Konva haveIntersection js - javascript

i´m newbie konvas libray user, I try made a simple game, i need detect when dragout the box from the shape and show alert "louser", the problem is the shapes irregular because the functio for detection event work good a rectangle shapes, but in inrregular shapes dont respect the border form, i hope can be helpme an detect when the box dragout the irregualar shape and respect the border, thankeyou, the code is below
Konva Drag and Drop Multiple Shapes Demoview raw
<!DOCTYPE html>
<html>
<head>
<script src="https://unpkg.com/konva#7.2.2/konva.min.js"></script>
<meta charset="utf-8" />
<title>Konva Drag and Drop Collision Detection Demo</title>
<style>
body {
margin: 0;
padding: 0;
overflow: hidden;
background-color: #f0f0f0;
}
</style>
</head>
<body>
<div id="container"></div>
<script>
var width = window.innerWidth;
var height = window.innerHeight;
var stage = new Konva.Stage({
container: 'container',
width: width,
height: height,
});
var layer = new Konva.Layer();
stage.add(layer);
var RectA = new Konva.Rect({
x: 380,
y:100,
width: 30,
height: 30,
fill: 'grey',
name: 'fillShape',
draggable: true,
stroke: 'red',
hitStrokeWidth: 30,
});
var RectB = new Konva.Line({
x: 350,
y: 80,
points:[0, 0, 50, 0, 50, 100, 0, 100],
fill: 'grey',
closed: true,
name: 'fillShape',
draggable: false,
stroke: 'red',
hitStrokeWidth: 10,
tension: 1,
});
layer.add(RectB);
layer.add(RectA);
layer.draw();
RectA.on('dragmove', function (e) {
var target = e.target;
var targetRect = e.target.getClientRect();
layer.children.each(function (RectB) {
// do not check intersection with itself
if (RectB === target) {
return;
}
if (haveIntersection(RectB.getClientRect(), targetRect)) {
// RectB.findOne('.fillShape').fill('red');
} else {
alert("louse");
// RectB.findOne('.fillShape').fill('grey');
}
// do not need to call layer.draw() here
// because it will be called by dragmove action
});
});
function haveIntersection(r1, r2) {
return !(
r2.x > r1.x + r1.width ||
r2.x + r2.width < r1.x ||
r2.y > r1.y + r1.height ||
r2.y + r2.height < r1.y
);
}
layer.draw();
</script>
</body>
</html>

My recommendation would be to use Hitboxes.
The basic idea is to mark off your complex structure with rectangles and then look at each rectangle to see whether there was a colition. You can check the individual rectangles with your function below.
Hitboxes aren't perfect with most structures, but if you use enough it's a very accurate estimate.
Also, "professional" games do the same.

Related

What are getClientRect(); method and layer.children.each do in JavaScript?

How does the getClientRect(); method work in this code? Is that mean to get the sides of the rectangle?
Also, what is layer.children.each in the code below? Is that mean selecting each child of the node? Can anyone explain to me how these methods work? I checked the document but still not getting how they work.
Thank you so much for your help! I was able to solve this problem.
var stage = new Konva.Stage({
width: 400,
height: 200,
container: 'container'
});
var layer = new Konva.Layer();
stage.add(layer);
layer.on('dragmove', function(e) {
var target = e.target;
var targetRect = e.target.getClientRect();
layer.children.each(function(obj) {
if (obj === target) {
return;
}
if (haveIntersection(obj.getClientRect(), targetRect)) {
alert("Intersection")
}
});
});
function haveIntersection(r1, r2) {
return !(
r2.x > r1.x + r1.width/2 ||
r2.x + r2.width/2 < r1.x ||
r2.y > r1.y + r1.height/2 ||
r2.y + r2.height/2 < r1.y
);
}
// This will draw the image on the canvas.
function drawImage(source, konvaImage) {
layer.add(konvaImage);
var image = new Image();
image.src = source;
image.onload = function() {
konvaImage.image(image);
layer.draw();
}
}
//1yen
var ichiYenImg = new Konva.Image({
x: 20,
y: 20,
width: 100,
height: 100,
draggable: true
});
var sourceImg1 = "https://illustrain.com/img/work/2016/illustrain09-okane5.png";
drawImage(sourceImg1, ichiYenImg);
var goYenImg = new Konva.Image({
x: 120,
y: 20,
width: 100,
height: 100,
draggable: true
});
var sourceImg2 = "https://illustrain.com/img/work/2016/illustrain09-okane7.png";
drawImage(sourceImg2, goYenImg);
//piggy bank 1yen
var ichiYenpiggyImg = new Konva.Image({
x: 300,
y: 100,
width: 100,
height: 100,
draggable: false
});
var sourceImg7 = "https://user-images.githubusercontent.com/31402838/63416628-a322b080-c3b4-11e9-96e8-e709ace70ec1.png";
drawImage(sourceImg7, ichiYenpiggyImg);
<!DOCTYPE html>
<html lang="en">
<head>
<script src="https://unpkg.com/konva#4.0.5/konva.min.js"></script>
</head>
<body>
<div id="stage-parent">
<div id="container"></div>
</div>
</body>
</html>
A layer may have several children elements. So layer.children is just an array with of such objects.
layer.children.each(func) is a function similar to Array.prototype.forEach()
. It allows to to executre a function for every element in children array.
node.getClientRect() is a function that calcualte absolute boudning box of any Konva.Node. Bounding box is just an object like this:
{
x: 10,
y: 10,
width: 60,
height: 60
}
It allows you to detect the position and the size of any object, even if it is scaled, rotate, etc. Usually, that function can be used to defined position f edges of the shapes.

