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Running
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Create frontend/script.js
Browse files- frontend/script.js +221 -0
frontend/script.js
ADDED
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| 1 |
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let hexSize = 40;
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| 2 |
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let hexGrid = [];
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| 3 |
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let buildings = [];
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| 4 |
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let train = { x: 0, y: 0, dir: 1 };
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| 5 |
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let monsterMode = false;
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| 6 |
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let currentMonster = 'Godzilla';
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| 7 |
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let monsterX, monsterY;
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| 8 |
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let angle = Math.PI / 6;
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| 9 |
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let debugText = "Loading...";
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| 10 |
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let playerId = null;
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| 11 |
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const sqrt3 = Math.sqrt(3);
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| 12 |
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| 13 |
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// Streamlit connection
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| 14 |
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const { Streamlit } = window;
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| 15 |
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Streamlit.events.addEventListener("message", (event) => {
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| 16 |
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const data = event.data;
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| 17 |
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hexGrid = data.game_state.hex_grid;
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| 18 |
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buildings = data.game_state.buildings;
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| 19 |
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train = data.game_state.train;
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| 20 |
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monsterMode = data.game_state.monster_mode;
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| 21 |
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currentMonster = data.game_state.current_monster;
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| 22 |
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monsterX = data.game_state.monster_x;
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| 23 |
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monsterY = data.game_state.monster_y;
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| 24 |
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playerId = data.player_id;
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| 25 |
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selectedEmoji = data.selected_emoji;
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| 26 |
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debugText = `Player ${playerId} joined. Click to build!`;
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| 27 |
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// Set train track on row 5 if not already set
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| 28 |
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for (let i = 0; i < hexGrid.length; i++) {
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| 29 |
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if (hexGrid[i][5].type === 'empty') hexGrid[i][5].type = 'track';
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| 30 |
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}
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| 31 |
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});
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| 32 |
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| 33 |
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function setup() {
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| 34 |
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createCanvas(800, 600);
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| 35 |
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Streamlit.setFrameHeight(650);
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| 36 |
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}
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| 37 |
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| 38 |
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function draw() {
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| 39 |
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background(220);
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| 40 |
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drawHexGrid();
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| 41 |
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drawBuildings();
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| 42 |
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drawTrain();
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| 43 |
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if (monsterMode) drawMonster();
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| 44 |
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fill(0);
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| 45 |
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textSize(12);
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| 46 |
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text(debugText, 10, 20);
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| 47 |
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}
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| 48 |
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| 49 |
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function drawHexGrid() {
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| 50 |
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for (let i = 0; i < hexGrid.length; i++) {
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| 51 |
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for (let j = 0; j < hexGrid[i].length; j++) {
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| 52 |
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let x = i * hexSize * 1.5;
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| 53 |
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let y = j * hexSize * sqrt3 + (i % 2 === 1 ? hexSize * sqrt3 / 2 : 0);
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| 54 |
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let z = j * hexSize * Math.sin(angle);
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| 55 |
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fill(hexGrid[i][j].type === 'track' ? 100 : 150, 200, 150);
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| 56 |
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stroke(0);
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| 57 |
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beginShape();
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| 58 |
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for (let k = 0; k < 6; k++) {
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| 59 |
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let angleRad = Math.PI / 3 * k;
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| 60 |
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vertex(x + hexSize * Math.cos(angleRad), y + hexSize * Math.sin(angleRad) - z);
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| 61 |
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}
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| 62 |
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endShape(CLOSE);
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| 63 |
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if (hexGrid[i][j].emoji) {
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| 64 |
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textSize(20);
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| 65 |
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text(hexGrid[i][j].emoji, x - 10, y + 5 - z);
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| 66 |
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}
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| 67 |
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}
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| 68 |
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}
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| 69 |
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}
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| 70 |
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| 71 |
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function drawBuildings() {
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| 72 |
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buildings.forEach(b => {
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| 73 |
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let x = b.x * hexSize * 1.5;
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| 74 |
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let y = b.y * hexSize * sqrt3 + (b.x % 2 === 1 ? hexSize * sqrt3 / 2 : 0);
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| 75 |
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let z = b.y * hexSize * Math.sin(angle);
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| 76 |
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fill(b.color);
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| 77 |
