fixed preloading and integrated vis
This commit is contained in:
@@ -29,13 +29,36 @@ export class AssetPreloaderService {
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const url = URL.createObjectURL(blob);
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if (entry.type === 'image') {
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const img = new Image();
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const loadedPromise = new Promise<void>((resolve, reject) => {
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img.onload = () => {
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URL.revokeObjectURL(url);
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resolve();
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};
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img.onerror = (e) => {
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console.error(`Failed to load image: ${entry.path}`, e);
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URL.revokeObjectURL(url);
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reject(e);
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};
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});
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img.src = url;
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return loadedPromise.then(() => {
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this.images.set(entry.path, img);
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});
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} else if (entry.type === 'audio') {
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const audio = new Audio();
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const loadedPromise = new Promise<void>((resolve, reject) => {
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audio.oncanplaythrough = () => resolve();
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audio.onerror = (e) => {
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console.error(`Failed to load audio: ${entry.path}`, e);
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resolve(); // Don't reject to avoid blocking all
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};
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});
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audio.src = url;
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return loadedPromise.then(() => {
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this.audio.set(entry.path, audio);
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});
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}
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return Promise.resolve();
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})
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);
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@@ -44,21 +67,24 @@ export class AssetPreloaderService {
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private async loadAsset(entry: AssetEntry): Promise<Blob> {
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const response = await fetch(`/assets/${entry.path}`);
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if (!response.ok) {
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throw new Error(`Failed to fetch asset: ${entry.path}`);
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}
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const contentType = response.headers.get('Content-Type') || undefined;
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const reader = response.body?.getReader();
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let loaded = 0;
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const chunks = [];
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while (true) {
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const { done, value } = await reader!.read();
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if (done)
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break;
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if (done) break;
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chunks.push(value);
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loaded += value.length;
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this.loadedBytes += value.length;
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this._progress.next(this.loadedBytes / this.totalBytes);
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}
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return new Blob(chunks);
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return new Blob(chunks, contentType ? { type: contentType } : undefined);
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}
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getImage(name: string): HTMLImageElement {
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@@ -3,7 +3,7 @@
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<div class="main-area">
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<div class="canvas-wrapper" #canvasWrapper>
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<canvas #gameCanvas (click)="onCanvasClick($event)"></canvas>
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<canvas #gameCanvas></canvas>
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</div>
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<div class="bottom-panel">
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<button (click)="rewind()">⏮ Rewind</button>
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@@ -3,6 +3,8 @@ import { OptionsComponent } from '../options/options.component';
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import { SimMain } from './sim/SimMain';
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import { GdRoot } from './data/GdRoot';
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import { SimCommand } from './sim/commands/SimCommand';
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import { VisMain } from './vis/VisMain';
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import { SplashComponent } from '../splash/splash.component';
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@Component({
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selector: 'app-game',
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@@ -10,33 +12,30 @@ import { SimCommand } from './sim/commands/SimCommand';
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styleUrls: ['./game.component.css'],
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imports: [OptionsComponent],
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})
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export class GameComponent implements OnInit {
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simMain!: SimMain;
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private optionsOpen = false;
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private isPaused = false;
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private lastFrameTime = 0;
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private tileSize = 10; // Size of each tile in pixels
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export class GameComponent {
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simMain: SimMain = new SimMain();
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visMain!: VisMain;
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@ViewChild('gameCanvas') canvasRef!: ElementRef<HTMLCanvasElement>;
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@ViewChild('canvasWrapper') wrapperRef!: ElementRef<HTMLDivElement>;
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private logicalWidth = 800;
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private logicalHeight = 600;
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scaleX: number = 1;
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scaleY: number = 1;
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pixelScale: number = 1;
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optionsOpen: boolean = false;
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async ngOnInit() {
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async ngAfterViewInit() {
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const gdRoot = await this.loadGdRoot();
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this.simMain = new SimMain(gdRoot);
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requestAnimationFrame(this.gameLoop.bind(this));
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this.simMain.setGdRoot(gdRoot);
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this.visMain = new VisMain(this.simMain, SplashComponent.assetPreloader, this.wrapperRef.nativeElement, this.canvasRef.nativeElement);
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window.addEventListener('resize', _ => this.visMain.onResized());
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}
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start() {
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this.simMain.start(performance.now());
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this.visMain.start();
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}
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stop() {
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this.simMain.stop();
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this.visMain.start();
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}
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step() {
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@@ -48,14 +47,13 @@ export class GameComponent implements OnInit {
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}
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fastForward() {
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this.simMain.fastForwardToEnd();
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this.simMain.executeToEnd();
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}
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async loadGdRoot(): Promise<GdRoot> {
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const data = await fetch('/assets/data/gdRoot.json').then((r) => r.json());
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// if (!isGdRoot(data)) {
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// throw new Error("Invalid GdRoot!");
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// }
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const data = await fetch('/assets/data/gdRoot.json').then((r) =>