Drag And Drop Image to Canvas (FabricJS)

The Problem
I want to do this with an image instead of a canvas object. Meaning you have to add the thing you want to add TO AND AS A PART of the canvas before you can add it. The images are actually part of the website so it doesn't need to do some intricate stuff. This code I found here only works for when it's an object not an actual element. And by the way I'm using FabricJS just to let you know that I'm not using the default HTML5 canvas stuff.
As for any alternatives that are possibly going to work without using my current code. Please do post it down below in the comments or in the answers. I would really love to see what you guys got in mind.
Summary
Basically I want to be able to drag and drop images through the canvas while retaining the mouse cursor position. For example if I drag and image and the cursor was at x: 50 y: 75 it would drop the image to that exact spot. Just like what the code I found does. But like the problem stated the CODE uses an object for you to drag it to the canvas then it clones it. I want this functionality using just plain old elements. E.g: <img>.
THE CODE -
JsFiddle
window.canvas = new fabric.Canvas('fabriccanvas');
var edgedetection = 8; //pixels to snap
canvas.selection = false;
window.addEventListener('resize', resizeCanvas, false);
function resizeCanvas() {
canvas.setHeight(window.innerHeight);
canvas.setWidth(window.innerWidth);
canvas.renderAll();
}
// resize on init
resizeCanvas();
//Initialize Everything
init();
function init(top, left, width, height, fill) {
var bg = new fabric.Rect({
left: 0,
top: 0,
fill: "#eee",
width: window.innerWidth,
height: 75,
lockRotation: true,
maxHeight: document.getElementById("fabriccanvas").height,
maxWidth: document.getElementById("fabriccanvas").width,
selectable: false,
});
var squareBtn = new fabric.Rect({
top: 10,
left: 18,
width: 40,
height: 40,
fill: '#af3',
lockRotation: true,
originX: 'left',
originY: 'top',
cornerSize: 15,
hasRotatingPoint: false,
perPixelTargetFind: true,
});
var circleBtn = new fabric.Circle({
radius: 20,
fill: '#f55',
top: 10,
left: 105,
});
var triangleBtn = new fabric.Triangle({
width: 40,
height: 35,
fill: 'blue',
top: 15,
left: 190,
});
var sqrText = new fabric.IText("Add Square", {
fontFamily: 'Indie Flower',
fontSize: 14,
fontWeight: 'bold',
left: 6,
top: 50,
selectable: false,
});
var cirText = new fabric.IText("Add Circle", {
fontFamily: 'Indie Flower',
fontSize: 14,
fontWeight: 'bold',
left: 95,
top: 50,
selectable: false,
});
var triText = new fabric.IText("Add Triangle", {
fontFamily: 'Indie Flower',
fontSize: 14,
fontWeight: 'bold',
left: 175,
top: 50,
selectable: false,
});
var shadow = {
color: 'rgba(0,0,0,0.6)',
blur: 3,
offsetX: 0,
offsetY: 2,
opacity: 0.6,
fillShadow: true,
strokeShadow: true
};
window.canvas.add(bg);
bg.setShadow(shadow);
window.canvas.add(squareBtn);
window.canvas.add(circleBtn);
window.canvas.add(triangleBtn);
window.canvas.add(sqrText);
window.canvas.add(cirText);
window.canvas.add(triText);
canvas.forEachObject(function (e) {
e.hasControls = e.hasBorders = false; //remove borders/controls
});
function draggable(object) {
object.on('mousedown', function() {
var temp = this.clone();
temp.set({
hasControls: false,
hasBorders: false,
});
canvas.add(temp);
draggable(temp);
});
