[pongwars] starting grid configuration
more pretty than pure noise
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@ -82,111 +82,108 @@
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</body>
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<script>
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// Based on: https://github.com/vnglst/pong-wars
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// Idea for Pong wars: https://twitter.com/nicolasdnl/status/1749715070928433161
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// Based on: https://github.com/vnglst/pong-wars
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// Idea for Pong wars: https://twitter.com/nicolasdnl/status/1749715070928433161
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// This code is patched: see https://github.com/dogeystamp/garbage-monorepo/tree/main/pongwars
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// Main features added are controlling balls and colors being able to die
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// This code is patched: see https://github.com/dogeystamp/garbage-monorepo/tree/main/pongwars
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// Main features added are controlling balls and colors being able to die
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const canvas = document.getElementById("pongCanvas");
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const ctx = canvas.getContext("2d");
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const scoreElement = document.getElementById("score");
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const canvas = document.getElementById("pongCanvas");
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const ctx = canvas.getContext("2d");
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const scoreElement = document.getElementById("score");
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var suddenDeathStart = null;
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var suddenDeathCoeff = 0;
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var suddenDeathStart = null;
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var suddenDeathCoeff = 0;
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const teams = [
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{
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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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const teams = [
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{
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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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var state = teams.map((team) => ({
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elim: false,
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boostEnabled: false,
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}))
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var state = {}
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const squareSize = 16;
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const numSquaresX = canvas.width / squareSize;
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const numSquaresY = canvas.height / squareSize;
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let squares = [];
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const squareSize = 16;
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const numSquaresX = canvas.width / squareSize;
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const numSquaresY = canvas.height / squareSize;
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let squares = [];
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document.addEventListener("keydown", (event) => {
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const key = parseInt(event.key)
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@ -199,6 +196,8 @@
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state[key].boostEnabled = false;
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})
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function initialState() {
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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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for (let j = 0; j < numSquaresY; j++) {
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@ -207,10 +206,47 @@
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}
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}
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function randomNum(min, max) {
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return Math.random() * (max - min) + min;
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const enableGrid = true;
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if (enableGrid) {
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const gridW = 4;
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const gridH = 2;
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for (let i = 0; i < gridW; i++) {
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for (let j = 0; j < gridH; j++) {
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const gridIdx = j * gridW + i;
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const t = (gridIdx < teams.length) ? gridIdx : null;
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for (let x = Math.floor(i/gridW*numSquaresX); x < Math.floor((i+1)/gridW*numSquaresX); x++) {
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for (let y = Math.floor(j/gridH*numSquaresY); y < Math.floor((j+1)/gridH*numSquaresY); y++) {
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if (t !== null) {
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squares[x][y] = t;
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}
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}
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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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}
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}
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}
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for (let i = 0; i < teams.length; i++) {
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teams[i].dx = 5 * randInt(-1, 1);
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teams[i].dy = 5;
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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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function randomNum(min, max) {
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return Math.random() * (max - min) + min;
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}
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function randInt(min, max) {
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return Math.floor(randomNum(min, max+1))
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}
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