rm push/pop
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@@ -47,8 +47,8 @@ function add_bunny(x, y) {
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anchor_x: 0.5, anchor_y: 0.5,
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plane: 'game'
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})
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push(bunnies, bunny)
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push(bunny_sprites, s)
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bunnies[] = bunny
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bunny_sprites[] = s
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}
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// Initial bunnies
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@@ -29,14 +29,14 @@ function init(grid) {
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row = []
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for (bx = 0; bx < 8; bx++) {
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col = ((bx + by) & 1) ? dark_color : light_color
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push(row, shape.rect({
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row[] = shape.rect({
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pos: {x: bx * S + S / 2, y: by * S + S / 2},
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width: S, height: S,
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fill: {r: col.r, g: col.g, b: col.b, a: col.a},
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plane: 'game', layer: 0
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}))
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})
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}
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push(board_shapes, row)
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board_shapes[] = row
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}
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next_id = 0
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@@ -49,7 +49,7 @@ function compute_valid_moves(from) {
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dest = grid.at(to)
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if (length(dest) && dest[0].colour == piece.colour) continue
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if (rules.canMove(piece, from, to, grid))
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push(validMoves, to)
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validMoves[] = to
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}
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}
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}
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@@ -77,7 +77,7 @@ function compute_valid_moves(from) {
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dest = grid.at(to)
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if (length(dest) && dest[0].colour == piece.colour) continue
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if (rules.canMove(piece, from, to, grid))
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push(validMoves, to)
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validMoves[] = to
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}
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}
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}
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@@ -32,7 +32,7 @@ var grid_prototype = {
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// add an entity into a cell
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add(entity, pos) {
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var cx = px(pos), cy = py(pos);
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push(this.cell(cx, cy), entity);
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this.cell(cx, cy)[] = entity;
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entity.coord = [cx, cy];
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},
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@@ -91,7 +91,7 @@ function compute_valid_moves(from) {
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dest = grid.at(to)
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if (length(dest) && dest[0].colour == piece.colour) continue
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if (rules.canMove(piece, from, to, grid))
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push(validMoves, to)
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validMoves[] = to
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}
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}
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}
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@@ -91,12 +91,12 @@ function reset_game() {
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var cy = floor(gridH / 2)
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var wp = null
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for (i = 0; i < 3; i++) {
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push(snake_pos, {x: cx - i, y: cy})
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snake_pos[] = {x: cx - i, y: cy}
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wp = grid_to_world(cx - i, cy)
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push(snake_shapes, shape.rect({
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snake_shapes[] = shape.rect({
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pos: {x: wp.x, y: wp.y}, width: cellSize - 2, height: cellSize - 2,
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fill: {r: 0, g: 1, b: 0.3, a: 1}, plane: 'game'
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}))
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})
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}
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dir = {x: 1, y: 0}
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@@ -166,7 +166,7 @@ core.start({
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var old_wp = grid_to_world(snake_pos[0].x, snake_pos[0].y)
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var new_wp = grid_to_world(hx, hy)
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var new_pos = [{x: hx, y: hy}]
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for (i = 0; i < length(snake_pos); i++) push(new_pos, snake_pos[i])
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for (i = 0; i < length(snake_pos); i++) new_pos[] = snake_pos[i]
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snake_pos = new_pos
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var head = shape.rect({
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pos: {x: old_wp.x, y: old_wp.y}, width: cellSize - 2, height: cellSize - 2,
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@@ -175,7 +175,7 @@ core.start({
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// Smooth tween from old position to new position
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tw.tween(head.pos).to({x: new_wp.x, y: new_wp.y}, move_interval).ease(ease.linear)
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var new_shapes = [head]
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for (i = 0; i < length(snake_shapes); i++) push(new_shapes, snake_shapes[i])
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for (i = 0; i < length(snake_shapes); i++) new_shapes[] = snake_shapes[i]
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snake_shapes = new_shapes
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// Eat apple?
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@@ -185,9 +185,9 @@ core.start({
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spawn_apple()
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} else {
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// Remove tail
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tail = pop(snake_shapes)
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tail = snake_shapes[]
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tail.destroy()
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pop(snake_pos)
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snake_pos[]
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}
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},
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@@ -50,16 +50,16 @@ function init_board() {
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row = []
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srow = []
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for (c = 0; c < COLS; c++) {
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push(row, null)
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push(srow, shape.rect({
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row[] = null
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srow[] = shape.rect({
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pos: {x: c * TILE + TILE / 2, y: r * TILE + TILE / 2},
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width: TILE - 1, height: TILE - 1,
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fill: {r: 0.5, g: 0.5, b: 0.5, a: 1},
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plane: 'game', layer: 0, visible: false
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}))
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})
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}
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push(board, row)
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push(board_shapes, srow)
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board[] = row
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board_shapes[] = srow
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}
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}
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@@ -104,10 +104,10 @@ var next_label = text2d({
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var next_shapes = []
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var ns = 0
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for (ns = 0; ns < 4; ns++) {
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push(next_shapes, shape.rect({
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next_shapes[] = shape.rect({
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pos: {x: 0, y: 0}, width: TILE - 1, height: TILE - 1,
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fill: {r: 1, g: 1, b: 1, a: 1}, plane: 'game', layer: 2, visible: false
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}))
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})
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}
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function random_shape() {
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@@ -244,10 +244,10 @@ function place_piece() {
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// Create 4 shapes for active piece (layer 1 = on top of board)
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var pi = 0
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for (pi = 0; pi < 4; pi++) {
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push(piece_shapes, shape.rect({
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piece_shapes[] = shape.rect({
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pos: {x: 0, y: 0}, width: TILE - 1, height: TILE - 1,
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fill: {r: 1, g: 1, b: 1, a: 1}, plane: 'game', layer: 1, visible: false
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}))
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})
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}
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init_board()
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