object.on('mouseup', function() {
// Remove an event handler
this.off('mousedown');
// Comment this will let the clone object able to be removed by drag it to menu bar
// this.off('mouseup');
// Remove the object if its position is in menu bar
if(this.top<=75) {
canvas.remove(this);
}
});
}
draggable(squareBtn);
draggable(circleBtn);
draggable(triangleBtn);
this.canvas.on('object:moving', function (e) {
var obj = e.target;
obj.setCoords(); //Sets corner position coordinates based on current angle, width and height
canvas.forEachObject(function (targ) {
activeObject = canvas.getActiveObject();
if (targ === activeObject) return;
if (Math.abs(activeObject.oCoords.tr.x - targ.oCoords.tl.x) < edgedetection) {
activeObject.left = targ.left - activeObject.currentWidth;
}
if (Math.abs(activeObject.oCoords.tl.x - targ.oCoords.tr.x) < edgedetection) {
activeObject.left = targ.left + targ.currentWidth;
}
if (Math.abs(activeObject.oCoords.br.y - targ.oCoords.tr.y) < edgedetection) {
activeObject.top = targ.top - activeObject.currentHeight;
}
if (Math.abs(targ.oCoords.br.y - activeObject.oCoords.tr.y) < edgedetection) {
activeObject.top = targ.top + targ.currentHeight;
}
if (activeObject.intersectsWithObject(targ) && targ.intersectsWithObject(activeObject)) {
} else {
targ.strokeWidth = 0;
targ.stroke = false;
}
if (!activeObject.intersectsWithObject(targ)) {
activeObject.strokeWidth = 0;
activeObject.stroke = false;
activeObject === targ
}
});
});
}
More codes that I found but doesn't answer my problem:
var canvas = new fabric.Canvas('c');
canvas.on("after:render", function(){canvas.calcOffset();});
var started = false;
var x = 0;
var y = 0;
var width = 0;
var height = 0;
canvas.on('mouse:down', function(options) {
//console.log(options.e.clientX, options.e.clientY);
x = options.e.clientX;
y = options.e.clientY;
canvas.on('mouse:up', function(options) {
width = options.e.clientX - x;
height = options.e.clientY - y;
var square = new fabric.Rect({
width: width,
height: height,
left: x + width/2 - canvas._offset.left,
top: y + height/2 - canvas._offset.top,
fill: 'red',
opacity: .2
});
canvas.add(square);
canvas.off('mouse:up');
$('#list').append('<p>Test</p>');
});
});
This code adds a rectangle to the canvas. But the problem is this doesn't achieve what I want which is basically, as previously stated, that I want to be able to drag an img element and then wherever you drag that image on the canvas it will drop it precisely at that location.
CREDITS
Fabric JS: Copy/paste object on mouse down
fabric.js Offset Solution
it doesn't need to do some intricate stuff.
A logical framework under which to implement image dragging might be to monitor mouse events using event listeners.
On mouse down over an Image element within the page but not over the canvas, record which image element and the mouse position within the image. On mouse up anywhere set this record back to null.
On mouse over of the canvas with a non empty image record, create a Fabric image element from the Image element (as per documentation), calculate where it goes from the recorded image position and current mouse position, paste it under the mouse, make it draggable and simulate the effect of a mouse click to continue dragging it.
I have taken this question to be about the design and feasibility stages of program development.

