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@ -137,8 +137,6 @@ function processJoystick (data) {
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function processButton (data) {
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game.players[data.id].val = data.button;
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game.createRipple(data.id, 300, 1000);
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if (debug) {
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console.log(data.id + ': ' +
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data.button);
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@ -156,7 +154,6 @@ class Game {
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this.numPlayers = 0;
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this.id = 0;
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this.colliders = new Group();
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this.ripples = new Ripples();
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}
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add (id, x, y, w, h) {
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@ -175,19 +172,9 @@ class Game {
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draw() {
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this.checkBounds();
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this.ripples.draw();
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drawSprites();
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}
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createRipple(id, r, duration) {
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this.ripples.add(
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this.players[id].position.x,
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this.players[id].position.y,
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r,
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duration,
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this.players[id].color);
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}
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setColor (id, r, g, b) {
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this.players[id].color = color(r, g, b);
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this.players[id].shapeColor = color(r, g, b);
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@ -250,65 +237,3 @@ class Game {
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}
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}
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}
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// A simple pair of classes for generating ripples
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class Ripples {
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constructor() {
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this.ripples = [];
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}
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add(x, y, r, duration, rcolor) {
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this.ripples.push(new Ripple(x, y, r, duration, rcolor));
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}
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draw() {
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for (let i = 0; i < this.ripples.length; i++) {
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// Draw each ripple in the array
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if(this.ripples[i].draw()) {
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// If the ripple is finished (returns true), remove it
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this.ripples.splice(i, 1);
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}
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}
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}
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}
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class Ripple {
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constructor(x, y, r, duration, rcolor) {
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this.x = x;
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this.y = y;
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this.r = r;
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// If rcolor is not defined, default to white
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if (rcolor == null) {
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rcolor = color(255);
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}
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this.stroke = rcolor;
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this.strokeWeight = 3;
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this.duration = duration; // in milliseconds
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this.startTime = millis();
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this.endTime = this.startTime + this.duration;
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}
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draw() {
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let progress = (this.endTime - millis())/this.duration;
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let r = this.r*(1 - progress);
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push();
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stroke(red(this.stroke),
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green(this.stroke),
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blue(this.stroke),
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255*progress);
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strokeWeight(this.strokeWeight);
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fill(0, 0);
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ellipse(this.x, this.y, r);
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pop();
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if (millis() > this.endTime) {
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return true;
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}
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return false;
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}
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}
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