remove snipplets
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@ -46,12 +46,3 @@ indent_size = 2
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[package.json]
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indent_style = space
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indent_size = 2
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# Ignore paths for this project
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[{Solar2D/**,ssh/config}]
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charset = unset
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end_of_line = unset
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insert_final_newline = unset
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trim_trailing_whitespace = unset
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indent_style = unset
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indent_size = unset
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@ -1,113 +0,0 @@
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// Main variables
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let DEBUG = true;
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let canvas;
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let context;
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let cW;
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let cH;
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// FPS
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let secondsPassed;
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let oldTimeStamp;
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let fps;
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let dragging = false;
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function mMove(e) {
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'use strict';
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if (dragging) {
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point.pX = e.offsetX * cW / canvas.clientWidth | 0;
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point.pY = e.offsetY * cH / canvas.clientHeight | 0;
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};
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}
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function mDown(e) {
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'use strict';
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dragging = true;
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}
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function mUp(e) {
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'use strict';
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dragging = false;
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}
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function clearContext() {
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'use strict';
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context.fillStyle = '#b27e56';
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context.fillRect(0, 0, cW, cH);
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}
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// Init
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window.onload = function() {
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'use strict';
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canvas = document.getElementById('game');
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context = canvas.getContext('2d');
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cW = canvas.width;
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cH = canvas.height;
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canvas.style.height = window.innerHeight + "px";
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if (DEBUG) {
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console.log('Canvas set size to ' + window.innerHeight + 'px');
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console.log(canvas.getBoundingClientRect());
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};
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canvas.addEventListener('mousedown', mDown, false);
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canvas.addEventListener('mouseup', mUp, false);
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canvas.addEventListener('mousemove', mMove, false);
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canvas.addEventListener('touchstart', mDown, false);
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canvas.addEventListener('touchend', mUp, false);
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canvas.addEventListener('touchmove', mMove, false);
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window.requestAnimationFrame(gameLoop);
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};
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window.addEventListener('resize', function() {
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'use strict';
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let canvas = document.getElementById('game');
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canvas.style.height = window.innerHeight + "px";
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if (DEBUG) {
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console.log('Canvas resized to ' + window.innerHeight + 'px');
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console.log(canvas.getBoundingClientRect());
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};
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}, true);
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// GameLoop
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function gameLoop(timeStamp) {
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'use strict';
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// fps counter
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secondsPassed = (timeStamp - oldTimeStamp) / 1000;
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oldTimeStamp = timeStamp;
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fps = Math.round(1 / secondsPassed);
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// end fps counter
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update();
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draw();
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if (DEBUG) {
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context.font = '15px Arial';
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context.fillStyle = '#101024';
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context.fillText('FPS: ' + fps, 10, 20);
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};
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window.requestAnimationFrame(gameLoop);
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}
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function update() {
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'use strict';
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//
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}
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function draw() {
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'use strict';
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clearContext();
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}
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@ -1,15 +0,0 @@
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<!DOCTYPE html>
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<html lang="en-us">
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<head>
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<meta charset="utf-8">
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<title>JS Game</title>
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<link rel="stylesheet" type="text/css" href="styles.css">
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</head>
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<body>
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<div class="wrap">
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<canvas id="game" width="768" height="1366"></canvas>
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</div>
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<script type="text/javascript" src="game.js"></script>
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</body>
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</html>
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@ -1,20 +0,0 @@
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html { height: 100%; }
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body {
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background-color: #101024;
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padding: 0;
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margin: 0;
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height: 100%;
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}
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div.wrap {
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display: flex;
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height: 100%;
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align-items: center;
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justify-content: center;
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}
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canvas#game {
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border: 2px solid #ec8a4b;
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display: block;
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}
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@ -1,38 +0,0 @@
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## Pixel-Art
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```css
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canvas { image-rendering: crisp-edges; image-rendering: pixelated; }
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```
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## WebPack
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`packages.json`
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```json
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"scripts": {
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"serve": "webpack serve",
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"html": "html-minifier --collapse-whitespace --remove-comments src/index.html --output dist/index.html",