Collision detection using kineticJS (getIntersection function not working)

I am trying to recreate the game http://www.sinuousgame.com/ and started studying html5 canvas and kineticJS.
Recently i came across the getIntersection function and coudnt find much details regarding it.But with what i had ,i did make a code to get the Collision detection done using getIntersection() function.
But it doesnt seem to be working.
As you can see, My Fiddle: http://jsfiddle.net/p9fnq/8/
//The working player code
var LimitedArray = function(upperLimit) {
var storage = [];
// default limit on length if none/invalid supplied;
upperLimit = +upperLimit > 0 ? upperLimit : 100;
this.push = function(item) {
storage.push(item);
if (storage.length > upperLimit) {
storage.shift();
}
return storage.length;
};
this.get = function(flag) {
return storage[flag];
};
this.iterateItems = function(iterator) {
var flag, l = storage.length;
if (typeof iterator !== 'function') {
return;
}
for (flag = 0; flag < l; flag++) {
iterator(storage[flag]);
}
};
};
var tail = new LimitedArray(50);
var flag = 0, jincr = 0;
var stage = new Kinetic.Stage({
container: 'container',
width: window.innerWidth,
height: window.innerHeight,
listening: true
});
var layer = new Kinetic.Layer({
listening: true
});
stage.add(layer);
var player = new Kinetic.Circle({
x: 20,
y: 20,
radius: 6,
fill: 'cyan',
stroke: 'black',
draggable: true
});
var line = new Kinetic.Line({
points: [],
stroke: 'cyan',
strokeWidth: 2,
lineCap: 'round',
lineJoin: 'round'
});
layer.add(line);
layer.add(player);
// move the circle with the mouse
stage.getContent().addEventListener('mousemove', function() {
player.position(stage.getPointerPosition());
var obj = {
x: stage.getPointerPosition().x,
y: stage.getPointerPosition().y
};
tail.push(obj);
var arr = [];
tail.iterateItems(function(p) {
arr.push(p.x, p.y);
});
line.points(arr);
});
var x = 0;
var y = 0;
var noOfEnemies = 200;
var enemyArmada = new Array();
createEnemy();
function createEnemy() {
for (var i = 0; i < noOfEnemies; i++) {
var enemy = new Kinetic.Circle({
x: Math.random() * window.innerWidth,
y: Math.random() * window.innerHeight,
radius: 4.5 + 1.5 * Math.random(),
fill: 'red',
stroke: 'black'
});
enemy.speedX = enemy.speedY = (0.5 + Math.random() * 50);
enemyArmada.push(enemy);
layer.add(enemy);
}
}
var checkCollide = function() {
var position = stage.getPointerPosition();
if(position == null)
position = player.position();
if(position == null)
position = {x:0,y:0};
var collided = stage.getIntersection(position);
console.log(position);
if (typeof collided !== 'Kinetic.Shape') {
console.log("not shape");
}
else {
console.log("BOOOM!!!");
}
};
var anim = new Kinetic.Animation(function(frame) {
checkCollide();
for (var i = 0; i < noOfEnemies; i++) {
var e = enemyArmada[i];
e.position({
x: e.position().x - e.speedX * (frame.timeDiff / 400),
y: e.position().y + e.speedY * (frame.timeDiff / 400)
});
if (e.position().y < 0 || e.position().x < 0) {
e.position({
x: (Math.random() * (window.innerWidth + 600)),
y: -(Math.random() * window.innerHeight)
});
}
}
}, layer);
anim.start();
I need the collision to be detected. The function i have written here is checkCollide and its called within the kinetic.Animation function.
Can anyone help me out with this??
(If you don't know the solution,please do like the post,i need the solution badly)
The source of the problem
getIntersection(point) means "is any object at this point".
Since the point you're using is the player's position, getIntersection will always return true because player is always at its own position !
One solution
Put your player on one layer and all enemies on a separate layer.
That way you can hit test the enemy layer without the interference of the player object.
Code and a Demo: http://jsfiddle.net/m1erickson/JCfW8/
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Prototype</title>
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<script src="http://d3lp1msu2r81bx.cloudfront.net/kjs/js/lib/kinetic-v5.0.1.min.js"></script>
<style>
body{padding:20px;}
#container{
border:solid 1px #ccc;
margin-top: 10px;
width:350px;
height:350px;
}
</style>
<script>
$(function(){
var stage = new Kinetic.Stage({
container: 'container',
width: 350,
height: 350
});
var enemyLayer = new Kinetic.Layer();
stage.add(enemyLayer);
var playerLayer = new Kinetic.Layer();
stage.add(playerLayer);
var player = new Kinetic.Circle({
x:100,
y:100,
radius: 10,
fill: 'green',
draggable: true
});
player.on("dragmove",function(){
if(enemyLayer.getIntersection(player.position())){
this.fill("red");
playerLayer.draw();
}
});
playerLayer.add(player);
playerLayer.draw();
var enemy = new Kinetic.Circle({
x:200,
y:100,
radius: 20,
fill: 'blue',
draggable: true
});
enemyLayer.add(enemy);
enemyLayer.draw();
}); // end $(function(){});
</script>
</head>
<body>
<h4>Drag the green player<br>Player will turn red if it collides<br>with the blue enemy</h4>
<div id="container"></div>
</body>
</html>
Another solution
Mathematically test the player against every enemy:
Warning: untested code--some tweaking might be required
function playerEnemyCollide(){
var playerX=player.x();
var playerY=player.y();
var playerRadius=player.radius();
for(var i=0;i<enemyArmada.length;i++){
var e=enemyArmada[i];
if(circlesColliding(playerX,playerY,playerRadius,e.x,e.y,e.radius)){
return(true);
}
}
return(false);
}
function circlesColliding(cx1,cy1,radius1,cx2,cy2,radius2){
var dx=cx2-cx1;
var dy=cy2-cy1;
return(dx*dx+dy*dy<(radius1*2+radius2*2);
}

