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@ -21,7 +21,7 @@ export const App = () => {
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<div className="footer">
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<span>
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built by{" "}
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<a href="https://github.com/simponic" target="_blank" className="tf">
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<a href="https://git.simponic.xyz/simponic" target="_blank" className="tf">
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simponic
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</a>{" "}
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| inspired by{" "}
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@ -11,7 +11,9 @@ export interface GameCanvasProps {
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export const GameCanvas = ({ width, height }: GameCanvasProps) => {
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const canvasRef = useRef<HTMLCanvasElement>(null);
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const [game, setGame] = useState<TheAbstractionEngine>();
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const [ready, setReady] = useState(false);
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// TODO: go back to this after done
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// const [ready, setReady] = useState(false);
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const [ready, setReady] = useState(document.location.hostname.includes("localhost"));
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const [loading, setLoading] = useState(true);
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useEffect(() => {
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@ -55,7 +55,7 @@ export class Sprite extends Component implements Renderable {
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ctx.save();
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ctx.translate(center.x, center.y);
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if (rotation != undefined && rotation != 0) {
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if (typeof rotation !== "undefined" && rotation != 0) {
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ctx.rotate(rotation * (Math.PI / 180));
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}
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ctx.translate(-center.x, -center.y);
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@ -64,6 +64,12 @@ export class Sprite extends Component implements Renderable {
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ctx.globalAlpha = opacity;
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}
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ctx.drawImage(
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this.sheet,
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...this.getSpriteArgs(),
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...this.getDrawArgs(drawArgs),
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);
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if (backgroundText) {
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// draw text
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const { fillStyle, font, textAlign, text } = backgroundText;
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@ -75,12 +81,6 @@ export class Sprite extends Component implements Renderable {
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ctx.fillText(text, center.x, center.y + height / 2);
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}
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ctx.drawImage(
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this.sheet,
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...this.getSpriteArgs(),
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...this.getDrawArgs(drawArgs),
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);
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if (tint) {
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ctx.globalAlpha = 0.5;
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ctx.globalCompositeOperation = "source-atop";
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@ -155,7 +155,6 @@ export class FunctionApplication extends Entity {
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return;
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}
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const { dimension } = gridSystem;
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const nextPosition = gridSystem.getNewGridPosition(
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grid.gridPosition,
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entityGrid.previousDirection
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@ -194,6 +193,7 @@ export class FunctionApplication extends Entity {
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}
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SOUNDS.get(LambdaTransformSound.name)!.play();
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const { dimension } = gridSystem;
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const particles = new Particles({
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center: gridSystem.gridToScreenPosition(nextPosition),
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spawnerDimensions: {
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60
src/engine/levels/CarCadr.ts
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60
src/engine/levels/CarCadr.ts
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@ -0,0 +1,60 @@
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import { Level, LevelNames } from ".";
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import { Game } from "..";
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import {
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Curry,
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FunctionApplication,
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Grass,
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LambdaFactory,
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LockedDoor,
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Player,
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Wall,
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} from "../entities";
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import { Grid, SystemNames } from "../systems";
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import { normalRandom } from "../utils";
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export class CarCadr extends Level {
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constructor() {
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super(LevelNames.CarCadr);
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}
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public init(game: Game) {
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const grid = game.getSystem<Grid>(SystemNames.Grid);
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const dimensions = grid.getGridDimensions();
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const grasses = Array.from({ length: dimensions.width })
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.fill(0)
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.map(() => {
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// random grass
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return new Grass({
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x: Math.floor(
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normalRandom(dimensions.width / 2, dimensions.width / 4, 1.5),
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),
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y: Math.floor(
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normalRandom(dimensions.height / 2, dimensions.height / 4, 1.5),
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),
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});
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});
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const entities = [
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...grasses,
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new Player({ x: 9, y: 5 }),
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new Wall({ x: 4, y: 3 }),
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new Wall({ x: 4, y: 4 }),
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new LambdaFactory({ x: 6, y: 4 }, "(\\ (x) . x)", 1),
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new FunctionApplication({ x: 5, y: 5 }, "(_INPUT _KEY)"),
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new Wall({ x: 4, y: 5 }),
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new Wall({ x: 6, y: 5 }),
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new FunctionApplication({ x: 4, y: 6 }, "(_INPUT _NULL)"),
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new Wall({ x: 6, y: 7 }),
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new Wall({ x: 5, y: 7 }),
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new Wall({ x: 4, y: 7 }),
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new LockedDoor({ x: 3, y: 8 }),
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new Curry({ x: 3, y: 9 }),
