adding game mode button to matchmaking view
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166
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@ -1,166 +0,0 @@
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import { client } from "../index.js";
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import { Game } from "../api/game/Game.js";
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import AbstractView from "./abstracts/AbstractView.js";
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import { initShaderProgram, shaderInfos } from "../3D/shaders.js"
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import { initBuffers } from "../3D/buffers.js"
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import "../3D/maths/gl-matrix-min.js"
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import { renderCube } from "../3D/cube.js"
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export default class extends AbstractView
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{
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constructor(params)
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{
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super(params, "Game");
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this.game = new Game(client, params.id);
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this.keys_pressed = [];
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this.my_player = undefined;
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this.gl = null;
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this.shader_prog = null;
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this.buffers = null;
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this.cam_pos = [0, 1000, 0];
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this.cam_target = [0, 0, 0];
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}
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initGL()
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{
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const canvas = document.getElementById('glcanva');
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this.gl = canvas.getContext("webgl");
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if(this.gl === null)
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{
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alert("Unable to initialize WebGL. Your browser or machine may not support it. You may also be a bozo");
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return;
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}
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this.shader_prog = initShaderProgram(this.gl);
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this.buffers = initBuffers(this.gl);
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this.gl.enable(this.gl.CULL_FACE);
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this.gl.cullFace(this.gl.BACK);
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}
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async join_game()
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{
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await this.game.join()
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let canvas = document.createElement("canvas");
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canvas.height = this.game.config.size_x;
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canvas.width = this.game.config.size_y;
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canvas.id = "glcanva";
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document.getElementById("app").appendChild(canvas);
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this.initGL();
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this.render_game();
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}
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draw()
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{
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const canvas = document.getElementById('glcanva');
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if(canvas === null)
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return 1;
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this.gl.clearColor(0.1, 0.1, 0.1, 1.0);
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this.gl.clearDepth(1.0);
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this.gl.enable(this.gl.DEPTH_TEST);
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this.gl.depthFunc(this.gl.LEQUAL);
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this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
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const projectionMatrix = mat4.create();
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const viewMatrix = mat4.create();
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mat4.perspective(projectionMatrix, (90 * Math.PI) / 180, this.gl.canvas.clientWidth / this.gl.canvas.clientHeight, 0.1, 10000000.0);
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mat4.lookAt(viewMatrix, this.cam_pos, this.cam_target, [0, 1, 0]);
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this.setPositionAttribute();
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this.setNormalAttribute();
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this.gl.useProgram(shaderInfos.program);
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this.gl.uniformMatrix4fv(shaderInfos.uniformLocations.projectionMatrix, false, projectionMatrix);
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this.gl.uniformMatrix4fv(shaderInfos.uniformLocations.viewMatrix, false, viewMatrix);
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this.game.render(this.gl);
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}
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setNormalAttribute()
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{
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const numComponents = 3;
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const type = this.gl.FLOAT;
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const normalize = false;
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const stride = 0;
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const offset = 0;
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.buffers.normal);
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this.gl.vertexAttribPointer(
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shaderInfos.attribLocations.vertexNormal,
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numComponents,
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type,
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normalize,
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stride,
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offset,
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);
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this.gl.enableVertexAttribArray(shaderInfos.attribLocations.vertexNormal);
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}
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setPositionAttribute()
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{
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const numComponents = 3;
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const type = this.gl.FLOAT;
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const normalize = false;
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const stride = 0;
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const offset = 0;
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.buffers.vertex);
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this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.buffers.index);
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this.gl.vertexAttribPointer(
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shaderInfos.attribLocations.vertexPosition,
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numComponents,
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type,
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normalize,
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stride,
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offset
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);
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this.gl.enableVertexAttribArray(shaderInfos.attribLocations.vertexPosition);
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}
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render_game()
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{
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let loop_id = setInterval(() => {
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if (this.game === undefined)
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clearInterval(loop_id);
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if (this.my_player)
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this.my_player.update_paddle(this.keys_pressed);
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this.draw();
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this.game?.time.new_frame();
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}, 1000 / 60);
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}
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async update_game_state()
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{
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document.getElementById("game-state").innerText = this.game.state;
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if (this.game.finished === false)
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await this.join_game();
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}
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async postInit()
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{
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let error_code = await this.game.init();
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if (error_code)
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return error_code;
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await this.update_game_state();
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}
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async getHtml()
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{
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return /* HTML */ `
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<link rel="stylesheet" href="/static/css/game.css">
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<h2 id="game-state"></h2>
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<div id="player_list"></div>
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`;
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}
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}
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@ -5,8 +5,8 @@ import Search from "./views/Search.js";
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import HomeView from "./views/HomeView.js";
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import LogoutView from "./views/accounts/LogoutView.js";
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import GameOfflineView from "./views/GameOfflineView.js";
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//import GameView from "./views/GameView.js";
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import GameView from "./views/GameView3D.js";
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import GameView2D from "./views/GameView.js";
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import GameView3D from "./views/GameView3D.js";
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import PageNotFoundView from './views/PageNotFoundView.js'
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@ -88,7 +88,8 @@ const router = async(uri) => {
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{ path: "/settings", view: SettingsView },
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{ path: "/matchmaking", view: MatchMakingView },
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{ path: "/games/offline", view: GameOfflineView },
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{ path: "/games/:id", view: GameView },
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{ path: "/games/0/:id", view: GameView2D },
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{ path: "/games/1/:id", view: GameView3D },
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];
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// Test each route for potential match
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@ -5,7 +5,8 @@ import AbstractAuthenticatedView from "./abstracts/AbstractAuthenticatedView.js"
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export default class extends AbstractAuthenticatedView {
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constructor(params)
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{
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super(params, "Matchmaking");
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super(params, "Matchmaking");
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this.game_mode = 0; // 0 -> 2D; 1 -> 3D
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}
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async press_button()
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@ -25,6 +26,20 @@ export default class extends AbstractAuthenticatedView {
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}
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}
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async press_button_game_mode()
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{
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if(this.game_mode === 0)
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{
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document.getElementById("game-mode").value = "3D";
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this.game_mode = 1;
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}
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else
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{
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document.getElementById("game-mode").value = "2D";
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this.game_mode = 0;
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}
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}
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ondisconnect(event)
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{
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if (event.code === 1000)
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@ -36,7 +51,7 @@ export default class extends AbstractAuthenticatedView {
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{
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if (data.detail === "game_found")
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{
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navigateTo(`/games/${data.game_id}`);
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navigateTo(`/games/${this.game_mode}/${data.game_id}`);
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return;
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}
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this.display_data(data)
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@ -51,6 +66,7 @@ export default class extends AbstractAuthenticatedView {
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async postInit()
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{
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document.getElementById("button").onclick = this.press_button.bind(this)
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document.getElementById("game-mode").onclick = this.press_button_game_mode.bind(this)
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}
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async getHtml() {
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@ -58,6 +74,7 @@ export default class extends AbstractAuthenticatedView {
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<h1>Select mode</h1>
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<input type="number" value="2" id="nb_players-input">
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<input type="button" value="Find a game" id="button">
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<input type="button" value="2D" id="game-mode">
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<span id="detail"></span>
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`;
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}
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