Adding objects into an array in javascript

I am trying to get the mouse pointer coordinates and store them into an array(tail) such that the array is limited only to 100 objects. If extra objects comes,the old one's are to be replaced with the new one's. Basically like a queue.
Basically i am trying to create a trail after the basic circle using a circle of smaller radius.
Here's my js:
$(document).ready(function() {
var tail = {
x:0,
y:0
};
var i = 0;
var stage = new Kinetic.Stage({
container: 'container',
width: window.innerWidth,
height: window.innerHeight,
listening: true
});
var layer = new Kinetic.Layer({
listening: true
});
var layer = new Kinetic.Layer();
var player = new Kinetic.Circle({
x: 20,
y: 20,
radius: 6,
fill: 'cyan',
stroke: 'black',
draggable: true
});
var pixel = new Kinetic.Circle({
x: 20,
y: 20,
radius: 2,
width: stage.getWidth(),
height: stage.getHeight(),
fill: "white"
});
layer.add(player);
stage.add(layer);
// move the circle with the mouse
stage.getContent().addEventListener('mousemove', function() {
player.setPosition(stage.getPointerPosition());
console.log(stage.getPointerPosition());
var obj = {
x: stage.getPointerPosition().x,
y: stage.getPointerPosition().y
}
tail[i].push(obj);
++i;
console.log(tail[i]);
// pixel.setPosition(tail[i], tail[i + 1]);
layer.draw();
});
});
And here's the html:
<!DOCTYPE html>
<html>
<head>
<title>Collision Detection</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="viewport" content="width=device-width">
<link rel="stylesheet" href="../css/style.css"/>
</head>
<body>
<div id="container" style=" background:#000; margin:auto; float:left;"></div>
<script src="../js/jquery.min.js"></script>
<script src="../js/kinetic-v5.0.0.min.js"></script>
<script src="../js/main_kinetic.js"></script>
</body>
</html>
Output:
Uncaught TypeError: Cannot call method 'push' of undefined main_kinetic.js:46
Object {x: 656, y: 175} --> console output which returns the cursor position.
Here's the fiddle: http://jsfiddle.net/BVeTH/
You could create your own container for your data points that handles only keeping 100 (or however many you want). Something like this:
var LimitedArray = function (upperLimit) {
var storage = [];
// default limit on length if none/invalid supplied;
upperLimit = +upperLimit > 0 ? upperLimit : 100;
this.push = function (item) {
storage.push(item);
if (storage.length > upperLimit) {
storage.shift();
}
return storage.length;
};
this.get = function (i) {
return storage[i];
};
this.iterateItems = function (iterator) {
var i, l = storage.length;
if (typeof iterator !== 'function') { return; }
for (i = 0; i < l; i++) {
iterator(storage[i]);
}
};
};
(see here: http://jsfiddle.net/Frm27/4/)
Then you can track your datapoints easily:
var trail = new LimitedArray(100);
// code...
// move the circle with the mouse
stage.getContent().addEventListener('mousemove', function() {
player.setPosition(stage.getPointerPosition());
console.log(stage.getPointerPosition());
var obj = {
x: stage.getPointerPosition().x,
y: stage.getPointerPosition().y
}
trail.push(obj);
trail.iterateItems(function (item) {
// Do something with each item.x and item.y
});
// pixel.setPosition(tail[i], tail[i + 1]);
layer.draw();
});
Unless you reassign it somewhere I am not seeing tail is not an array.
var tail = {
x:null,
y:0
};
If you wanted to store objects with x and y coordinates in it you would need
var tail = [{
x:null,
y:0
}];
tail.push(...);

