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b005f4b83a
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514b033884
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@ -36,7 +36,7 @@ select = [
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]
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# Note: Ruff supports a top-level `src` option in lieu of isort's `src_paths` setting.
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src = ["kennel", "tests"]
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src = ["fastapi_poetry_starter", "tests"]
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ignore = []
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315
static/index.js
315
static/index.js
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@ -1,316 +1,5 @@
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// === <CONSTANTS> ===
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const CREATURE_HEIGHT = 32; // in px
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const CREATURE_WIDTH = 32; // in px
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const FRAME_RATE = 6; // in FPS
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const FRAME_DELAY = 1 / FRAME_RATE * 1000; // in ms
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const DEFAULT_SPRITE_SHEET_COUNT = 1; // number of default sprite sheets
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/**
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* Enum of creature states
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* @readonly
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* @enum {number}
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*/
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const CreatureState = Object.freeze({
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IDLE: 0,
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ALERT: 1,
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SCRATCH_SELF: 2,
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SCRATCH_NORTH: 3,
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SCRATCH_SOUTH: 4,
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SCRATCH_EAST: 5,
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SCRATCH_WEST: 6,
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TIRED: 7,
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SLEEPING: 8,
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WALK_NORTH: 9,
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WALK_NORTHEAST: 10,
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WALK_EAST: 11,
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WALK_SOUTHEAST: 12,
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WALK_SOUTH: 13,
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WALK_SOUTHWEST: 14,
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WALK_WEST: 15,
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WALK_NORTHWEST: 16,
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})
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/**
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* @typedef {[number, number]} SpriteFrameOffset the offset of the sprite with respect to
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* the left/top background position offset (off by factor of sprite size)
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* @type {Object.<number, Array<SpriteFrameOffset>>}
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*/
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const CREATURE_STATE_TO_SPRITE_FRAME_OFFSET_INDICES = Object.freeze({
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[CreatureState.IDLE]: [
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[-3, -3]
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],
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[CreatureState.ALERT]: [
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[-7, -3]
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],
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[CreatureState.SCRATCH_SELF]: [
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[-5, 0],
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[-6, 0],
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[-7, 0],
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],
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[CreatureState.SCRATCH_NORTH]: [
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[0, 0],
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[0, -1],
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],
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[CreatureState.SCRATCH_SOUTH]: [
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[-7, -1],
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[-6, -2],
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],
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[CreatureState.SCRATCH_EAST]: [
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[-2, -2],
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[-2, -3],
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],
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[CreatureState.SCRATCH_WEST]: [
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[-4, 0],
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[-4, -1],
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],
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[CreatureState.TIRED]: [
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[-3, -2]
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],
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[CreatureState.SLEEPING]: [
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[-2, 0],
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[-2, -1],
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],
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[CreatureState.WALK_NORTH]: [
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[-1, -2],
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[-1, -3],
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],
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[CreatureState.WALK_NORTHEAST]: [
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[0, -2],
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[0, -3],
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],
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[CreatureState.WALK_EAST]: [
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[-3, 0],
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[-3, -1],
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],
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[CreatureState.WALK_SOUTHEAST]: [
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[-5, -1],
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[-5, -2],
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],
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[CreatureState.WALK_SOUTH]: [
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[-6, -3],
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[-7, -2],
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],
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[CreatureState.WALK_SOUTHWEST]: [
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[-5, -3],
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[-6, -1],
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],
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[CreatureState.WALK_WEST]: [
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[-4, -2],
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[-4, -3],
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],
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[CreatureState.WALK_NORTHWEST]: [
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[-1, 0],
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[-1, -1],
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],
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});
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// === </CONSTANTS> ===
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// === <TYPES> ===
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/**
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* Properties for creatures running around the screen
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* @typedef {Object} Creature
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* @property {string} name the name of the creature, used as the HTML element's id
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* @property {string} spriteSheet the file name of the sprite sheet. should exist in {@link /static/sprites}
