Use nested dataspaces to clean up restarts
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@ -17,6 +17,8 @@
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//---------------------------------------------------------------------------
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import { $QuitDataspace, Inbound, Outbound, Dataspace } from "@syndicate-lang/core";
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let UI = activate require("@syndicate-lang/driver-browser-ui");
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// @jsx UI.html
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// @jsxFrag UI.htmlFragment
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@ -27,7 +29,6 @@ assertion type Position(x, y);
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assertion type GameOver();
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assertion type Score(count);
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message type IncreaseScore();
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message type Reset();
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const BOARD_HEIGHT = 567;
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@ -39,143 +40,10 @@ const PILLAR_GAP = 158;
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const FIELD_HEIGHT = 561;
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const PILLAR_HEAD_HEIGHT = 40;
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function newGame() {
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spawn named 'score' {
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let ui = new UI.Anchor();
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field this.score = 0;
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stop on message Reset();
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assert Score(this.score);
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on start react {
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assert ui.html('#board-area', <h1 class="score">{this.score}</h1>);
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stop on asserted GameOver() react {
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assert ui.html('#board-area', <h1 class="score">{this.score}<br/>GAME OVER</h1>);
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}
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}
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on message IncreaseScore() {
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this.score++;
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}
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}
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spawn named 'flappy' {
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let ui = new UI.Anchor();
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field this.xpos = 0;
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field this.ypos = 312;
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field this.yvel = 0;
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stop on message Reset();
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assert Position(this.xpos, this.ypos);
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assert ui.html('#board-area', <div class="flappy"
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style={`transform: rotate(${2 * this.yvel}deg);
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top: ${this.ypos}px`}></div>);
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on (this.ypos > BOARD_HEIGHT - FLAPPY_HEIGHT) {
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this.ypos = BOARD_HEIGHT - FLAPPY_HEIGHT;
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react {
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assert GameOver();
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}
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}
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on start react {
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stop on asserted GameOver();
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on message UI.WindowEvent('+keypress', $e) {
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this.yvel = -10;
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}
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const ms_per_tick = 1000.0 / 60;
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on message PeriodicTick(ms_per_tick) {
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this.xpos += 0.15 * ms_per_tick;
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this.ypos = (this.ypos + this.yvel);
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this.yvel += ms_per_tick * 0.05;
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}
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}
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}
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spawn named 'border-scroll' {
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let ui = new UI.Anchor();
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field this.pos = 0;
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on asserted Position($xpos, _) this.pos = xpos % 23;
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assert ui.html(
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'#board-area',
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<div class="scrolling-border" style={`background-position-x: ${-this.pos}px`}></div>, 0);
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stop on message Reset();
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}
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spawn named 'pipe-factory' {
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on start spawnPipe(0);
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field this.nextPipe = 1;
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stop on message Reset();
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on asserted Score(this.nextPipe) {
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spawnPipe(this.nextPipe++);
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}
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}
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function spawnPipe(i) {
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spawn named ['pipe', i] {
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stop on message Reset();
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let ui = new UI.Anchor();
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const xlocation = (i + 1) * 324;
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const upperHeight =
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Math.random() * (FIELD_HEIGHT - PILLAR_GAP - PILLAR_HEAD_HEIGHT * 6)
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+ PILLAR_HEAD_HEIGHT * 3;
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const lowerHeight = FIELD_HEIGHT - upperHeight - PILLAR_GAP;
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stop on (this.xpos < -(PILLAR_WIDTH + FLAPPY_XPOS));
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on start react stop on (this.xpos <= 0) {
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^ IncreaseScore();
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}
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field this.xpos = xlocation;
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on asserted Position($xpos, _) this.xpos = xlocation - xpos;
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on asserted Position($xpos, $ypos) {
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if (touchingPillar(xpos, ypos)) {
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react {
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assert GameOver();
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}
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}
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}
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assert ui.html(
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'#board-area',
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<div class="pillars">
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<div class="pillar pillar-upper"
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style={`left: ${this.xpos + FLAPPY_XPOS}px; height: ${upperHeight}px;`}></div>
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<div class="pillar pillar-lower"
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style={`left: ${this.xpos + FLAPPY_XPOS}px; height: ${lowerHeight}px;`}></div>
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</div>);
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function touchingPillar(xpos, ypos) {
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const inHorizontalRange =
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(xpos + FLAPPY_WIDTH >= xlocation) && (xpos <= xlocation + PILLAR_WIDTH);
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const aboveGapTop = (ypos <= upperHeight);
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const belowGapBottom = (ypos + FLAPPY_HEIGHT >= upperHeight + PILLAR_GAP);
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return inHorizontalRange && (aboveGapTop || belowGapBottom);
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}
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}
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}