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r.json()
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);
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const gdRoot: GdRoot = data;
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return gdRoot;
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}
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@@ -64,126 +62,15 @@ export class GameComponent implements OnInit {
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this.simMain.setGdRoot(await this.loadGdRoot());
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}
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ngAfterViewInit(): void {
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this.resizeCanvas();
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requestAnimationFrame(this.update);
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window.addEventListener('resize', this.resizeCanvas.bind(this));
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}
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update = (now: number) => {
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if (!this.simMain) {
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return;
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}
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this.simMain.update(now)
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const lastStepTime = this.simMain.isRunning
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? this.simMain.lastStepTime
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: now;
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const t = this.simMain.isRunning
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? Math.max(
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Math.min((now - lastStepTime) / this.simMain.interval, 1),
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0
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)
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: 1;
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this.renderFrame(t);
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requestAnimationFrame(this.update);
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};
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renderFrame(t: number) {
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const ctx = this.canvasRef.nativeElement.getContext('2d');
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if (!ctx) return;
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const canvas = this.canvasRef.nativeElement;
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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}
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resizeCanvas(): void {
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const wrapper = this.wrapperRef.nativeElement;
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const canvas = this.canvasRef.nativeElement;
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const targetAspect = this.logicalWidth / this.logicalHeight;
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const maxW = wrapper.clientWidth;
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const maxH = wrapper.clientHeight;
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let width = maxW;
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let height = width / targetAspect;
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if (height > maxH) {
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height = maxH;
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width = height * targetAspect;
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}
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canvas.width = width;
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canvas.height = height;
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this.scaleX = canvas.width / this.logicalWidth; // e.g. 800
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this.scaleY = canvas.height / this.logicalHeight; // e.g. 600
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// Optionally use the smaller of the two for uniform scaling
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this.pixelScale = Math.min(this.scaleX, this.scaleY);
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}
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toScreen(x: number, y: number): [number, number] {
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return [x * this.pixelScale, y * this.pixelScale];
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}
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fromScreen(px: number, py: number): [number, number] {
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return [px / this.pixelScale, py / this.pixelScale];
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}
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onCanvasClick(event: MouseEvent) {
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const canvas = this.canvasRef.nativeElement;
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const rect = canvas.getBoundingClientRect();
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const scaleX = canvas.width / rect.width;
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const scaleY = canvas.height / rect.height;
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const px = (event.clientX - rect.left) * scaleX;
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const py = (event.clientY - rect.top) * scaleY;
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const [gx, gy] = this.fromScreen(px, py);
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}
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private gameLoop(currentTime: number): void {
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if (this.lastFrameTime === 0) {
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this.lastFrameTime = currentTime;
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}
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const deltaTime = (currentTime - this.lastFrameTime) / 1000;
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this.lastFrameTime = currentTime;
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// Only update the game state if not paused
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if (!this.isPaused) {
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this.updateGame(deltaTime);
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requestAnimationFrame(this.gameLoop.bind(this));
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}
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}
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private updateGame(deltaTime: number): void {
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// Implement your game update logic here using deltaTime
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}
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// Called when opening options: pause the game
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public openOptions(): void {
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this.optionsOpen = true;
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this.pauseGame();
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this.stop();
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}
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// Called when closing options: resume the game
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public closeOptions(): void {
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this.optionsOpen = false;
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this.resumeGame();
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}
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private pauseGame(): void {
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this.isPaused = true;
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}
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private resumeGame(): void {
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this.isPaused = false;
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// Reset the lastFrameTime to avoid a huge delta on resume
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this.lastFrameTime = performance.now();
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requestAnimationFrame(this.gameLoop.bind(this));
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this.start();
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}
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}
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@@ -9,21 +9,14 @@ import { SimCommand } from './commands/SimCommand';
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import { SimLevel } from './SimLevel';
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export class SimMain {
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executeUntilStep(targetStep: number) {
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throw new Error("Method not implemented.");
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}
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lastTime = 0;
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currentStep = -1;
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isRunning = false;
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lastStepTime: number = 0;
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currentLevel: SimLevel | null = null;
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commandHistory: SimCommand[] = [];
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gdRoot: GdRoot = null!;
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interval: number = 0;
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private actions: ISimAction[] = [];
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constructor(gdRoot: GdRoot) {
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this.setGdRoot(gdRoot);
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constructor() {
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this.actions.push(new SimActionMoveEnemies());
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this.actions.push(new SimActionSpawnEnemies());
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this.actions.push(new SimActionFireTowers());
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@@ -33,15 +26,16 @@ export class SimMain {
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setGdRoot(gdRoot: GdRoot) {
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this.gdRoot = gdRoot;
