Game is now working
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80d370eee5
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@ -4,6 +4,11 @@ const G = 500;
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class Box {
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class Box {
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constructor() {
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constructor() {
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this.size = 0.1;
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this.reset();
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}
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reset() {
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// All these values are in percentage of the screen
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// All these values are in percentage of the screen
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this.x = 0.5;
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this.x = 0.5;
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this.y = 0;
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this.y = 0;
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@ -11,7 +16,6 @@ class Box {
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this.speedX = 0;
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this.speedX = 0;
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this.speedY = 0;
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this.speedY = 0;
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this.size = 0.1;
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this.jumpCounter = MAX_JUMP;
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this.jumpCounter = MAX_JUMP;
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}
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}
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15
src/main.js
15
src/main.js
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@ -6,19 +6,16 @@ loop();
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function init() {
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function init() {
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// Initialize scene
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// Initialize scene
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scene = new Scene(document.getElementById('canvas'));
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scene.autoResize();
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let box = new Box();
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let box = new Box();
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scene.addObject(box);
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scene = new Scene(document.getElementById('canvas'), box);
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scene.addPlatform(new Platform(0.2, 0.5, 0.3));
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scene.addPlatform(new Platform(0.6, 0.2, 0.2));
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scene.addPlatform(new Platform(0.7, 0.7, 0.3));
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// Initialize listeners
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// Initialize listeners
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window.addEventListener('resize', () => scene.autoResize());
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window.addEventListener('resize', () => {
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scene.autoResize()
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});
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document.addEventListener('touchstart', (event) => {
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document.addEventListener('touchstart', (event) => {
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scene.start();
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let e = event.changedTouches[0];
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let e = event.changedTouches[0];
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box.jump(e.clientX / window.innerWidth, e.clientY / window.innerHeight);
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box.jump(e.clientX / window.innerWidth, e.clientY / window.innerHeight);
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});
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});
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88
src/scene.js
88
src/scene.js
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@ -1,10 +1,33 @@
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class Scene {
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class Scene {
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constructor(canvas) {
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constructor(canvas, player) {
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this.canvas = canvas;
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this.canvas = canvas;
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this.context = canvas.getContext('2d');
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this.context = canvas.getContext('2d');
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this.objects = [];
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this.player = player;
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this.platforms = [];
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this.maxHeight = 0;
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this.maxHeight = 0;
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this.initialize();
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}
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initialize() {
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this.autoResize();
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this.player.reset();
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this.platforms = [];
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this.cameraHeight = 0;
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this.cameraSpeed = 0;
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this.started = false;
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// Generate random initial platforms
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for (let i = 0.25; i <= 2; i += 0.33) {
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let platform = new Platform(Math.random(), i, 0.2);
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this.addPlatform(platform);
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}
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}
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start() {
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if (!this.started) {
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this.started = true;
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this.cameraSpeed = 0.005;
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}
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}
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}
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width() {
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width() {
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@ -37,22 +60,40 @@ class Scene {
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}
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}
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update(time = 0.002) {
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update(time = 0.002) {
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for (let object of this.objects) {
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// Check if the game is lost
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if (this.player.y + this.player.size < this.cameraHeight) {
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this.initialize();
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}
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// The last platform is the highest.
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let last = this.platforms[this.platforms.length - 1];
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// If the last platform is on screen, we need to create the next platform.
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if (last.y <= this.cameraHeight + 1) {
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let diff = 0.1 + Math.random() * 0.4;
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let platform = new Platform(Math.random(), last.y + diff, 0.2);
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this.platforms.push(platform);
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}
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// Increase position of the camera
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this.cameraHeight += this.cameraSpeed * time * this.height();
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// Update high score
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// Update high score
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this.maxHeight = Math.max(object.y, this.maxHeight);
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this.maxHeight = Math.max(this.player.y, this.maxHeight);
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let previous = {
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let previous = {
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x: object.x,
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x: this.player.x,
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y: object.y + object.size / 2,
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y: this.player.y + this.player.size / 2,
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};
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};
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object.update(time);
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this.player.update(time);
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let next = {
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let next = {
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x: object.x,
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x: this.player.x,
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y: object.y + object.size / 2,
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y: this.player.y + this.player.size / 2,
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size: object.size,
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size: this.player.size,
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};
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};
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// Detect collision with platform
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// Detect collision with platform
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@ -69,25 +110,20 @@ class Scene {
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if (next.x >= p.x - p.width / 2 - next.size / 2) {
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if (next.x >= p.x - p.width / 2 - next.size / 2) {
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if (next.x <= p.x + p.width / 2 + next.size / 2) {
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if (next.x <= p.x + p.width / 2 + next.size / 2) {
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// Collision detected
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// Collision detected
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object.collide(p.y - next.size/2);
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this.player.collide(p.y - next.size/2);
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}
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}
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}
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}
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}
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}
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}
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}
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// Collision with the ground
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// Collision with the ground
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if (object.y <= 0) {
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if (this.player.y <= 0) {
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object.collide(0);
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this.player.collide(0);
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}
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}
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// Collisions with the border of the screen
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// Collisions with the border of the screen
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object.x = Math.max(object.x, object.size / 2);
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this.player.x = Math.max(this.player.x, this.player.size / 2);
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object.x = Math.min(object.x, 1 - object.size / 2);
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this.player.x = Math.min(this.player.x, 1 - this.player.size / 2);
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}
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}
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addObject(object) {
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this.objects.push(object);
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}
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}
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addPlatform(object) {
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addPlatform(object) {
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@ -98,14 +134,12 @@ class Scene {
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this.clear();
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this.clear();
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this.drawBackground();
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this.drawBackground();
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for (let object of this.objects) {
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this.drawObject(object);
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}
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for (let platform of this.platforms) {
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for (let platform of this.platforms) {
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this.drawPlatform(platform);
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this.drawPlatform(platform);
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}
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}
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this.drawObject(this.player);
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this.drawHud();
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this.drawHud();
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}
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}
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@ -117,7 +151,7 @@ class Scene {
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this.context.rect(
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this.context.rect(
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(object.x - object.size / 2) * this.width(),
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(object.x - object.size / 2) * this.width(),
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(1 - object.y - object.size / 2) * this.height(),
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(1 - object.y - object.size / 2 + this.cameraHeight) * this.height(),
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size,
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size,
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size,
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size,
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);
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);
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@ -133,7 +167,7 @@ class Scene {
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this.context.rect(
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this.context.rect(
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(object.x - object.width / 2) * this.width(),
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(object.x - object.width / 2) * this.width(),
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(1 - object.y - object.height / 2) * this.height(),
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(1 - object.y - object.height / 2 + this.cameraHeight) * this.height(),
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width,
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width,
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height,
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height,
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);
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);
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