add controls for clearing canvas and resetting to initial seed
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parent
fde2e26806
commit
dbd671a964
6 changed files with 75 additions and 23 deletions
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@ -43,6 +43,9 @@ class CellStream extends Stream {
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setLiving() {
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setLiving() {
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this.head.setLiving();
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this.head.setLiving();
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}
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}
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toggleLiving() {
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this.head.toggleLiving();
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}
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}
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}
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const cellStream = (living = false, liveNeighbors = 0) => {
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const cellStream = (living = false, liveNeighbors = 0) => {
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@ -7,6 +7,9 @@ const init = (gameField) => {
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const rateEl = document.getElementById("rate");
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const rateEl = document.getElementById("rate");
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const forwardEl = document.getElementById("forward");
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const forwardEl = document.getElementById("forward");
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const playEl = document.getElementById("play");
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const playEl = document.getElementById("play");
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const resetEl = document.getElementById("reset");
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const clearEl = document.getElementById("clear");
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const canvasEl = document.getElementById("game-field");
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const controls = {
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const controls = {
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interval: null,
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interval: null,
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play() {
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play() {
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@ -19,14 +22,20 @@ const init = (gameField) => {
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this.interval = null;
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this.interval = null;
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}
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}
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},
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},
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clear() {
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gameField = gameField.clear();
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},
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reset() {
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reset() {
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this.pause();
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this.pause();
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gameField.reset();
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gameField = gameField.reset();
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},
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},
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forward() {
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forward() {
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gameField.advance();
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gameField.advance();
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},
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},
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rate: 10,
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rate: 10,
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updateField(x, y) {
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gameField = gameField.toggleCell(x, y);
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},
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updateRate(rate) {
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updateRate(rate) {
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console.log("updating rate");
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console.log("updating rate");
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console.log(rate);
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console.log(rate);
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@ -55,6 +64,20 @@ const init = (gameField) => {
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controls.play();
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controls.play();
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forwardEl.disabled = true;
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forwardEl.disabled = true;
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});
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});
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resetEl.addEventListener("click", (e) => {
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e.preventDefault();
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controls.reset();
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});
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clearEl.addEventListener("click", (e) => {
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e.preventDefault();
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controls.clear();
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});
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canvasEl.addEventListener("click", (e) => {
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e.preventDefault();
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if (controls.interval) return;
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const { offsetX, offsetY } = e;
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controls.updateField(offsetX, offsetY);
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});
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return controls;
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return controls;
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};
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};
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@ -5,44 +5,70 @@ const canvasEl = document.getElementById("game-field");
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const canvas2D = canvasEl.getContext("2d");
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const canvas2D = canvasEl.getContext("2d");
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canvas2D.fillStyle = "white";
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canvas2D.fillStyle = "white";
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const parseSeed = (seed) => ({
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const parseSeed = (seed) => {
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fieldArray: [
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if (seed && Array.isArray(seed)) {
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[0, 1, 0],
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return {
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[0, 0, 1],
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fieldArray: [
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[1, 1, 1],
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[0, 1, 0],
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],
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[0, 0, 1],
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});
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[1, 1, 1],
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],
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};
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}
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return seed;
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};
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const fieldView = (seed) => {
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const fieldView = (seed) => {
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fieldArray = parseSeed(seed);
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console.log(seed);
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seed = parseSeed(seed);
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// generateTable(true);
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// generateTable(true);
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const field = fieldStream(fieldArray);
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console.log(seed);
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return {
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const field = fieldStream(seed);
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const view = {
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draw(x, y) {
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draw(x, y) {
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const { scale, offset } = this.dimension;
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const { scale, offset } = this.dimension;
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canvas2D.fillRect(x * scale + offset, y * scale + offset, scale, scale);
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canvas2D.fillRect(x * scale + offset, y * scale + offset, scale, scale);
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},
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},
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dimension: { x0: 0, y0: 0, x1: 500, y1: 300, scale: 6, offset: 100 },
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dimension: { x0: 0, y0: 0, x1: 500, y1: 300, scale: 6, offset: 100 },
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field,
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field,
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updateView(field) {
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updateView() {
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canvas2D.clearRect(0, 0, this.dimension.x1, this.dimension.y1);
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canvas2D.clearRect(0, 0, this.dimension.x1, this.dimension.y1);
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Object.entries(field.map)
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Object.entries(this.field.map)
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.filter(([key, cell]) => cell.living)
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.filter(([key, cell]) => cell.living)
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.map(([key]) => key.split(","))
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.map(([key]) => key.split(","))
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.forEach(([x, y]) => this.draw(x, y));
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.forEach(([x, y]) => this.draw(x, y));
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},
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},
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clear() {
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return fieldView({});
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},
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reset() {
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reset() {
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return fieldView(seed);
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const newField = fieldView(seed);
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this.updateView(this.field);
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newField.updateView();
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return newField;
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},
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},
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advance() {
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advance() {
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this.field = this.field.next.next;
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this.field = this.field.next.next;
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this.updateView(this.field);
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this.updateView();
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},
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},
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handleClick(e) {
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toggleCell(x, y) {
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// toggle single cell
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const { scale, offset } = this.dimension;
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x = Math.floor((x - offset) / scale);
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y = Math.floor((y - offset) / scale);
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console.log(x, y);
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const fieldMap = Object.entries(this.field.map)
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.map(([key, cell]) => [key, cell.living])
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.reduce((map, [key, living]) => {
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map[key] = [living];
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return map;
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}, {});
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fieldMap[`${x},${y}`] = !!fieldMap[`${x},${y}`]
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? [!fieldMap[`${x},${y}`][0]]
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: [true];
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return new fieldView({ fieldMap });
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},
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},
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};
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};
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view.updateView();
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return view;
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};
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};
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module.exports = {
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module.exports = {
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@ -1,11 +1,11 @@
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<div class="playControls">
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<div class="playControls">
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<button id="stop">⏹️</button>
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<button id="clear">⏹️</button>
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<button id="reset">🔄️</button>
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<button id="play">⏯️</button>
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<button id="play">⏯️</button>
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<button id="forward">⏩️</button>
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<button id="forward">⏩️</button>
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<input
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<input
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type="range"
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type="range"
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id="rate"
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id="rate"
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onchange="controls.updateRoute"
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min="1"
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min="1"
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max="20"
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max="20"
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value="10"
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value="10"
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@ -4,7 +4,7 @@ import css from "./styles/style.css";
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const { fieldView } = require("./components/GameFieldTable");
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const { fieldView } = require("./components/GameFieldTable");
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const { init } = require("./components/Controls");
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const { init } = require("./components/Controls");
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(() => console.log("hello world!"))();
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(() => console.log("hello world!"))();
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window.game = fieldView();
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window.game = fieldView([]);
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window.controls = init(game);
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window.controls = init(game);
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// controls
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// controls
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// -- state=idle ?
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// -- state=idle ?
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@ -24,9 +24,9 @@ div.playControls {
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border-radius: 1vh;
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border-radius: 1vh;
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border: solid white .5vh;
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border: solid white .5vh;
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grid-template-rows: 2fr 1fr;
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grid-template-rows: 2fr 1fr;
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grid-template-columns: 1fr 1fr 1fr;
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grid-template-columns: 1fr 1fr 1fr 1fr;
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gap: 1vh;
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gap: 1vh;
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grid-template-areas: "buttons buttons buttons" " slider slider slider";
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grid-template-areas: "buttons buttons buttons buttons" "slider slider slider slider";
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padding: 1vh;
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padding: 1vh;
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}
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}
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