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"css": "csso src/styles.css --output dist/styles.css",
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"build": "npm run html && npm run css && webpack --mode=production"
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},
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"devDependencies": {
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"webpack": "^5.42.0",
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"webpack-cli": "^4.7.2",
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"webpack-dev-server": "^3.11.2"
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}
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```
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`webpack.config.js`
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```javascript
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const path = require('path');
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module.exports = {
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mode: 'development',
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entry: './src/index.js',
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output: {
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path: path.resolve(__dirname, 'dist'),
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filename: 'engine.js',
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},
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devServer: {
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contentBase: path.join(__dirname, 'src'),
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compress: false,
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port: 55555,
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},
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};
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```
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@ -1,10 +0,0 @@
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## Legend
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- 🐛 - Bug
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- ✔️ - Fixed
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- ❌ - Removed
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- ➕ - Added
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- ℹ️ - Information
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- ♻️ - Edited
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## 0.1.0 - [17/04/2021] - (not work)
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-
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@ -1 +0,0 @@
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-
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@ -1,37 +0,0 @@
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settings =
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{
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orientation =
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{
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default = "portrait",
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supported = { "portrait", },
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},
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android =
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{
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usesPermissions =
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{
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"android.permission.INTERNET",
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},
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},
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iphone =
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{
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xcassets = "Images.xcassets",
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plist =
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{
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UIStatusBarHidden = false,
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UILaunchStoryboardName = "LaunchScreen",
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},
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},
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plugins =
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{
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},
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excludeFiles =
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{
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all = { "Icon.png", "Icon-*dpi.png", "Images.xcassets", },
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android = { "LaunchScreen.storyboardc", },
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},
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}
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application =
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{
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content =
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{
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width = 1080,
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height = 1920,
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scale = "letterbox",
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fps = 60,
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--[[
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imageSuffix =
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{
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["@2x"] = 2,
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["@4x"] = 4,
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},
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--]]
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},
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}
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local composer = require('composer')
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local scene = composer.newScene()
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local groupBack
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local groupMain
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local groupUI
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function gameLoop()
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--
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end
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local function onFrame(event)
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--
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end
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function scene:create(event)
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local sceneGroup = self.view
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groupBack = display.newGroup()
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groupMain = display.newGroup()
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groupUI = display.newGroup()
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local debugRect = display.newRect(display.contentCenterX, display.contentCenterY, display.contentWidth, display.contentHeight )
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debugRect:setFillColor(0.807, 0.925, 0.956)
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end
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function scene:show(event)
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local sceneGroup = self.view
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local phase = event.phase
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if (phase == "will") then
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-- Code here runs when the scene is still off screen (but is about to come on screen)
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elseif (phase == "did") then
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gameLoopTimer = timer.performWithDelay(500, gameLoop, 0)
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end
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end
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function scene:hide(event)
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local sceneGroup = self.view
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local phase = event.phase
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if (phase == "will") then
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-- Code here runs when the scene is on screen (but is about to go off screen)
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elseif (phase == "did") then
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-- Code here runs immediately after the scene goes entirely off screen
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end
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end
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function scene:destroy(event)
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local sceneGroup = self.view
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-- Code here runs prior to the removal of scene's view
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end
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scene:addEventListener('create', scene)
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scene:addEventListener('show', scene)
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scene:addEventListener('hide', scene)
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scene:addEventListener('destroy', scene)
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Runtime:addEventListener('enterFrame', onFrame)
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return scene
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@ -1,10 +0,0 @@
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/* SITE */
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Last Updated: Thu Jul 21 01:00 AM MSK 2021
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Components: Null
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/* TEAM */
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Chef: Alexander Popov
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Contacts: iiiypuk [at] iiiypuk.me
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Twitter: @_iiiypuk
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Ko-Fi: iiiypuk
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From: Russia
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