Anchor points should only visible when mouse goes over them

The code below creates a scalable and draggable triangle with anchor points at its vertices. i want that the anchor points should only visible when mouse goes over them??
and also, how collision detection can be implemented to avoid drawing of other spaces inside the triangle?
<html>
<head>
<script src="http://www.html5canvastutorials.com/libraries/kinetic-v3.10.0.js"></script>
<script type="text/javascript">
// the circle anchor points
function buildAnchor(layer, x, y, name) {
var anchor = new Kinetic.Circle({
x: x,
y: y,
radius: 6,
stroke: "#666",
fill: "#ddd",
strokeWidth: 2,
draggable: true,
name : name
});
// add hover styling
anchor.on("mouseover", function() {
document.body.style.cursor = "pointer";
this.setStrokeWidth(4);
layer.draw();
});
anchor.on("mouseout", function() {
document.body.style.cursor = "default";
this.setStrokeWidth(2);
layer.draw();
});
layer.add(anchor);
return anchor;
}
function buildTriangle(layer, points, name) {
var triangle = new Kinetic.Polygon({
stroke : "red",
strokeWidth : 4,
name : name,
draggable : true
});
triangle.a = buildAnchor(layer, points[0], points[1], "anchor");
triangle.b = buildAnchor(layer, points[2], points[3], "anchor");
triangle.c = buildAnchor(layer, points[4], points[5], "anchor");
triangle.was = { x : 0, y : 0 };
layer.add(triangle);
return triangle;
}
function drawTriangle() {
var triangle = this.get(".triangle")[0];
if ( !triangle.isDragging() ) {
triangle.setPoints([ triangle.a.attrs.x - triangle.was.x,
triangle.a.attrs.y - triangle.was.y,
triangle.b.attrs.x - triangle.was.x,
triangle.b.attrs.y - triangle.was.y,
triangle.c.attrs.x - triangle.was.x,
triangle.c.attrs.y - triangle.was.y ]);
} else {
var anchors = this.get(".anchor");
for ( var i = 0; i < anchors.length; i ++ ) {
anchors[i].setX(anchors[i].getX() + (triangle.getX() - triangle.was.x));
anchors[i].setY(anchors[i].getY() + (triangle.getY() - triangle.was.y));
}
triangle.was.x = triangle.getX();
triangle.was.y = triangle.getY();
}
}
window.onload = function() {
var stage = new Kinetic.Stage({
container: "container",
height: 200
});
var layer = new Kinetic.Layer({
drawFunc : drawTriangle
});
var triangle = buildTriangle(layer, [60, 100, 90, 100, 90, 140], "triangle");
triangle.moveToBottom();
// add the layer to the stage
stage.add(layer);
}
</script>
<style>
#container {
border: 1px solid black;
}
</style>
</head>
<body onmousedown="return false;">
<div id="container"></div>
</body>
</html>
jsFiddle: http://jsfiddle.net/Y9AtR/
I like #Tomalak's solution, here is mine:
http://jsfiddle.net/Y9AtR/2/
triangle.on('mouseover', function(){
triangle.a.show();
triangle.b.show();
triangle.c.show();
layer.draw();
});
triangle.on('mouseout', function(){
//if( not near triangle ) // add some logic so that they don't disappear right away, maybe use distance formula?
triangle.a.hide();
triangle.b.hide();
triangle.c.hide();
layer.draw();
})

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