forked from GithubMirrors/cardconjurer
		
	
		
			
				
	
	
		
			363 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			363 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
//============================================//
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//       Card Conjurer, by Kyle Burton        //
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//============================================//
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console.log("1.1")
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//define variables
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var playerCount, startingLifeTotal, firstPlayerWide = false, lastPlayerWide = false, playerList = [], rowHeight = 0, columnWidth = 0, rowCount = 0, isFullscreen = true, mouseClickId = 0, noSleep = new NoSleep(), canEnableNoSleep = false
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//Setup the enabler for no sleep
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document.addEventListener("click", enableNoSleep, false);
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function enableNoSleep() {
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    if (canEnableNoSleep) {
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        document.removeEventListener("click", enableNoSleep, false);
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        noSleep.enable();
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    }
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}
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//This function sets everything up
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function fullscreen() {
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	//Full screen!
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	grid = document.getElementById("gridShell")
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	if (grid.requestFullscreen) {
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    	grid.requestFullscreen()
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  	} else if (grid.mozRequestFullScreen) {
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    	grid.mozRequestFullScreen()
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  	} else if (grid.webkitRequestFullscreen) {
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    	grid.webkitRequestFullscreen()
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  	} else if (grid.msRequestFullscreen) {
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    	grid.msRequestFullscreen()
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  	} else {
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  		isFullscreen = false
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  		document.getElementById("return").classList.add("permaHidden")
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  		document.getElementById("gridShell").classList.add("fullscreenUnavailable")
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  	}
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}
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function startGame() {
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    canEnableNoSleep = document.getElementById("inputWakeLock").checked
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	fullscreen()
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	document.getElementById("return").classList.remove("hidden")
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	//hide the settings and grab player count and starting life total
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	document.getElementById("settings").classList.add("hidden")
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	playerCount = parseInt(document.getElementById("inputPlayerCount").value)
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	startingLifeTotal = parseInt(document.getElementById("inputStartingLife").value)
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	//determine the layout based on player count
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	if (playerCount % 2 == 0) {
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		if (playerCount >= 6) {
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			firstPlayerWide = true
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			lastPlayerWide = true
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		}
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	} else {
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		lastPlayerWide = true
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	}
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	//Make all the player boxes
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	for (var i = 1; i <= playerCount; i ++) {
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		//determine if the current box is rotated or widened
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		var rotation, wide = false
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		var orientationIndexAdjust = 0
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		if (firstPlayerWide) {
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			orientationIndexAdjust += 1
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		}
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		if (i == 1 && firstPlayerWide) {
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			rotation = 180
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		} else if (i == playerCount && lastPlayerWide) {
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			rotation = 0
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		} else if ((i + orientationIndexAdjust) % 2 == 0) {
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			rotation = 270
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		} else {
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			rotation = 90
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		}
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		if ((i == 1 && firstPlayerWide) || (i == playerCount && lastPlayerWide)) {wide = true}
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		playerList[i - 1] = new playerBox(i, rotation, wide)
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		document.getElementById("inputPlayer").innerHTML += "<option value='" + i + "'>Player " + i + "</option>"
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	}
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	//Determine the grid size
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	if (isFullscreen) {
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		columnWidth = screen.width / 2 - 2
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	} else {
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		columnWidth = window.innerWidth / 2 - 2
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	}
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	rowCount = (playerCount - playerCount % 2) / 2 + 1
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	if (playerCount == 2 || playerCount == 4) {
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		rowCount -= 1
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	}
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//    console.log("Row count: " + rowCount)
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	if (isFullscreen) {
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		rowHeight = screen.height / rowCount - 2
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//        console.log("Full screen, rowHeight: " + rowHeight)
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//        console.log("screen.height: " + screen.height)
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	} else {
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        var heightToUse = window.innerHeight
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        if (document.documentElement.clientHeight > heightToUse) {
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//            console.log("document.documentElement.clientHeight: " + document.documentElement.clientHeight)
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            heightToUse = document.documentElement.clientHeight
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        }
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		rowHeight = heightToUse / rowCount - 2