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noStroke();
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| 78 |
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beginShape();
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| 79 |
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if (b.type === 'Residential') {
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| 80 |
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vertex(x + 10, y + 30 - z); vertex(x + 20, y + 10 - z); vertex(x + 30, y + 30 - z);
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| 81 |
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vertex(x + 25, y + 30 - z); vertex(x + 25, y + 35 - z); vertex(x + 15, y + 35 - z);
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| 82 |
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vertex(x + 15, y + 30 - z); vertex(x + 17, y + 25 - z); vertex(x + 23, y + 25 - z);
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| 83 |
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} else if (b.type === 'Commercial') {
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| 84 |
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vertex(x + 10, y + 35 - z); vertex(x + 15, y + 15 - z); vertex(x + 25, y + 15 - z);
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| 85 |
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vertex(x + 30, y + 35 - z); vertex(x + 27, y + 35 - z); vertex(x + 27, y + 20 - z);
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| 86 |
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vertex(x + 13, y + 20 - z); vertex(x + 13, y + 35 - z);
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| 87 |
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} else if (b.type === 'Industrial') {
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| 88 |
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vertex(x + 5, y + 35 - z); vertex(x + 15, y + 20 - z); vertex(x + 25, y + 20 - z);
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| 89 |
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vertex(x + 35, y + 35 - z); vertex(x + 30, y + 35 - z); vertex(x + 30, y + 15 - z);
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| 90 |
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vertex(x + 33, y + 15 - z); vertex(x + 33, y + 35 - z);
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| 91 |
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} else if (b.type === 'School') {
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| 92 |
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vertex(x + 5, y + 35 - z); vertex(x + 10, y + 20 - z); vertex(x + 30, y + 20 - z);
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| 93 |
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vertex(x + 35, y + 35 - z); vertex(x + 25, y + 35 - z); vertex(x + 25, y + 10 - z);
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| 94 |
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vertex(x + 27, y + 10 - z); vertex(x + 27, y + 35 - z);
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| 95 |
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} else if (b.type === 'PowerPlant') {
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| 96 |
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vertex(x + 5, y + 35 - z); vertex(x + 15, y + 15 - z); vertex(x + 25, y + 15 - z);
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| 97 |
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vertex(x + 35, y + 35 - z); vertex(x + 30, y + 35 - z); vertex(x + 30, y + 25 - z);
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| 98 |
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vertex(x + 20, y + 25 - z); vertex(x + 20, y + 35 - z);
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| 99 |
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}
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| 100 |
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endShape(CLOSE);
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| 101 |
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});
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| 102 |
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}
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| 103 |
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| 104 |
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function drawTrain() {
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| 105 |
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let tx = train.x;
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| 106 |
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let ty = train.y;
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| 107 |
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let tz = train.y * Math.sin(angle);
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| 108 |
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fill(150, 50, 50);
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| 109 |
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noStroke();
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| 110 |
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beginShape();
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| 111 |
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vertex(tx + 10, ty + 10 - tz); vertex(tx + 30, ty + 10 - tz); vertex(tx + 35, ty + 20 - tz);
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| 112 |
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vertex(tx + 30, ty + 30 - tz); vertex(tx + 10, ty + 30 - tz); vertex(tx + 5, ty + 20 - tz);
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| 113 |
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vertex(tx + 15, ty + 20 - tz); vertex(tx + 15, ty + 15 - tz); vertex(tx + 25, ty + 15 - tz);
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| 114 |
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vertex(tx + 25, ty + 20 - tz);
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| 115 |
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endShape(CLOSE);
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| 116 |
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train.x += train.dir * 2;
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| 117 |
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if (train.x > width || train.x < 0) train.dir *= -1;
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| 118 |
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saveState();
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| 119 |
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}
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| 120 |
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| 121 |
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function drawMonster() {
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| 122 |
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let mz = monsterY * Math.sin(angle);
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| 123 |
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fill(255, 0, 0);
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| 124 |
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noStroke();
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| 125 |
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beginShape();
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| 126 |
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if (currentMonster === 'Godzilla') {
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| 127 |
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vertex(monsterX, monsterY + 40 - mz); vertex(monsterX + 10, monsterY + 20 - mz);
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| 128 |
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vertex(monsterX + 20, monsterY - mz); vertex(monsterX + 30, monsterY + 20 - mz);
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| 129 |
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vertex(monsterX + 40, monsterY + 40 - mz); vertex(monsterX + 35, monsterY + 50 - mz);
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| 130 |
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vertex(monsterX + 25, monsterY + 60 - mz); vertex(monsterX + 15, monsterY + 50 - mz);
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| 131 |
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vertex(monsterX + 20, monsterY + 40 - mz); vertex(monsterX + 25, monsterY + 30 - mz);
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| 132 |
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} else if (currentMonster === 'GiantRobot') {
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| 133 |
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vertex(monsterX, monsterY + 40 - mz); vertex(monsterX + 10, monsterY + 20 - mz);
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| 134 |
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vertex(monsterX + 15, monsterY - mz); vertex(monsterX + 25, monsterY - mz);
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| 135 |
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vertex(monsterX + 30, monsterY + 20 - mz); vertex(monsterX + 40, monsterY + 40 - mz);
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| 136 |
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vertex(monsterX + 35, monsterY + 50 - mz); vertex(monsterX + 20, monsterY + 60 - mz);
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| 137 |
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vertex(monsterX + 5, monsterY + 50 - mz); vertex(monsterX + 15, monsterY + 30 - mz);
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| 138 |
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}
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| 139 |
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endShape(CLOSE);
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| 140 |
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monsterX += random(-5, 5);
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| 141 |
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monsterY += random(-5, 5);
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| 142 |
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monsterX = constrain(monsterX, 0, width);
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| 143 |
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monsterY = constrain(monsterY, 0, height);
