Split loop into game update and render, separated graphics-related code
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219106870a
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80d904cee6
3 changed files with 117 additions and 101 deletions
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@ -30,11 +30,11 @@
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<script type = 'text/javascript' src="vendor/hammer.min.js"></script>
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<script type = 'text/javascript' src="vendor/keypress.min.js"></script>
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<script type = 'text/javascript' src="js/view.js"></script>
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<script type = 'text/javascript' src="js/math.js"></script>
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<script type = 'text/javascript' src="js/entities.js"></script>
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<script type = 'text/javascript' src="js/input.js"></script>
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<script type = 'text/javascript' src="js/checking.js"></script>
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<script type = 'text/javascript' src="js/main.js"></script>
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</body>
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</html>
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147
js/main.js
147
js/main.js
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@ -9,30 +9,33 @@ if (window.devicePixelRatio) {
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ctx.scale(window.devicePixelRatio, window.devicePixelRatio);
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}
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var gameState = 0; // 0 - start, 1 - playing, 2 - end
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var framerate = 60;
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var score = 0;
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var scoreScalar = 1;
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ct = 0;
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window.requestAnimFrame = (function() {
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return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || function(callback) {
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window.setTimeout(callback, 1000 / framerate);
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};
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})();
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var gameState = 0; // 0 - start, 1 - playing, 2 - end
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var framerate = 60;
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var score = 0;
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var scoreScalar = 1;
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var scoreAdditionCoeff = 1;
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ct = 0;
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var blocks = [];
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var MainClock;
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var iter;
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var lastGen;
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var prevScore;
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var nextGen;
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var spawnLane = 0;
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function init() {
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score = 0;
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spawnLane = 0;
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scoreScalar = 1;
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gameState = 1;
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ct = 0;
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@ -45,19 +48,11 @@ function init() {
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requestAnimFrame(animloop);
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}
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var colors = ["#e74c3c", "#f1c40f", "#3498db"];
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var hexagonBackgroundColor = 'rgb(236, 240, 241)';
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var hexagonBackgroundColorClear = 'rgba(236, 240, 241, 0.5)';
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var centerBlue = '#2c3e50'; //tumblr?
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var scoreAdditionCoeff = 1;
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var x = 0;
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function render() {
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document.getElementById("score").innerHTML = score + " (x" + scoreScalar * scoreAdditionCoeff + ")";
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function update() {
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var now = Date.now();
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if (now - lastGen > nextGen) {
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blocks.push(new Block(x, colors[randInt(0, colors.length)]));
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x++;
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blocks.push(new Block(spawnLane, colors[randInt(0, colors.length)]));
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spawnLane++;
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lastGen = Date.now();
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var minTime = 500 / iter;
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if (minTime < 100) {
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@ -72,21 +67,9 @@ function render() {
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prevScore = now;
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iter += 0.1;
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}
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ctx.clearRect(0, 0, canvas.originalWidth, canvas.originalHeight);
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clearGameBoard();
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var objectsToRemove = [];
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var i;
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for (i in MainClock.blocks) {
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for (var j = 0; j < MainClock.blocks[i].length; j++) {
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var block = MainClock.blocks[i][j];
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MainClock.doesBlockCollide(block, iter, j, MainClock.blocks[i]);
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if (!MainClock.blocks[i][j].settled) {
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MainClock.blocks[i][j].distFromHex -= iter;
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}
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block.draw(true, j);
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}
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}
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var i;
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var objectsToRemove = [];
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for (i in blocks) {
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MainClock.doesBlockCollide(blocks[i], iter);
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if (!blocks[i].settled) {
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@ -94,12 +77,40 @@ function render() {
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} else {
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objectsToRemove.push(i);
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}
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blocks[i].draw();
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}
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for (i in MainClock.blocks) {
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for (var j = 0; j < MainClock.blocks[i].length; j++) {
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var block = MainClock.blocks[i][j];
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MainClock.doesBlockCollide(block, iter, j, MainClock.blocks[i]);
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if (!MainClock.blocks[i][j].settled) {
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MainClock.blocks[i][j].distFromHex -= iter;
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}
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}
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}
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objectsToRemove.forEach(function(o) {
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blocks.splice(o, 1);
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});
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}
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function render() {
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document.getElementById("score").innerHTML = score + " (x" + scoreScalar * scoreAdditionCoeff + ")";
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ctx.clearRect(0, 0, canvas.originalWidth, canvas.originalHeight);
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clearGameBoard();
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var i;
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for (i in MainClock.blocks) {
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for (var j = 0; j < MainClock.blocks[i].length; j++) {
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var block = MainClock.blocks[i][j];
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block.draw(true, j);
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}
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}
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for (i in blocks) {
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blocks[i].draw();
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}
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MainClock.draw();
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drawPolygon(canvas.originalWidth / 2, canvas.originalHeight / 2, 6, 220, 30, '#95a5a6', false);
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}
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@ -110,6 +121,7 @@ function animloop() {
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showModal('Start!', 'Press enter to start!');
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} else if (gameState == 1) {
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requestAnimFrame(animloop);
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update();
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render();
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checkGameOver();
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} else if (gameState == 2) {
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@ -119,75 +131,10 @@ function animloop() {
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}
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requestAnimFrame(animloop);
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function clearGameBoard() {