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* @property {number} state the current state of the creature (should be member of {@link CreatureState} enum)
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* @property {number} stateDuration the number of frames the creature has been in its current state
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* @property {number} positionX the number of pixels away from the left side of the container element
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* @property {number} positionY the number of pixels away from the top of the container element
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* @property {HTMLElement} element the HTML element rendering the creature in the DOM
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* @property {HTMLElement} container the HTML element containing the creature (the kennel, if you will)
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*/
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// === <TYPES> ===
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// === <MATH_UTILS> ===
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/**
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* Returns random number between min (inclusive) and max (exclusive)
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* If max is less than or equal to min, return min
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* @param {number} min inclusive lower bound
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* @param {number} max exclusive upper bound
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* @return {number} number in [min, max)
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*/
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const randomInt = (min, max) => {
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if (max <= min) return min;
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return Math.floor(Math.random() * (max - min) + min);
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}
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/**
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* Returns value if value is in [min, max]. Otherwise, bound it to those limits
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* @param {number} value
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* @param {number} [min] lower bound. if not provided, do not bound the value from beneath
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* @param {number} [max] upper bound. if not provided, do not bound the value from above
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* @return {number}
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*/
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const constrain = (value, min = -Number.MAX_VALUE, max = Number.MAX_VALUE) => {
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return Math.max(Math.min(value, max), min);
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}
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/**
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* Normalize a vector (ie an array) to be of length 1
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* @param {...number} components components of the vector
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* @return {number[]} normalized vector
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*/
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const normalize = (...components) => {
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const magnitude = Math.sqrt(
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components.reduce((squaredSum, component) => squaredSum + (component * component), 0)
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)
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return components.map(component => component / magnitude)
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}
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// === </MATH_UTILS> ===
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// === <CREATURE_UTILS> ===
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/**
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* Return a new updateCreature function that implicitly accepts the context
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* of all other creatures being rendered.
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* @param {(creature: Creature, allCreatures?: Array<Creature>) => Creature} updateCreature
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* updateCreature function that uses the context of all creatures
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* @param {Array<Creature>} allCreatures all creatures rendered in the scene
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* @return {(creature: Creature) => Creature} an updateCreature function
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*/
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const updateCreatureWithAllCreaturesContext = (updateCreature, allCreatures) => {
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const creaturesMap = Object.fromEntries(allCreatures.map(
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creature => [ creature.name, creature ]
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));
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return (creature) => {
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const updatedCreature = updateCreature(creature, Array.from(Object.values(creaturesMap)));
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creaturesMap[updatedCreature.name] = { ...updatedCreature };
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return updatedCreature;
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}
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}
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/**
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* Render a frame of the creature and loads the next frame for render
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* @param {Creature} creature
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* @return {Creature} the creature being rendered
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*/
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const renderCreature = (creature) => {
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creature.element.style.setProperty('display', 'block');
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// set position
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creature.element.style.setProperty('left', `${creature.positionX}px`);
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creature.element.style.setProperty('top', `${creature.positionY}px`);
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// set sprite
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const spriteFrames = CREATURE_STATE_TO_SPRITE_FRAME_OFFSET_INDICES[creature.state]
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const currentSpriteFrameOffset = spriteFrames?.[creature.stateDuration % spriteFrames.length]
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creature.element.style.setProperty(
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'background-position',
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`${currentSpriteFrameOffset[0] * CREATURE_WIDTH}px ${currentSpriteFrameOffset[1] * CREATURE_HEIGHT}px`
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)
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return creature;
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}
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/**
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* Create the creature and start its rendering
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* @param {HTMLElement} container container element for creatures. the kennel if you will
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* @param {string} name name of the creature
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* @param {string} [spriteSheet] name of the sprite sheet. must be in /static/sprites
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* uses default sprite sheet if undefined
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* @param {number} [initialState] starting state of the creature
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* @param {number} [initialPositionX] initial x position in pixels (from the left side)
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* @param {number} [initialPositionY] initial y position in pixels (from the top)
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* @return Creature
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*/
