Create js/main.js
Browse files- js/main.js +163 -0
js/main.js
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| 1 |
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// the game itself
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| 2 |
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var game;
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| 3 |
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| 4 |
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var gameOptions = {
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| 5 |
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| 6 |
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// slices (prizes) placed in the wheel
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| 7 |
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slices: 6,
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| 9 |
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// prize names, starting from 12 o'clock going clockwise
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| 10 |
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slicePrizes: [
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"π 5% OFF",
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"π 10% OFF",
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"π 15% OFF",
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"π 25% OFF",
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"π 50% OFF",
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"π FREE PASTRY π°"
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],
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// wheel rotation duration, in milliseconds
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rotationTime: 3000
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}
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| 23 |
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// once the window loads...
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| 24 |
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window.onload = function () {
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// game configuration object
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| 27 |
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var gameConfig = {
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| 28 |
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| 29 |
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// render type
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| 30 |
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type: Phaser.CANVAS,
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| 31 |
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// game width, in pixels
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width: 850,
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// game height, in pixels
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height: 850,
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// game background color
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| 39 |
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backgroundColor: 0x880044,
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| 41 |
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// scenes used by the game
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| 42 |
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scene: [playGame]
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};
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| 44 |
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// game constructor
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| 46 |
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game = new Phaser.Game(gameConfig);
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| 47 |
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// pure javascript to give focus to the page/frame and scale the game
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| 49 |
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window.focus()
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| 50 |
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resize();
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| 51 |
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window.addEventListener("resize", resize, false);
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| 52 |
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}
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| 53 |
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// PlayGame scene
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| 55 |
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class playGame extends Phaser.Scene {
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| 57 |
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// constructor
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| 58 |
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constructor() {
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super("PlayGame");
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}
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| 61 |
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// method to be executed when the scene preloads
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| 63 |
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preload() { // loading assets
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| 64 |
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| 65 |
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this.load.image("wheel", window.location.href + "images/wheel.png");
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| 66 |
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this.load.image("pin", window.location.href + "images/pin.png");
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| 67 |
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}
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| 68 |
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| 69 |
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// method to be executed once the scene has been created
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create() {
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| 71 |
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| 72 |
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// adding the wheel in the middle of the canvas
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| 73 |
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this.wheel = this.add.sprite(game.config.width / 2, game.config.height / 2, "wheel");
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| 74 |
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| 75 |
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// adding the pin in the middle of the canvas
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| 76 |
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this.pin = this.add.sprite(game.config.width / 2, game.config.height / 2, "pin");
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| 77 |
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| 78 |
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// adding the text field
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| 79 |
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this.prizeText = this.add.text(game.config.width / 2, game.config.height - 35, "SPIN TO WIN", {
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| 80 |
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font: "bold 64px Rajdhani",
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| 81 |
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align: "center",
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color: "white"
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| 83 |
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});
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| 84 |
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| 85 |
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// center the text
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| 86 |
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this.prizeText.setOrigin(0.5);
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| 87 |
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| 88 |
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// the game has just started = we can spin the wheel
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| 89 |
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this.canSpin = true;
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| 90 |
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| 91 |
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// waiting for your input, then calling "spinWheel" function
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| 92 |
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this.input.on("pointerdown", this.spinWheel, this);
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| 93 |
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}
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| 94 |
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| 95 |
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// function to spin the wheel
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| 96 |
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spinWheel() {
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| 97 |
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| 98 |
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// can we spin the wheel?
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| 99 |
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if (this.canSpin) {
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| 101 |
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// resetting text field
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| 102 |
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this.prizeText.setText("");
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| 103 |
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| 104 |
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// the wheel will spin round from 2 to 4 times. This is just coreography
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| 105 |
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var rounds = Phaser.Math.Between(4, 6);
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| 106 |
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| 107 |
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// then will rotate by a random number from 0 to 360 degrees. This is the actual spin
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| 108 |
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var degrees = Phaser.Math.Between(0, 360);
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| 109 |
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| 110 |
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// before the wheel ends spinning, we already know the prize according to "degrees" rotation and the number of slices
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| 111 |
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var prize = gameOptions.slices - 1 - Math.floor(degrees / (360 / gameOptions.slices));
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| 112 |
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| 113 |
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// now the wheel cannot spin because it's already spinning
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| 114 |
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this.canSpin = false;
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| 116 |
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// animation tweeen for the spin: duration 3s, will rotate by (360 * rounds + degrees) degrees
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| 117 |
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// the quadratic easing will simulate friction
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| 118 |
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this.tweens.add({
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| 119 |
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| 120 |
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// adding the wheel to tween targets
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| 121 |
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targets: [this.wheel],
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| 122 |
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| 123 |
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// angle destination
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| 124 |
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angle: 360 * rounds + degrees,
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| 125 |
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| 126 |
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// tween duration
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| 127 |
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duration: gameOptions.rotationTime,
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| 128 |
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| 129 |
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// tween easing
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| 130 |
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ease: "Cubic.easeOut",
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| 131 |
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| 132 |
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// callback scope
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| 133 |
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callbackScope: this,
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| 134 |
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| 135 |
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// function to be executed once the tween has been completed
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| 136 |
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onComplete: function (tween) {
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| 137 |
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// displaying prize text
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| 138 |
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this.prizeText.setText(gameOptions.slicePrizes[prize]);
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| 139 |
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| 140 |
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// player can spin again
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| 141 |
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this.canSpin = false;
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| 142 |
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}
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| 143 |
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});
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| 144 |
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}
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| 145 |
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}
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| 146 |
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}
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| 147 |
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| 148 |
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// pure javascript to scale the game
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| 149 |
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function resize() {
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| 150 |
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var canvas = document.querySelector("canvas");
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| 151 |
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var windowWidth = window.innerWidth;
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| 152 |
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var windowHeight = window.innerHeight;
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| 153 |
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var windowRatio = windowWidth / windowHeight;
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| 154 |
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var gameRatio = game.config.width / game.config.height;
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| 155 |
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if (windowRatio < gameRatio) {
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| 156 |
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canvas.style.width = windowWidth + "px";
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| 157 |
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canvas.style.height = (windowWidth / gameRatio) + "px";
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| 158 |
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}
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| 159 |
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else {
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| 160 |
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canvas.style.width = (windowHeight * gameRatio) + "px";
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| 161 |
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canvas.style.height = windowHeight + "px";
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| 162 |
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}
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| 163 |
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}
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