[pongwars]: factor out state from team variable
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@ -100,81 +100,41 @@
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name: "red",
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color: "indianred",
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backgroundColor: "darkred",
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x: 256,
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y: 256,
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dx: 8,
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dy: 8,
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score: 0,
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},
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{
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name: "blue",
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color: "blue",
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backgroundColor: "darkblue",
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x: 768,
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y: 256,
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dx: -8,
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dy: 8,
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score: 0,
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},
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{
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name: "green",
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color: "green",
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backgroundColor: "darkgreen",
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x: 256,
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y: 768,
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dx: 8,
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dy: -8,
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score: 0,
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},
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{
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name: "orange",
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color: "coral",
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backgroundColor: "chocolate",
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x: 768,
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y: 768,
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dx: -8,
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dy: -8,
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score: 0,
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},
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{
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name: "white",
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color: "white",
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backgroundColor: "gainsboro",
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x: 400,
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y: 768,
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dx: -9,
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dy: -9,
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score: 0,
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},
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{
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name: "black",
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color: "#333333",
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backgroundColor: "black",
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x: 400,
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y: 300,
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dx: -8,
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dy: -8,
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score: 0,
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},
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{
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name: "ourple",
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color: "violet",
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backgroundColor: "purple",
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x: 400,
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y: 768,
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dx: -8,
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dy: -8,
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score: 0,
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},
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{
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name: "gray",
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color: "gray",
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backgroundColor: "#333333",
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x: 400,
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y: 768,
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dx: -8,
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dy: -8,
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score: 0,
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},
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];
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@ -197,6 +157,16 @@
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})
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function initialState() {
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state = teams.map((team) => ({
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elim: false,
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boostEnabled: false,
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x: 0,
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y: 0,
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dx: 0,
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dy: 0,
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score: 0,
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}))
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// base noise pattern (failsafe in case the grid doesn't cover some part)
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for (let i = 0; i < numSquaresX; i++) {
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squares[i] = [];
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@ -224,23 +194,18 @@
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}
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if (t !== null) {
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teams[t].x = Math.floor((i+0.5)/gridW*canvas.width);
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teams[t].y = Math.floor((j+0.5)/gridH*canvas.height);
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state[t].x = Math.floor((i+0.5)/gridW*canvas.width);
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state[t].y = Math.floor((j+0.5)/gridH*canvas.height);
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}
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}
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}
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for (let i = 0; i < teams.length; i++) {
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const angle = randomNum(0, 2 * Math.PI);
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teams[i].dx = 8 * Math.cos(angle);
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teams[i].dy = 8 * Math.sin(angle);
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state[i].dx = 8 * Math.cos(angle);
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state[i].dy = 8 * Math.sin(angle);
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}
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}
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state = teams.map((team) => ({
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elim: false,
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boostEnabled: false,
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}))
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}
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initialState();
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@ -293,22 +258,22 @@
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if (Math.min(x, y) < 0 || isNaN(x) || isNaN(y)) {
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console.warn(`warped ${teams[color].name}`)
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teams[color].x = canvas.width * 0.1;
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teams[color].y = canvas.height * 0.1;
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state[color].x = canvas.width * 0.1;
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state[color].y = canvas.height * 0.1;
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dx = 4;
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dy = 4;
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}
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if (x > canvas.width || y > canvas.height) {
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console.warn(`warped ${teams[color].name}`)
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teams[color].x = canvas.width * 0.9;
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teams[color].y = canvas.height * 0.9;
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state[color].x = canvas.width * 0.9;
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state[color].y = canvas.height * 0.9;
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dx = -4;
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dy = -4;
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}
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// death coefficient (if not enough territory, slow down)
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const coeff = Math.min((teams[color].score/(numSquaresX*numSquaresY/nTeams/mix(1.2, 4, suddenDeathCoeff))), 1.00);
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const coeff = Math.min((state[color].score/(numSquaresX*numSquaresY/nTeams/mix(1.2, 4, suddenDeathCoeff))), 1.00);
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// death coefficient when no collision
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const vacuumCoeff = coeff**(0.01);
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@ -376,21 +341,21 @@
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if (!squares) {
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return;
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}
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teams.forEach((t) => (t.score = 0));
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state.forEach((t) => (t.score = 0));
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for (let i = 0; i < numSquaresX; i++) {
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for (let j = 0; j < numSquaresY; j++) {
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teams[squares[i][j]].score++;
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state[squares[i][j]].score++;
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}
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}
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for (let i = 0; i < teams.length; i++) {
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if (teams[i].score <= 4) {
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if (state[i].score <= 4) {
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state[i].elim = true
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}
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}
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if (nTeams > 1) {
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scoreElement.textContent = teams
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.map((t, idx) => `(${idx}) ${t.name} ${t.score}`)
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.map((t, idx) => `(${idx}) ${t.name} ${state[idx].score}`)
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.filter((t, idx) => !state[idx].elim)
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.join(" | ") + (suddenDeathCoeff > 0.1 ? " | sudden death!" : "");
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} else {
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@ -406,8 +371,8 @@
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for (let i = 0; i < teams.length; i++) {
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if (state[i].elim) continue
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const t = teams[i];
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drawBall(t.x, t.y, t.color);
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const t = state[i];
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drawBall(t.x, t.y, teams[i].color);
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let bounce = updateSquareAndBounce(t.x, t.y, t.dx, t.dy, i);
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t.dx = bounce.dx;
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t.dy = bounce.dy;
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