Ball respawn now, but warning webGL in tournament
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ae76b82169
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@ -181,9 +181,9 @@ export class PongOfflineView extends AbstractAuthenticatedView {
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this.createButton();
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}
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if (this.round >= 0) {
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if (this.round >= 0)
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await this.display_tree_tournament();
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}
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document.getElementById('startTournament').hidden = 1;
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document.getElementById('startGameButton').hidden = 1;
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document.getElementById('stopGameButton').hidden = 0;
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@ -310,7 +310,7 @@ class Game {
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];
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this.ballStartSide = 0;
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this.ballRespawned = false;
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this.ball = new Ball(this.def, this.ballStartSide);
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this.ball = new Ball(this.def, this.ballStartSide, this.context);
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this.interval = setInterval(this.updateGame.bind(this), 10);
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@ -424,10 +424,6 @@ class Game {
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updateGame() {
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//Paddle movement
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/*let log = document.getElementById("log");
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console.log(log);
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log.setAttribute("log", this.keys)
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log.innerText = "keys: " + log.getAttribute("log");*/
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if ((this.keys.includes('s') || this.keys.includes('down1')) &&
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this.players[0].paddle.y + this.def.PADDLEHEIGHT < this.def.CANVASHEIGHT - this.def.PADDLEMARGIN)
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this.players[0].paddle.y += this.def.PADDLESPEED;
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@ -508,7 +504,7 @@ class Game {
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} else {
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this.scoresDisplay.innerHTML = `${this.player_name1}: ${p1Score} - ${this.player_name2}: ${p2Score}`;
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this.ballStartSide = 1 - this.ballStartSide;
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this.ball = new Ball(this.context, this.def, this.ballStartSide);
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this.ball = new Ball(this.def, this.ballStartSide, this.context);
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this.ballRespawned = true;
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new Promise(r => setTimeout(r, 300))
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.then(_ => this.ballRespawned = false);
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@ -627,7 +623,7 @@ class Paddle {
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}
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class Ball {
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constructor(def, startSide) {
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constructor(def, startSide, ctx) {
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this.radius = def.BALLRADIUS;
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this.speed = def.BALLSPEED;
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this.x = def.CANVASWIDTH / 2;
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@ -638,7 +634,7 @@ class Ball {
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else
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this.vx = this.speed;
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this.def = def;
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this.update();
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this.update(ctx);
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}
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update(ctx) {
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