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| 144 |
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saveState();
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| 145 |
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}
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| 146 |
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| 147 |
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function mousePressed() {
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| 148 |
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let i = Math.floor(mouseX / (hexSize * 1.5));
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| 149 |
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let j = Math.floor((mouseY - (i % 2 === 1 ? hexSize * sqrt3 / 2 : 0)) / (hexSize * sqrt3));
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| 150 |
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if (i >= 0 && i < hexGrid.length && j >= 0 && j < hexGrid[0].length) {
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| 151 |
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if (hexGrid[i][j].type === 'empty' && !monsterMode) {
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| 152 |
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let selectedEmoji = window.Streamlit.initialArgs.selected_emoji;
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| 153 |
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if (['π ', 'π‘', 'π’', 'π£', 'π€', 'π₯', 'π¦', 'π¨', 'π©', 'πͺ'].includes(selectedEmoji)) {
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| 154 |
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let types = ['Residential', 'Commercial', 'Industrial', 'School', 'PowerPlant'];
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| 155 |
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let colors = [[0, 200, 0], [0, 0, 200], [200, 200, 0], [200, 0, 200], [100, 100, 100]];
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| 156 |
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let idx = Math.floor(Math.random() * 5);
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| 157 |
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buildings.push({ x: i, y: j, type: types[idx], color: colors[idx], player: playerId });
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| 158 |
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hexGrid[i][j].type = 'building';
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| 159 |
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} else {
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| 160 |
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hexGrid[i][j].type = 'placed';
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| 161 |
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hexGrid[i][j].emoji = selectedEmoji;
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| 162 |
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}
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| 163 |
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debugText = `Player ${playerId} placed ${selectedEmoji} at (${i}, ${j})`;
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| 164 |
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saveState();
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| 165 |
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}
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| 166 |
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}
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| 167 |
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}
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| 168 |
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| 169 |
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function keyPressed() {
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| 170 |
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if (key === 'm' || key === 'M') {
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| 171 |
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monsterMode = !monsterMode;
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| 172 |
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debugText = `Monster Mode: ${monsterMode}`;
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| 173 |
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saveState();
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| 174 |
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}
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| 175 |
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if (key === 'g' || key === 'G') {
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| 176 |
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currentMonster = 'Godzilla';
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| 177 |
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debugText = "Monster set to Godzilla";
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| 178 |
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saveState();
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| 179 |
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}
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| 180 |
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if (key === 'r' || key === 'R') {
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| 181 |
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currentMonster = 'GiantRobot';
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| 182 |
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debugText = "Monster set to Giant Robot";
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| 183 |
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saveState();
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| 184 |
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}
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| 185 |
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if (key === 't' || key === 'T') {
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| 186 |
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train.dir *= -1;
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| 187 |
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debugText = "Train direction reversed";
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| 188 |
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saveState();
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| 189 |
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}
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| 190 |
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}
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| 191 |
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| 192 |
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function saveState() {
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| 193 |
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const state = {
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| 194 |
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hex_grid: hexGrid,
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| 195 |
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buildings: buildings,
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| 196 |
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train: train,
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| 197 |
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monster_mode: monsterMode,
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| 198 |
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current_monster: currentMonster,
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| 199 |
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monster_x: monsterX,
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| 200 |
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monster_y: monsterY
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| 201 |
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};
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| 202 |
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Streamlit.setComponentValue(state);
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| 203 |
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}
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| 204 |
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| 205 |
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function toggleMonster() {
|
| 206 |
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monsterMode = !monsterMode;
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| 207 |
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debugText = `Monster Mode: ${monsterMode}`;
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| 208 |
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saveState();
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| 209 |
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}
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| 210 |
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| 211 |
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function setMonster(monster) {
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| 212 |
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currentMonster = monster;
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| 213 |
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debugText = `Monster set to ${monster}`;
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| 214 |
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saveState();
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| 215 |
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}
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| 216 |
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| 217 |
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function reverseTrain() {
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| 218 |
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train.dir *= -1;
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| 219 |
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debugText = "Train direction reversed";
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| 220 |
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saveState();
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| 221 |
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}
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