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ctx.shadowColor = '#2980b9';
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ctx.shadowBlur = 25;
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drawPolygon(canvas.originalWidth / 2, canvas.originalHeight / 2, 6, canvas.originalWidth / 2 - 25, 30, hexagonBackgroundColor);
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clearShadows();
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}
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function drawPolygon(x, y, sides, radius, theta, color, fill) { // can make more elegant, reduce redundancy, fix readability
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if (fill == undefined) {
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fill = true;
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}
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if (fill) {
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ctx.fillStyle = color;
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} else {
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// ctx.shadowColor = '#2980b9';
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// ctx.shadowColor = color;
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// ctx.shadowColor = '#2ecc71';
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// ctx.shadowBlur = 10;
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// ctx.strokeStyle = rgba(0,0,0,0);
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ctx.lineWidth = 3;
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ctx.strokeStyle = color;
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}
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ctx.beginPath();
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var coords = rotatePoint(0, radius, theta);
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ctx.moveTo(coords.x + x, coords.y + y);
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var oldX = coords.x;
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var oldY = coords.y;
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for (var i = 0; i < sides; i++) {
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coords = rotatePoint(oldX, oldY, 360 / sides);
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ctx.lineTo(coords.x + x, coords.y + y);
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// ctx.moveTo(coords.x + x, coords.y + y);
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oldX = coords.x;
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oldY = coords.y;
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}
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ctx.closePath();
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if (fill) {
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ctx.fill();
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} else {
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ctx.stroke();
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}
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};
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function checkGameOver() { // fix font, fix size of hex
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for (var i = 0; i < MainClock.sides; i++) {
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if (MainClock.blocks[i].length > 8) {
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gameState = 2;
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}
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}
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}
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function showModal(text, secondaryText) {
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var buttonSize = 150;
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var fontSizeLarge = 50;
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var fontSizeSmall = 25;
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drawPolygon(canvas.originalWidth / 2, canvas.originalHeight / 2, 6, canvas.originalWidth / 2 - 25, 30, hexagonBackgroundColorClear);
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// drawPolygon(canvas.originalWidth / 2, canvas.originalHeight / 2, 6, buttonSize, 30, swegBlue);
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ctx.font = fontSizeLarge + 'px Roboto'; // figure out what is not working
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ctx.textAlign = 'center';
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ctx.fillStyle = centerBlue;
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// ctx.fillStyle = hexagonBackgroundColor;
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ctx.fillText(text, canvas.originalWidth / 2, canvas.originalHeight / 2 + (fontSizeLarge / 4));
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ctx.font = fontSizeSmall + 'px Roboto';
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ctx.fillText(secondaryText, canvas.originalWidth / 2, canvas.originalHeight / 2 + fontSizeLarge / 4 + fontSizeSmall / 4 + 30);
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}
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function clearShadows() {
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ctx.shadowColor = 0;
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ctx.shadowBlur = 0;
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ctx.shadowOffsetX = 0;
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ctx.shadowOffsetY = 0;
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}
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}
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69
js/view.js
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69
js/view.js
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@ -0,0 +1,69 @@
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var colors = ["#e74c3c", "#f1c40f", "#3498db"];
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var hexagonBackgroundColor = 'rgb(236, 240, 241)';
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var hexagonBackgroundColorClear = 'rgba(236, 240, 241, 0.5)';
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var centerBlue = '#2c3e50'; //tumblr?
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function showModal(text, secondaryText) {
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var buttonSize = 150;
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var fontSizeLarge = 50;
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var fontSizeSmall = 25;
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drawPolygon(canvas.originalWidth / 2, canvas.originalHeight / 2, 6, canvas.originalWidth / 2 - 25, 30, hexagonBackgroundColorClear);
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// drawPolygon(canvas.originalWidth / 2, canvas.originalHeight / 2, 6, buttonSize, 30, swegBlue);
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ctx.font = fontSizeLarge + 'px Roboto'; // figure out what is not working
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ctx.textAlign = 'center';
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ctx.fillStyle = centerBlue;
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// ctx.fillStyle = hexagonBackgroundColor;
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ctx.fillText(text, canvas.originalWidth / 2, canvas.originalHeight / 2 + (fontSizeLarge / 4));
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ctx.font = fontSizeSmall + 'px Roboto';
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ctx.fillText(secondaryText, canvas.originalWidth / 2, canvas.originalHeight / 2 + fontSizeLarge / 4 + fontSizeSmall / 4 + 30);
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}
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function clearShadows() {
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ctx.shadowColor = 0;
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ctx.shadowBlur = 0;
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ctx.shadowOffsetX = 0;
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ctx.shadowOffsetY = 0;
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}
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function clearGameBoard() {
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ctx.shadowColor = '#2980b9';
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ctx.shadowBlur = 25;
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drawPolygon(canvas.originalWidth / 2, canvas.originalHeight / 2, 6, canvas.originalWidth / 2 - 25, 30, hexagonBackgroundColor);
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clearShadows();
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}
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function drawPolygon(x, y, sides, radius, theta, color, fill) { // can make more elegant, reduce redundancy, fix readability
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if (fill == undefined) {
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fill = true;
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}
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if (fill) {
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ctx.fillStyle = color;
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} else {
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// ctx.shadowColor = '#2980b9';
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// ctx.shadowColor = color;
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// ctx.shadowColor = '#2ecc71';
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// ctx.shadowBlur = 10;
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// ctx.strokeStyle = rgba(0,0,0,0);
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ctx.lineWidth = 3;
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ctx.strokeStyle = color;
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}
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ctx.beginPath();
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var coords = rotatePoint(0, radius, theta);
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ctx.moveTo(coords.x + x, coords.y + y);
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var oldX = coords.x;
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var oldY = coords.y;
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for (var i = 0; i < sides; i++) {
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coords = rotatePoint(oldX, oldY, 360 / sides);
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ctx.lineTo(coords.x + x, coords.y + y);
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// ctx.moveTo(coords.x + x, coords.y + y);
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oldX = coords.x;
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oldY = coords.y;
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}
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ctx.closePath();
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if (fill) {
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ctx.fill();
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} else {
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ctx.stroke();
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}
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};
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