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}
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spawn named 'game-factory' {
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on start newGame();
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// TODO: Use nested dataspaces to clean up restarts
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on start spawnGame();
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during GameOver() {
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on stop newGame();
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on stop spawnGame();
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on message UI.WindowEvent('+keypress', $e) {
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if (e.key !== ' ') {
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^ Reset();
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@ -183,3 +51,130 @@ spawn named 'game-factory' {
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}
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}
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}
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function spawnGame() {
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spawn dataspace named 'GameInstance' {
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spawn named 'game-instance-control' {
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during GameOver() assert Outbound(GameOver());
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on message Inbound(Reset()) {
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^ $QuitDataspace;
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}
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}
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spawn named 'score' {
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let ui = new UI.Anchor();
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field this.score = 0;
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assert Score(this.score);
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on start react {
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assert Outbound(ui.html('#board-area', <h1 class="score">{this.score}</h1>));
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stop on asserted GameOver() react {
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assert Outbound(ui.html('#board-area', <h1 class="score">{this.score}<br/>GAME OVER</h1>));
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}
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}
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on message IncreaseScore() {
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this.score++;
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}
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}
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spawn named 'flappy' {
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let ui = new UI.Anchor();
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field this.xpos = 0;
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field this.ypos = 312;
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field this.yvel = 0;
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assert Position(this.xpos, this.ypos);
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assert Outbound(ui.html('#board-area', <div class="flappy"
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style={`transform: rotate(${2 * this.yvel}deg);
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top: ${this.ypos}px`}></div>));
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on (this.ypos > BOARD_HEIGHT - FLAPPY_HEIGHT) {
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this.ypos = BOARD_HEIGHT - FLAPPY_HEIGHT;
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react {
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assert GameOver();
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}
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}
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on start react {
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stop on asserted GameOver();
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on message Inbound(UI.WindowEvent('+keypress', $e)) {
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this.yvel = -10;
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}
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const ms_per_tick = 1000.0 / 60;
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on message Inbound(PeriodicTick(ms_per_tick)) {
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this.xpos += 0.15 * ms_per_tick;
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this.ypos = (this.ypos + this.yvel);
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this.yvel += ms_per_tick * 0.05;
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}
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}
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}
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spawn named 'border-scroll' {
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let ui = new UI.Anchor();
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field this.pos = 0;
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on asserted Position($xpos, _) this.pos = xpos % 23;
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assert Outbound(ui.html(
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'#board-area',
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<div class="scrolling-border" style={`background-position-x: ${-this.pos}px`}></div>, 0));
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}
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spawn named 'pipe-factory' {
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field this.nextPipe = 0;
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on asserted Score(this.nextPipe) {
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spawnPipe(this.nextPipe++);
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}
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}
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function spawnPipe(i) {
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spawn named ['pipe', i] {
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let ui = new UI.Anchor();
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const xlocation = (i + 1) * 324;
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const upperHeight =
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Math.random() * (FIELD_HEIGHT - PILLAR_GAP - PILLAR_HEAD_HEIGHT * 6)
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+ PILLAR_HEAD_HEIGHT * 3;
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const lowerHeight = FIELD_HEIGHT - upperHeight - PILLAR_GAP;
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stop on (this.xpos < -(PILLAR_WIDTH + FLAPPY_XPOS));
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on start react stop on (this.xpos <= 0) {
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^ IncreaseScore();
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}
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field this.xpos = xlocation;
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on asserted Position($xpos, _) this.xpos = xlocation - xpos;
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on asserted Position($xpos, $ypos) {
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if (touchingPillar(xpos, ypos)) {
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react {
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assert GameOver();
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}
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}
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}
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assert Outbound(ui.html(
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'#board-area',
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<div class="pillars">
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<div class="pillar pillar-upper"
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style={`left: ${this.xpos + FLAPPY_XPOS}px; height: ${upperHeight}px;`}></div>
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<div class="pillar pillar-lower"
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style={`left: ${this.xpos + FLAPPY_XPOS}px; height: ${lowerHeight}px;`}></div>
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</div>));
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function touchingPillar(xpos, ypos) {
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const inHorizontalRange =
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(xpos + FLAPPY_WIDTH >= xlocation) && (xpos <= xlocation + PILLAR_WIDTH);
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const aboveGapTop = (ypos <= upperHeight);
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const belowGapBottom = (ypos + FLAPPY_HEIGHT >= upperHeight + PILLAR_GAP);
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return inHorizontalRange && (aboveGapTop || belowGapBottom);
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}
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}
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}
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}
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}
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