[pongwars] starting grid configuration
more pretty than pure noise
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@ -178,10 +178,7 @@
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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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@ -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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@ -207,6 +206,43 @@
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}
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}
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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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