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new Wall({ x: 2, y: 9 }),
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new Wall({ x: 4, y: 9 }),
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new Wall({ x: 3, y: 10 }),
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];
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entities.forEach((entity) => game.addEntity(entity));
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}
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}
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@ -1,4 +1,5 @@
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export namespace LevelNames {
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export const Tutorial = "0";
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export const CarCadr = "1";
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export const LevelSelection = "LevelSelection";
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}
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@ -1,9 +1,12 @@
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import { LEVELS, Level, LevelNames } from ".";
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import { Game } from "..";
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import { Player, Portal } from "../entities";
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import { Grass, Player, Portal } from "../entities";
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import { Grid, Level as LevelSystem, SystemNames } from "../systems";
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import { normalRandom } from "../utils";
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export class LevelSelection extends Level {
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public static RADIUS = 5;
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constructor() {
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super(LevelNames.LevelSelection);
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}
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@ -11,23 +14,43 @@ export class LevelSelection extends Level {
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public init(game: Game): void {
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const gridSystem = game.getSystem<Grid>(SystemNames.Grid);
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const center = gridSystem.getCenterGrid();
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const dimensions = gridSystem.getGridDimensions();
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const levelSystem = game.getSystem<LevelSystem>(SystemNames.Level);
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const unlocked = levelSystem.getUnlockedLevels();
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LEVELS.forEach((level, i) => {
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if (
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!unlocked.has(level.name) ||
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level.name === LevelNames.LevelSelection
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) {
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return;
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}
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const portal = new Portal(level.name, { x: i, y: 7 });
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game.addEntity(portal);
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});
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const renderableLevels = LEVELS.filter(
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({ name }) => name !== LevelNames.LevelSelection
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);
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const radiansPerLevel = (2 * Math.PI) / renderableLevels.length;
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renderableLevels
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.filter(({ name }) => unlocked.has(name))
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.map((level, i) => {
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const radians = i * radiansPerLevel;
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const coords = {
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x: Math.floor(Math.cos(radians) * LevelSelection.RADIUS + center.x),
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y: Math.floor(Math.sin(radians) * LevelSelection.RADIUS + center.y),
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};
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return new Portal(level.name, coords);
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})
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.forEach((e) => game.addEntity(e));
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const player = new Player(center);
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game.addEntity(player);
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Array.from({ length: dimensions.width })
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.fill(0)
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.map(() => {
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// random grass
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return new Grass({
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x: Math.floor(
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normalRandom(dimensions.width / 2, dimensions.width / 4, 1.5)
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),
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y: Math.floor(
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normalRandom(dimensions.height / 2, dimensions.height / 4, 1.5)
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),
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});
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})
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.forEach((e) => game.addEntity(e));
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}
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}
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{ x: 4, y: 3 },
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),
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new Sign(
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"this is a Term Application; interact to view its code<br><br>push the term ➡️ created by the factory any direction into the Application to produce a new one 💭<br><br>note that:<br><br>+ _INPUT is the term replaced by the pushed term<br><br>+ in this case _KEY is applied to the function to make a new KEY! 🔑",
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"<div>this is a Term Application; interact to view its code<br><br>push the term ➡️ created by the factory any direction into the Application to produce a new one 💭<br><br>note that:<br><br>+ _INPUT is the term replaced by the pushed term<br><br>+ in this case _KEY is applied to the function to make a new KEY! 🔑</div>",
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{ x: 4, y: 6 },
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),
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new Wall({ x: 10, y: 9 }),
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@ -2,11 +2,17 @@ export * from "./LevelNames";
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export * from "./Level";
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export * from "./LevelSelection";
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export * from "./Tutorial";
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export * from "./CarCadr";
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import { LevelNames } from ".";
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import { LevelSelection, Tutorial, Level } from ".";
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import { CarCadr, LevelSelection, Tutorial, Level } from ".";
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export const LEVELS: Level[] = [new LevelSelection(), new Tutorial()];
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export const LEVELS: Level[] = [
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new LevelSelection(),
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new Tutorial(),
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new CarCadr(),
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];
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export const LEVEL_PROGRESSION: Record<string, string[]> = {
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[LevelNames.LevelSelection]: [LevelNames.Tutorial],
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[LevelNames.Tutorial]: [LevelNames.CarCadr],
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};
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import { type Level as LevelType, LEVELS, LEVEL_PROGRESSION } from "../levels";
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export class Level extends System {
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// TODO: read from localstorage
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private unlockedLevels: Set<string> = new Set();
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private currentLevel: LevelType | null = null;
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private moveToLevel: string | null;
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