rm new
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@@ -12,11 +12,11 @@ var startingPos = use('pieces').startingPosition;
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var rules = use('rules');
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/*──── build board ───────────────────────────────────────────────────*/
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var grid = new Grid(8, 8);
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var grid = Grid(8, 8);
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grid.width = 8; // (the ctor didn't store them)
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grid.height = 8;
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var mover = new MovementSystem(grid, rules);
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var mover = MovementSystem(grid, rules);
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startingPos(grid);
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/*──── networking and game state ─────────────────────────────────────*/
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@@ -1,17 +1,19 @@
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function grid(w, h) {
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this.width = w;
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this.height = h;
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var newgrid = meme(grid_prototype)
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newgrid.width = w;
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newgrid.height = h;
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// create a height×width array of empty lists
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this.cells = array(h);
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newgrid.cells = array(h);
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for (var y = 0; y < h; y++) {
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this.cells[y] = array(w);
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newgrid.cells[y] = array(w);
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for (var x = 0; x < w; x++) {
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this.cells[y][x] = []; // each cell holds its own list
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newgrid.cells[y][x] = []; // each cell holds its own list
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}
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}
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return newgrid
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}
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grid.prototype = {
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var grid_prototype = {
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// return the array at (x,y)
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cell(x, y) {
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return this.cells[y][x];
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@@ -66,4 +68,6 @@ grid.prototype = {
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}
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return out;
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}
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};
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}
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return grid
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@@ -1,10 +1,13 @@
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var MovementSystem = function(grid, rules) {
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this.grid = grid;
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this.rules = rules || {}; // expects { canMove: fn }
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this.turn = 'white';
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function MovementSystem(grid, rules) {
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var newmover = meme(MovementSystem_prototype)
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newmover.grid = grid;
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newmover.rules = rules || {}; // expects { canMove: fn }
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newmover.turn = 'white';
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return newmover
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}
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MovementSystem.prototype.tryMove = function (piece, to) {
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var MovementSystem_prototype = {
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tryMove: function (piece, to) {
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if (piece.colour != this.turn) return false;
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// normalise ‘to’ into our hybrid coord
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@@ -27,6 +30,6 @@ MovementSystem.prototype.tryMove = function (piece, to) {
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this.turn = (this.turn == 'white') ? 'black' : 'white';
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return true;
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};
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}
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return { MovementSystem: MovementSystem };
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return MovementSystem
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@@ -154,9 +154,7 @@ function load_from_cloud() {
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var data = steam.cloud.cloud_read("savegame.json");
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if (data) {
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// Convert ArrayBuffer to string
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var decoder = new TextDecoder();
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var json_str = decoder.decode(data);
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var json_str = text(data)
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return JSON.parse(json_str);
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}
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@@ -297,7 +297,7 @@ graphics.texture = function texture(path) {
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var idx = number(frameIndex)
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if (idx == null) return cached
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// Wrap the index
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idx = idx % cached.frames.length
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idx = idx % length(cached.frames)
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return cached.frames[idx].image
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}
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// If cached is a single Image, any frame index just returns the image
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@@ -322,7 +322,7 @@ graphics.texture = function texture(path) {
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var idx = number(frameIndex)
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if (isNaN(idx)) return cached
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// Wrap the index
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idx = idx % cached.frames.length
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idx = idx % length(cached.frames)
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return cached.frames[idx].image
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}
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// Just animation name for single animation - return the animation
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@@ -49,7 +49,6 @@ var transform = use('transform');
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var camera = {
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size: [500,500],
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transform: new transform,
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fov:50,
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near_z: 0,
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far_z: 1000,
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@@ -14,7 +14,6 @@ render.initialize({
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var camera = {
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size: [500,500],
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transform: new transform,
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fov:50,
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near_z: 0,
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far_z: 1000,
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@@ -15,7 +15,6 @@ var draw = use('draw2d')
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var camera = {
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size: [500,500],
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transform: new transform,
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fov:50,
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near_z: 0,
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far_z: 1000,
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@@ -27,7 +26,6 @@ var camera = {
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var hudcam = {
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size: [500,500],
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transform: new transform,
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fov:50,
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near_z: 0,
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far_z: 1000,
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@@ -51,7 +49,6 @@ function loop()
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{
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var now = os.now()
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pos.x += dt*100
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camera.transform.pos = pos
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render.clear([22/255,120/255,194/255,255/255])
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render.camera(camera)
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