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254
SRC/public/js/fire-work.js
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254
SRC/public/js/fire-work.js
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var SCREEN_WIDTH = window.innerWidth,
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SCREEN_HEIGHT = window.innerHeight,
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mousePos = {
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x: 400,
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y: 300
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},
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// create canvas
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canvas = document.createElement('canvas'),
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context = canvas.getContext('2d'),
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particles = [],
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rockets = [],
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MAX_PARTICLES = 400,
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colorCode = 0;
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// update mouse position
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window.addEventListener('mousemove', function(e) {
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e.preventDefault();
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mousePos = {
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x: e.clientX,
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y: e.clientY
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};
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});
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// launch more rockets!!!
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window.addEventListener('mousedown', function(e) {
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for (var i = 0; i < 5; i++) {
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launchFrom(Math.random() * SCREEN_WIDTH * 2 / 3 + SCREEN_WIDTH / 6);
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}
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});
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function launch() {
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launchFrom(mousePos.x);
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}
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function launchFrom(x) {
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if (rockets.length < 10) {
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var rocket = new Rocket(x);
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rocket.explosionColor = Math.floor(Math.random() * 360 / 10) * 10;
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rocket.vel.y = Math.random() * -3 - 4;
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rocket.vel.x = Math.random() * 6 - 3;
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rocket.size = 8;
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rocket.shrink = 0.999;
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rocket.gravity = 0.01;
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rockets.push(rocket);
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}
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}
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function loop() {
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// update screen size
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if (SCREEN_WIDTH != window.innerWidth) {
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canvas.width = SCREEN_WIDTH = window.innerWidth;
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}
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if (SCREEN_HEIGHT != window.innerHeight) {
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canvas.height = SCREEN_HEIGHT = window.innerHeight;
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}
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// clear canvas
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context.fillStyle = "rgba(0, 0, 0, 0.05)";
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context.fillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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var existingRockets = [];
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for (var i = 0; i < rockets.length; i++) {
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// update and render
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rockets[i].update();
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rockets[i].render(context);
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// calculate distance with Pythagoras
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var distance = Math.sqrt(Math.pow(mousePos.x - rockets[i].pos.x, 2) + Math.pow(mousePos.y - rockets[i].pos.y, 2));
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// random chance of 1% if rockets is above the middle
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var randomChance = rockets[i].pos.y < (SCREEN_HEIGHT * 2 / 3) ? (Math.random() * 100 <= 1) : false;
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/* Explosion rules
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- 80% of screen
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- going down
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- close to the mouse
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- 1% chance of random explosion
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*/
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if (rockets[i].pos.y < SCREEN_HEIGHT / 5 || rockets[i].vel.y >= 0 || distance < 50 || randomChance) {
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rockets[i].explode();
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} else {
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existingRockets.push(rockets[i]);
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}
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}
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rockets = existingRockets;
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var existingParticles = [];
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for (var i = 0; i < particles.length; i++) {
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particles[i].update();
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// render and save particles that can be rendered
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if (particles[i].exists()) {
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particles[i].render(context);
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existingParticles.push(particles[i]);
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}
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}
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// update array with existing particles - old particles should be garbage collected
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particles = existingParticles;
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while (particles.length > MAX_PARTICLES) {
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particles.shift();
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}
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}
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function Particle(pos) {
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this.pos = {
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x: pos ? pos.x : 0,
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y: pos ? pos.y : 0
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};
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this.vel = {
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x: 0,
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y: 0
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};
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this.shrink = .97;
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this.size = 2;
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this.resistance = 1;
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this.gravity = 0;
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this.flick = false;
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this.alpha = 1;
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this.fade = 0;
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this.color = 0;
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}
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Particle.prototype.update = function() {
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// apply resistance
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this.vel.x *= this.resistance;
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this.vel.y *= this.resistance;
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// gravity down
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this.vel.y += this.gravity;
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// update position based on speed
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this.pos.x += this.vel.x;
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this.pos.y += this.vel.y;
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// shrink
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this.size *= this.shrink;
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// fade out
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this.alpha -= this.fade;
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};
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Particle.prototype.render = function(c) {
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if (!this.exists()) {
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return;
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}
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c.save();
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c.globalCompositeOperation = 'lighter';
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var x = this.pos.x,
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y = this.pos.y,
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r = this.size / 2;
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var gradient = c.createRadialGradient(x, y, 0.1, x, y, r);
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gradient.addColorStop(0.1, "rgba(255,255,255," + this.alpha + ")");
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gradient.addColorStop(0.8, "hsla(" + this.color + ", 100%, 50%, " + this.alpha + ")");
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gradient.addColorStop(1, "hsla(" + this.color + ", 100%, 50%, 0.1)");
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c.fillStyle = gradient;
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c.beginPath();
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c.arc(this.pos.x, this.pos.y, this.flick ? Math.random() * this.size : this.size, 0, Math.PI * 2, true);
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c.closePath();
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c.fill();
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c.restore();
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};
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Particle.prototype.exists = function() {
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return this.alpha >= 0.1 && this.size >= 1;
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};
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function Rocket(x) {
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Particle.apply(this, [{
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x: x,
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y: SCREEN_HEIGHT}]);
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this.explosionColor = 0;
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}
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Rocket.prototype = new Particle();
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Rocket.prototype.constructor = Rocket;
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Rocket.prototype.explode = function() {
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var count = Math.random() * 10 + 80;
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for (var i = 0; i < count; i++) {
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var particle = new Particle(this.pos);
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var angle = Math.random() * Math.PI * 2;
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// emulate 3D effect by using cosine and put more particles in the middle
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var speed = Math.cos(Math.random() * Math.PI / 2) * 15;
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particle.vel.x = Math.cos(angle) * speed;
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particle.vel.y = Math.sin(angle) * speed;
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particle.size = 10;
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particle.gravity = 0.2;
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particle.resistance = 0.92;
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particle.shrink = Math.random() * 0.05 + 0.93;
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particle.flick = true;
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particle.color = this.explosionColor;
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particles.push(particle);
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}
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};
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Rocket.prototype.render = function(c) {
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if (!this.exists()) {
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return;
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}
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c.save();
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c.globalCompositeOperation = 'lighter';
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var x = this.pos.x,
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y = this.pos.y,
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r = this.size / 2;
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var gradient = c.createRadialGradient(x, y, 0.1, x, y, r);
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gradient.addColorStop(0.1, "rgba(255, 255, 255 ," + this.alpha + ")");
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gradient.addColorStop(1, "rgba(0, 0, 0, " + this.alpha + ")");
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c.fillStyle = gradient;
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c.beginPath();
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c.arc(this.pos.x, this.pos.y, this.flick ? Math.random() * this.size / 2 + this.size / 2 : this.size, 0, Math.PI * 2, true);
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c.closePath();
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c.fill();
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c.restore();
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};
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document.body.appendChild(canvas);
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canvas.width = SCREEN_WIDTH;
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canvas.height = SCREEN_HEIGHT;
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setInterval(launch, 800);
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setInterval(loop, 1000 / 50);
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