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//        console.log("Not full screen, rowHeight: " + rowHeight)
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//        console.log("window.innerHeight: " + window.innerHeight)
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	}
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	//Now that all the player boxes are made, they must be configured
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	for (var i = 1; i <= playerCount; i++) {
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		configurePlayerBox(i)
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	}
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	drawAllPlayerBoxes()
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}
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function playerBox(playerBoxID, canvasRotation, wide) {
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	//Actually needed vars
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	this.id = playerBoxID
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	this.rotation = canvasRotation
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	this.life = startingLifeTotal
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	this.canvas = document.createElement("canvas")
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	this.direction = 0
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	this.holdTime = 0
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    this.touchId = 0.5
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	this.color = "#222222"
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	this.textColor = "#ffffff"
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	this.image = new Image()
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	this.image.customVarID = playerBoxID
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	this.image.onload = function() {drawPlayerBox(this.customVarID)}
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	//vars to make navigation easier
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	this.canvas.customVarID = playerBoxID
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	this.canvas.customVarContext = this.canvas.getContext("2d")
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	this.canvas.customVarContext.customVarCanvas = this.canvas
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	//css classes
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	this.canvas.classList.add("playerBox")
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	if (wide) {
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		this.canvas.classList.add("widePlayerBox")
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	}
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	//add it to the html
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	document.getElementById("mainGrid").appendChild(this.canvas)
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}
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function configurePlayerBox(playerBoxID) {
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	//All of this configures the size/shape/orientation of the player boxes
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	var currentPlayer = playerList[playerBoxID - 1]
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	var context = currentPlayer.canvas.customVarContext
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	currentPlayer.canvas.width = columnWidth
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	if (playerList[playerBoxID - 1].canvas.classList.contains("widePlayerBox")) {
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		currentPlayer.canvas.width = columnWidth * 2 + 2
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	}
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	currentPlayer.canvas.height = rowHeight
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	context.translate(currentPlayer.canvas.width / 2, currentPlayer.canvas.height / 2)
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	context.rotate(Math.PI / 180 * currentPlayer.rotation)
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}
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function resetLife() {
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	for (var i = 1; i <= playerCount; i++) {
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		playerList[i - 1].life = startingLifeTotal
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	}
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	document.getElementById('menu').classList.add('hidden')
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	drawAllPlayerBoxes()
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}
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function updateColorSelector() {
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	document.getElementById("inputPlayerColor").value = playerList[parseInt(document.getElementById("inputPlayer").value) - 1].color
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	document.getElementById("inputTextColor").value = playerList[parseInt(document.getElementById("inputPlayer").value) - 1].textColor
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}
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function updateBackgroundColor(color) {
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	playerList[parseInt(document.getElementById("inputPlayer").value) - 1].color = color
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	drawPlayerBox(parseInt(document.getElementById("inputPlayer").value))
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}
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function updateTextColor(color) {
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	playerList[parseInt(document.getElementById("inputPlayer").value) - 1].textColor = color
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	drawPlayerBox(parseInt(document.getElementById("inputPlayer").value))
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}
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function loadImage(event, destination) {
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	var input = event.target
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	var reader = new FileReader()
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	reader.onload = function() {
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		var dataURL = reader.result
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		destination.src = dataURL
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	}
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	reader.readAsDataURL(input.files[0])
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}
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var savedArtList = [], cardArtUrlList = [], cardArtArtistList = []
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function inputCardArtName(cardArtNameInput) {
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	var xhttp = new XMLHttpRequest()
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	xhttp.onreadystatechange = function() {
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		if (this.readyState == 4 && this.status == 200) {
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			savedArtList = this.responseText.split('"art_crop":"')
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			savedArtList.splice(0, 1)
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			document.getElementById("inputCardArtNameNumber").max = savedArtList.length
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			document.getElementById("inputCardArtNameNumber").value = 1
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			for (i = 0; i < savedArtList.length; i ++) {
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				cardArtUrlList[i] = savedArtList[i].split('","border_crop":')[0]
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			}
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			for (i = 0; i < savedArtList.length; i ++) {
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				cardArtArtistList[i] = savedArtList[i].slice(savedArtList[i].indexOf('"artist":"') + 10, savedArtList[i].indexOf('","border_color":'))
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			}
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			inputCardArtNameNumber(1)
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		}
