]<0 || head[0]>=this.dimensions[0] || head[1]<0 || head[1]>=this.dimensions[1]) {
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if(head[0]<0 || head[0]>=this.dimensions[0] || head[1]<0 || head[1]>=this.dimensions[1]) {
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@ -214,8 +254,21 @@ class SnekGame {
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// you hit, you die
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// you hit, you die
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case WALL:
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case WALL:
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case SNAKE:
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case SNAKE:
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case HOLE_S:
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return this.die();
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return this.die();
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// if either 3 consecutive segments or the whole snake is on a hole, you die
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case HOLE:
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if(
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this.snake.length==0 ||
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this.snake.length==1 &&
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this.world[this.snake[0][0]][this.snake[0][1]]==HOLE_S ||
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this.snake.length>=2 &&
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this.world[this.snake[0][0]][this.snake[0][1]]==HOLE_S &&
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this.world[this.snake[1][0]][this.snake[1][1]]==HOLE_S
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) return this.die();
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break;
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// you eat, you don't die
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// you eat, you don't die
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case FOOD:
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case FOOD:
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// re-grow the snake
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// re-grow the snake
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@ -251,7 +304,13 @@ class SnekGame {
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}
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}
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// move our head forward
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// move our head forward
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switch(this.world[head[0]][head[1]]) {
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case HOLE:
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this.world[head[0]][head[1]]=HOLE_S;
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break;
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default:
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this.world[head[0]][head[1]]=SNAKE;
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this.world[head[0]][head[1]]=SNAKE;
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}
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this.snake.unshift(head);
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this.snake.unshift(head);
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// automatic speed increase
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// automatic speed increase
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@ -301,6 +360,7 @@ class SnekGame {
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}
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}
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handleInputs(inputs) {
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handleInputs(inputs) {
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// change direction if the input is valid
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const trySet=(dir) => {
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const trySet=(dir) => {
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if(!dir.every((e, i) => e==this.lastDirection[i] || e==-this.lastDirection[i])) {
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if(!dir.every((e, i) => e==this.lastDirection[i] || e==-this.lastDirection[i])) {
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this.direction=dir;
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this.direction=dir;
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@ -308,6 +368,7 @@ class SnekGame {
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}
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}
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}
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}
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// reduce buffer duration
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Object
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Object
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.keys(inputs)
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.keys(inputs)
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.forEach(k => {
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.forEach(k => {
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@ -318,11 +379,13 @@ class SnekGame {
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else inputs[k]=v;
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else inputs[k]=v;
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});
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});
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// try all inputs in order and unbuffer them if valid
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if(inputs.left && trySet([-1, 0])) return delete inputs.left;
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if(inputs.left && trySet([-1, 0])) return delete inputs.left;
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else if(inputs.right && trySet([ 1, 0])) return delete inputs.right;
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else if(inputs.right && trySet([ 1, 0])) return delete inputs.right;
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else if(inputs.up && trySet([ 0,-1])) return delete inputs.up;
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else if(inputs.up && trySet([ 0,-1])) return delete inputs.up;
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else if(inputs.down && trySet([ 0, 1])) return delete inputs.down;
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else if(inputs.down && trySet([ 0, 1])) return delete inputs.down;
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// buffering might be disabled
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if(inputs.clearBuffer) {
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if(inputs.clearBuffer) {
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Object
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Object
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.keys(inputs)
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.keys(inputs)
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Reference in a new issue