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dungeon / tap symbols
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90
js/frames/versionDungeon.js
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90
js/frames/versionDungeon.js
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//checks to see if it needs to run
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if (!loadedVersions.includes('/js/frames/versionDungeon.js')) {
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loadedVersions.push('/js/frames/versionDungeon.js');
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sizeCanvas('dungeon');
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document.querySelector('#creator-menu-tabs').innerHTML += '<h3 class="selectable readable-background" onclick="toggleCreatorTabs(event, `dungeon`)">Dungeon</h3>';
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var newHTML = document.createElement('div');
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newHTML.id = 'creator-menu-dungeon';
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newHTML.classList.add('hidden');
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newHTML.innerHTML = `
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<div class='readable-background padding'>
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<h5 class='padding margin-bottom input-description'>Adjust the height (first input) and chapter count (second input) of each Dungeon ability</h5>
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<textarea id='dungeon-input' type='number' class='input margin-bottom' onchange='dungeonEdited();'>0,0,16,2\n0,2,16,17</textarea>
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</div>`;
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if (!card.dungeon) {
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card.dungeon = {abilities:[1, 1, 1, 0], count:3, x:0.1, width:0.3947};
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}
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document.querySelector('#creator-menu-sections').appendChild(newHTML);
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var dungeonFX1 = new Image();
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dungeonFX1.src = '/img/frames/dungeon/walls/fx/straight.png';
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var dungeonFX2 = new Image();
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dungeonFX2.src = '/img/frames/dungeon/walls/fx/corner.png';
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var dungeonFX3 = new Image();
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dungeonFX3.src = '/img/frames/dungeon/walls/fx/t.png';
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var dungeonFX4 = new Image();
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dungeonFX4.src = '/img/frames/dungeon/walls/fx/cross.png';
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var dungeonShape1 = new Image();
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dungeonShape1.src = '/img/frames/dungeon/walls/shape/straight.png';
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var dungeonShape2 = new Image();
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dungeonShape2.src = '/img/frames/dungeon/walls/shape/corner.png';
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var dungeonShape3 = new Image();
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dungeonShape3.src = '/img/frames/dungeon/walls/shape/t.png';
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var dungeonShape4 = new Image();
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dungeonShape4.src = '/img/frames/dungeon/walls/shape/cross.png';
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// var dungeonTexture = new Image();
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// dungeonTexture.src = '/img/frames/dungeon/dungeonTexture.png';
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dungeonShape4.onload = dungeonEdited;
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}
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function dungeonEdited() {
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//gather data
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data = document.querySelector('#dungeon-input').value;
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rooms = [];
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data.replace(/ /g, '').split('\n').forEach(room => {
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newRoom = room.split(',');
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for (i = 0; i < newRoom.length; i++) {
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newRoom[i] = parseInt(newRoom[i]);
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}
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rooms.push(newRoom);
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});
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console.log(rooms);
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//draw to dungeon canvas
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dungeonContext.clearRect(0, 0, dungeonCanvas.width, dungeonCanvas.height);
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drawTextBuffer();
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drawCard();
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}
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//Data structures...
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class Vertex {
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constructor(x = 0, y = 0, up = false, down = false, left = false, right = false) {
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this.x = x;
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this.y = y;
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this.up = up;
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this.down = down;
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this.left = left;
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this.right = right;
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}
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}
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class Graph {
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// defining vertex array and
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// adjacent list
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constructor(noOfVertices)
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{
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this.noOfVertices = noOfVertices;
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this.AdjList = new Map();
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}
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// functions to be implemented
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// addVertex(v)
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// addEdge(v, w)
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// printGraph()
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// bfs(v)
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// dfs(v)
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}
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