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	}
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	xhttp.open("GET", "https://api.scryfall.com/cards/search?order=released&unique=art&q=name%3D" + cardArtNameInput.replace(/ /g, "_"), true)
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	xhttp.send()
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}
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function inputCardArtNameNumber(cardArtNameNumberInput) {
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	playerList[parseInt(document.getElementById('inputPlayer').value) - 1].image.src = cardArtUrlList[cardArtNameNumberInput - 1]
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}
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document.getElementById("mainGrid").addEventListener("touchmove", function(event) {
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	event.preventDefault()
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}, false)
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function rollRNG() {
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	document.getElementById("rngOutput").innerHTML = Math.floor(Math.random() * (parseInt(document.getElementById("inputRNGMax").value) - parseInt(document.getElementById("inputRNGMin").value) + 1) + parseInt(document.getElementById("inputRNGMin").value))
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}
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function drawPlayerBox(playerBoxID) {
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	var currentPlayerBox = playerList[playerBoxID - 1]
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	var context = currentPlayerBox.canvas.customVarContext
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	context.textBaseline = "middle"
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	var tempFontSize = 100
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	context.font = "100pt belerenbsc"
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	context.fillStyle = currentPlayerBox.color
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	var tempCanvasHeight = currentPlayerBox.canvas.height, tempCanvasWidth = currentPlayerBox.canvas.width
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	if (playerList[playerBoxID - 1].rotation == 90 || playerList[playerBoxID - 1].rotation == 270) {
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		tempCanvasHeight = tempCanvasWidth
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		tempCanvasWidth = currentPlayerBox.canvas.height
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	}
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	context.fillRect(tempCanvasWidth / -2, tempCanvasHeight / -2, tempCanvasWidth, tempCanvasHeight)
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	if (currentPlayerBox.image.src != "") {
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		var imageToDraw = currentPlayerBox.image
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		if (imageToDraw.width / imageToDraw.height > tempCanvasWidth / tempCanvasHeight) {
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			//The image is wider and should be fitted to its height
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			context.drawImage(imageToDraw, tempCanvasHeight / imageToDraw.height * imageToDraw.width / -2, tempCanvasHeight / -2, tempCanvasHeight / imageToDraw.height * imageToDraw.width, tempCanvasHeight)
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		} else {
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			//The image is taller and should be fitted to its width
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			context.drawImage(imageToDraw, tempCanvasWidth / -2, tempCanvasWidth / imageToDraw.width * imageToDraw.height / -2, tempCanvasWidth, tempCanvasWidth / imageToDraw.width * imageToDraw.height)
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		}
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	}
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	if (currentPlayerBox.life < 1) {
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		context.fillStyle = "#0008"
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		context.fillRect(tempCanvasWidth / -2, tempCanvasHeight / -2, tempCanvasWidth, tempCanvasHeight)
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		context.fillStyle = "#800"
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	} else {
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		context.fillStyle = playerList[playerBoxID - 1].textColor
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	}
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	while (context.measureText(currentPlayerBox.life).width >= tempCanvasWidth) {
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		tempFontSize -= 1
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		context.font = tempFontSize + "pt belerenbsc"
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	}
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	var horizontalShift = -1 * parseInt(context.measureText(currentPlayerBox.life).width) / 2
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	context.strokeStyle = "black"
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	context.lineWidth = 5
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	context.strokeText(currentPlayerBox.life, horizontalShift, 0)
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	context.fillText(currentPlayerBox.life, horizontalShift, 0)
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}
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function drawAllPlayerBoxes() {
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	for (var i = 1; i <= playerList.length; i ++) {
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		drawPlayerBox(i)
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	}
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}
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//Event Listener magic! (always records mouse/touch positions so the loop can work without events)
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var touchX = [], touchY = []
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document.getElementById("mainGrid").addEventListener("mousedown", startMouseCoordinates, true)
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window.addEventListener("mousemove", updateMouseCoordinates, true)
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window.addEventListener("mouseup", endMouseCoordinates, true)
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function startMouseCoordinates() {
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	mouseClickId += 1
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    playerList[event.target.customVarID - 1].touchId = mouseClickId
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	singleTap(event.target)
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}
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function updateMouseCoordinates() {
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	touchX[0] = event.clientX
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	touchY[0] = event.clientY}
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function endMouseCoordinates() {
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    for (var i = 1; i <= playerList.length; i++) {
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        playerList[i - 1].touchId = 0.5
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    }
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}
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window.addEventListener("touchstart", switchToTouchEvents, true)
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function switchToTouchEvents() {
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	window.removeEventListener("touchstart", switchToTouchEvents, true)
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	document.getElementById("mainGrid").removeEventListener("mousedown", startMouseCoordinates, true)
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	window.removeEventListener("mousemove", updateMouseCoordinates, true)
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	window.removeEventListener("mouseup", endMouseCoordinates, true)
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	document.getElementById("mainGrid").addEventListener("touchstart", startTouch, true)