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const createCreature = (
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container,
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name,
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spriteSheet,
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initialState = CreatureState.IDLE,
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initialPositionX = 0,
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initialPositionY = 0
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) => {
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const creatureEle = document.createElement('div');
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const spriteSheetUrl = spriteSheet
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? `url('/static/sprites/${spriteSheet}')`
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: `url('/static/sprites/defaults/${randomInt(1, DEFAULT_SPRITE_SHEET_COUNT)}.gif')`;
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creatureEle.setAttribute('id', name);
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creatureEle.style.setProperty('width', `${CREATURE_WIDTH}px`);
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creatureEle.style.setProperty('height', `${CREATURE_HEIGHT}px`);
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creatureEle.style.setProperty('position', 'fixed');
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creatureEle.style.setProperty('image-rendering', 'pixelated');
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creatureEle.style.setProperty('background-image', spriteSheetUrl);
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creatureEle.style.setProperty('display', 'hidden');
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container.appendChild(creatureEle);
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return {
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name,
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spriteSheet,
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state: initialState,
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stateDuration: 0,
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positionX: constrain(initialPositionX, 0, container.clientWidth),
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positionY: constrain(initialPositionY, 0, container.clientHeight),
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element: creatureEle,
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container
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}
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}
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/**
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* Start creature animation
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* @param {Creature} creature
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* @param {(creature: Creature) => Creature} [updateCreature] if undefined, uses identity
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* (via {@link renderAndUpdateCreature})
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*/
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const beginCreatureAnimation = (
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creature,
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updateCreature = (creature) => ({ ... creature })
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) => {
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const timeoutCallback = (callbackCreature) => {
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const newCreatureFrame = updateCreature(renderCreature(callbackCreature));
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setTimeout(timeoutCallback, FRAME_DELAY, newCreatureFrame);
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}
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// render/update initial frame and start animation
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setTimeout(timeoutCallback, FRAME_DELAY, updateCreature(renderCreature(creature)));
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}
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// === </CREATURE_UTILS> ===
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window.onload = () => {
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// EXAMPLE SCRIPT
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console.log('from js');
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const kennelWindowEle = document.querySelector('#kennel-window');
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const creatures = ['test-creature-1', 'test-creature-2', 'test-creature-3']
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.map((name) => createCreature(
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kennelWindowEle,
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name,
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undefined, // default sprite sheet
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randomInt(0, 17), // random state
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randomInt(0, 2) * kennelWindowEle.clientWidth, // randomly left or right side
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randomInt(0, 2) * kennelWindowEle.clientHeight, // randomly top or bottom
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))
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const updateCreature = updateCreatureWithAllCreaturesContext((creature, allCreatures) => {
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// example update creature script to bring creatures to the centroid
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const centroidX = allCreatures.reduce(
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(sum, creature) => sum + creature.positionX,
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0,
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) / allCreatures.length;
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const centroidY = allCreatures.reduce(
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(sum, creature) => sum + creature.positionY,
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0,
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) / allCreatures.length;
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const [deltaX, deltaY] = normalize(
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centroidX - creature.positionX,
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centroidY - creature.positionY,
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);
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return {
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...creature,
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positionX: constrain(creature.positionX + deltaX, 0, creature.container.clientWidth),
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positionY: constrain(creature.positionY + deltaY, 0, creature.container.clientHeight),
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stateDuration: creature.stateDuration + 1,
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}
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}, creatures);
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creatures.forEach((creature) => beginCreatureAnimation(creature, updateCreature))
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kennelWindowEle.innerHTML = 'rendered from static/index.js';
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}
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Binary file not shown.
Before Width: | Height: | Size: 6.4 KiB |
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@ -1,7 +0,0 @@
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#kennel-window {
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width: 80vw;
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min-width: 8rem;
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height: 80vw;
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min-height: 8rem;
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margin: auto;
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}
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@ -4,7 +4,6 @@
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<meta http-equiv="X-UA-Compatible" content="ie=edge">
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<link rel="stylesheet" href="{{ url_for('static', path='style.css') }}">
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<title>Kennel Club</title>
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</head>
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<body>
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