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this.interval = 1.0 / this.gdRoot.simulation.stepsPerSecond;
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this.currentLevel = new SimLevel(this.gdRoot, 0);
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}
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fastForwardToEnd() {
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this.fastForwardTo(
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executeToEnd() {
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this.executeUntilStep(
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this.commandHistory[this.commandHistory.length - 1].step
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);
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}
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private fastForwardTo(target: number) {
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executeUntilStep(target: number) {
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this.currentStep = 0;
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while (this.currentStep < target) {
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this.step();
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@@ -62,19 +56,6 @@ export class SimMain {
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for (const cmd of commands) {
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cmd.execute(this);
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}
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this.lastStepTime = performance.now();
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}
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start(now: number) {
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if (this.isRunning) return;
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this.isRunning = true;
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this.lastTime = now;
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}
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stop() {
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this.isRunning = false;
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}
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addCommand(command: SimCommand) {
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@@ -83,13 +64,4 @@ export class SimMain {
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);
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this.commandHistory.push(command);
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}
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update = (now: number) => {
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if (!this.isRunning) return;
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while (now - this.lastTime >= this.interval) {
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this.step();
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this.lastTime += this.interval;
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}
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};
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}
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@@ -54,7 +54,7 @@ export class VisEnemy {
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ctx.scale(2, 2);
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break;
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}
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ctx.drawImage(this.assets.getImage("enemy-" + (this.simEnemy.index | 0) + ".svg"), -this.image.width / 2, -this.image.height / 2, this.image.width, this.image.height);
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ctx.drawImage(this.assets.getImage("images/enemy-" + (this.simEnemy.index | 0) + ".svg"), -this.image.width / 2, -this.image.height / 2, this.image.width, this.image.height);
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ctx.restore();
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}
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}
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@@ -228,7 +228,7 @@ export class VisLevel {
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const pos = Vector2.lerp(positions[0], positions[1], t);
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const width = this.screenCellWidth * simProjectile.size;
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const height = this.screenCellHeight * simProjectile.size;
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this.visMain.context.drawImage(this.assets.getImage("projectile.svg"),
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this.visMain.context.drawImage(this.assets.getImage("images/projectile.svg"),
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this.screenXOffset + pos.x * this.hexSize - width / 2,
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this.screenYOffset + pos.y * this.hexSize - height / 2,
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width,
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@@ -293,6 +293,6 @@ export class VisLevel {
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private drawCellImage(context: CanvasRenderingContext2D, cell: SimCell, name: string) {
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const coords = this.getScreenCoords(cell.hex);
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context.drawImage(this.assets.getImage(name), coords.x, coords.y, this.screenCellWidth, this.screenCellHeight);
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context.drawImage(this.assets.getImage("images/" + name), coords.x, coords.y, this.screenCellWidth, this.screenCellHeight);
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}
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}
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@@ -14,19 +14,18 @@ export class VisMain {
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private ready: boolean = false;
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private gap: number = 0;
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assets: AssetPreloaderService;
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wrapper: HTMLDivElement;
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constructor(simMain: SimMain, assets: AssetPreloaderService, canvas: HTMLCanvasElement) {
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constructor(simMain: SimMain, assets: AssetPreloaderService, wrapper: HTMLDivElement, canvas: HTMLCanvasElement) {
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this.assets = assets;
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this.simMain = simMain;
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this.canvas = canvas;
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this.wrapper = wrapper;
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this.context = this.canvas.getContext("2d")!;
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this.context.globalCompositeOperation = "source-over";
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this.wallPattern = this.createPattern(assets.getImage("wall.png"), 48);
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this.wallPattern = this.createPattern(assets.getImage("images/wall.png"), 48);
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this.visLevel = new VisLevel(this, this.simMain, this.simMain.gdRoot, assets);
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const host = this;
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requestAnimationFrame(function step(timestamp) {
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host.step(timestamp);
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});
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this.start();
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}
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private createPattern(image: HTMLImageElement, size: number): CanvasPattern {
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@@ -45,9 +44,8 @@ export class VisMain {
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return;
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}
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const host = this;
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requestAnimationFrame((timestamp: number) => {
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host.step(timestamp);
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this.step(timestamp);
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});
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if (!this.startTimestamp) {
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@@ -70,9 +68,8 @@ export class VisMain {
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};
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public onResized() {
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const gameHost = document.getElementById("game-host") as HTMLDivElement;
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const width = gameHost.clientWidth;
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const height = gameHost.clientHeight;
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const width = this.wrapper.clientWidth;
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const height = this.wrapper.clientHeight;
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const ratio = window.devicePixelRatio;
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this.canvas.width = width * ratio;
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this.canvas.height = height * ratio;
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@@ -100,7 +97,14 @@ export class VisMain {
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this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
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}
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private stop() {
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stop() {
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this.active = false;
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}
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start() {
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this.active = true;
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requestAnimationFrame((timestamp: number) => {
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this.step(timestamp);
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});
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}
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}
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Reference in New Issue
Block a user