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	window.addEventListener("touchmove", moveTouch, true)
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	window.addEventListener("touchend", endTouch, true)
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}
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function startTouch() {
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    playerList[event.changedTouches[0].target.customVarID - 1].touchId = event.changedTouches[0].identifier
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	moveTouch()
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    singleTap(event.changedTouches[0].target)
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}
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function moveTouch() {
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	touchX = [], touchY = []
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	for (var i = 0; i < event.touches.length; i ++) {
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		touchX[i] = event.touches[i].clientX
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		touchY[i] = event.touches[i].clientY
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	}
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}
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function endTouch() {
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    for (var i = 1; i <= playerList.length; i++) {
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        if (playerList[i - 1].touchId == event.changedTouches[0].identifier) {
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            playerList[i - 1].touchId = 0.5
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        }
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    }
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	moveTouch()
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}
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//Tap (and click) functions
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function singleTap(targetPlayerBox) {
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//    console.log("Box #" + targetPlayerBox.customVarID + " was pressed")
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	var playerBoxBounds = targetPlayerBox.getBoundingClientRect()
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//    console.log("Bounds:")
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//    console.log(playerBoxBounds)
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	var tappedPlayerBox = playerList[targetPlayerBox.customVarID - 1]
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	var lifeAdjust = 0
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//    console.log("Rotation: " + tappedPlayerBox.rotation)
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//    console.log("touchX: " + touchX[touchX.length - 1] + "\ntouchY: " + touchY[touchY.length - 1])
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	if (tappedPlayerBox.rotation == 0 || tappedPlayerBox.rotation == 180) {
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//        console.log(touchX[touchX.length - 1])
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//        console.log(playerBoxBounds.width / 2 + playerBoxBounds.left)
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		if (touchX[touchX.length - 1] > playerBoxBounds.width / 2 + playerBoxBounds.left) {
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			lifeAdjust = 1
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		} else {
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			lifeAdjust = -1
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		}
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	} else {
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//        console.log(touchY[touchY.length - 1])
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//        console.log(playerBoxBounds.height / 2 + playerBoxBounds.top)
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		if (touchY[touchY.length - 1] > playerBoxBounds.height / 2 + playerBoxBounds.top) {
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			lifeAdjust = 1
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		} else {
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			lifeAdjust = -1
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		}
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	}
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	if (tappedPlayerBox.rotation == 180 || tappedPlayerBox.rotation == 270) {
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		lifeAdjust *= -1
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	}
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//    console.log(lifeAdjust)
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	tappedPlayerBox.direction = lifeAdjust
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	tappedPlayerBox.life += lifeAdjust
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	drawPlayerBox(tappedPlayerBox.id)
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    setTimeout(clockCheck.bind(null, tappedPlayerBox, tappedPlayerBox.touchId), 500)
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}
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function clockCheck(tappedPlayerBox, lastTapID) {
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    if (tappedPlayerBox.touchId == lastTapID) {
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        tappedPlayerBox.life += tappedPlayerBox.direction
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        drawPlayerBox(tappedPlayerBox.id)
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        if (tappedPlayerBox.holdTime >= 150) {
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            setTimeout(clockCheck.bind(null, tappedPlayerBox, tappedPlayerBox.touchId), 10)
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        } else if (tappedPlayerBox.holdTime >= 50) {
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            setTimeout(clockCheck.bind(null, tappedPlayerBox, tappedPlayerBox.touchId), 50)
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        } else {
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            setTimeout(clockCheck.bind(null, tappedPlayerBox, tappedPlayerBox.touchId), 100)
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        }
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        tappedPlayerBox.holdTime += 1
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    } else {
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        tappedPlayerBox.holdTime = 0
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    }
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}
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//Hopefully stops the pesky double-tap zoom:
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var doubleTouchStartTimestamp = 0
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document.getElementById("mainGrid").addEventListener("touchstart", function() {
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    var now = +(new Date())
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    if (doubleTouchStartTimestamp + 500 > now){
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        event.preventDefault()
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    }
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    doubleTouchStartTimestamp = now
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})
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//Updated :D
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var inputsToRemoveAutocorrect = document.querySelectorAll("input");
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inputsToRemoveAutocorrect.forEach(input => {
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                                  input.setAttribute("autocomplete", "off")
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                                  input.setAttribute("autocorrect", "off")
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                                  input.setAttribute("autocapitalize", "off")
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                                  input.setAttribute("spellcheck", false)
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                                  })
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