feat(settings/touchScreen/tapTap): implement
This commit is contained in:
@@ -15,6 +15,7 @@ import ClockAchievements from "./Clock/Achievements.vue";
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import ClockDate from "./Clock/Date.vue";
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import ClockTime from "./Clock/Time.vue";
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import TouchScreenMenu from "./TouchScreen/Menu.vue";
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import TouchScreenTapTap from "./TouchScreen/TapTap.vue";
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import Selector from "~/components/Common/ButtonSelector.vue";
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const app = useAppStore();
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@@ -60,7 +61,8 @@ const { select, selected, selectorPosition } = useButtonNavigation({
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if (buttonName === "options") select("optionsLanguage");
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if (buttonName === "clock") select("clockAchievements");
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if (buttonName === "user") select("userUserName");
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if (buttonName === "touchScreen") throw new Error("Not implemented");
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if (buttonName === "touchScreen")
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settingsStore.openSubMenu("touchScreenTapTap");
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}
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},
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navigation: {
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@@ -190,6 +192,8 @@ const viewComponents: Record<string, Component> = {
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userBirthday: UserBirthday,
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userUserName: UserUserName,
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userSnake: UserSnake,
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touchScreenTapTap: TouchScreenTapTap,
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};
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</script>
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@@ -0,0 +1,349 @@
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<script setup lang="ts">
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import { useLocalStorage } from "@vueuse/core";
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const store = useSettingsStore();
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const achievements = useAchievementsStore();
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const confirmationModal = useConfirmationModal();
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const { onRender, onClick } = useScreen();
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const { assets } = useAssets();
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const BAR_HEIGHT = 24;
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const MAX_RADIUS = 27;
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const MIN_RADIUS = 3;
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const BASE_SHRINK_SPEED = 0.09;
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const MAX_SHRINK_SPEED = 0.14;
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const BASE_SPAWN_INTERVAL = 90;
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const MIN_SPAWN_INTERVAL = 45;
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const DIFFICULTY_SCORE_CAP = 100;
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const RING_STROKE_WIDTH = 5;
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const RING_EXPAND_SPEED = 0.3;
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const RING_FADE_SPEED = 0.05;
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const MAX_LIVES = 3;
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const CROSSHAIR_MOVE_SPEED = 5;
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const getDifficulty = () => {
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const progress = Math.min(score / DIFFICULTY_SCORE_CAP, 1);
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return {
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shrinkSpeed:
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BASE_SHRINK_SPEED + (MAX_SHRINK_SPEED - BASE_SHRINK_SPEED) * progress,
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spawnInterval: Math.floor(
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BASE_SPAWN_INTERVAL -
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(BASE_SPAWN_INTERVAL - MIN_SPAWN_INTERVAL) * progress,
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),
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};
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};
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type Circle = {
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x: number;
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y: number;
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radius: number;
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};
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type Ring = {
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x: number;
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y: number;
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radius: number;
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alpha: number;
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};
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const state = ref<"waiting" | "playing" | "paused" | "ended">("waiting");
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let lives = MAX_LIVES;
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let circles: Circle[] = [];
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let rings: Ring[] = [];
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let spawnTimer = 0;
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// crosshair
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let x = 0;
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let y = LOGICAL_HEIGHT * 2 - 20;
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let targetX = 31;
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let targetY = 31;
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let horizontalFirst = false;
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const highScore = useLocalStorage("taptap_high_score", 0);
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let score = 0;
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let isNewBest = false;
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const handleActivateB = () => {
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if (state.value === "playing") {
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state.value = "paused";
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confirmationModal.open({
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text: $t("settings.touchScreen.tapTap.quitConfirmation"),
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bLabel: $t("common.no"),
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aLabel: $t("common.yes"),
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onClosed: (choice) => {
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if (choice === "confirm") {
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store.closeSubMenu();
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} else {
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state.value = "playing";
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}
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},
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});
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} else {
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store.closeSubMenu();
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}
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};
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const handleActivateA = () => {
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if (state.value === "playing") {
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state.value = "paused";
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confirmationModal.open({
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text: $t("settings.touchScreen.tapTap.restartConfirmation"),
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bLabel: $t("common.no"),
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aLabel: $t("common.yes"),
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onClosed: (choice) => {
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if (choice === "confirm") {
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resetGame();
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} else {
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state.value = "playing";
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}
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},
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});
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} else {
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resetGame();
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}
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};
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const moveTowards = (current: number, target: number) => {
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if (current === target) return current;
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const direction = Math.sign(target - current);
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return (
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current +
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direction * Math.min(CROSSHAIR_MOVE_SPEED, Math.abs(target - current))
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);
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};
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const spawnCircle = () => {
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const PADDING_X = MAX_RADIUS;
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const PADDING_TOP = MAX_RADIUS + BAR_HEIGHT;
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const PADDING_BOT = MAX_RADIUS + BAR_HEIGHT;
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const MAX_ATTEMPTS = 25;
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for (let attempt = 0; attempt < MAX_ATTEMPTS; attempt++) {
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const newX = Math.floor(
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PADDING_X + Math.random() * (LOGICAL_WIDTH - PADDING_X * 2),
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);
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const newY = Math.floor(
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PADDING_TOP +
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Math.random() * (LOGICAL_HEIGHT - PADDING_TOP - PADDING_BOT),
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);
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const overlaps = circles.some((circle) => {
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const dx = newX - circle.x;
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const dy = newY - circle.y;
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const distance = Math.sqrt(dx * dx + dy * dy);
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return distance < MAX_RADIUS + circle.radius;
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});
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if (!overlaps) {
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circles.push({ x: newX, y: newY, radius: MAX_RADIUS });
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return;
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}
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}
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};
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const resetGame = () => {
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state.value = "playing";
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circles = [];
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rings = [];
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spawnTimer = 0;
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score = 0;
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lives = MAX_LIVES;
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isNewBest = false;
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achievements.unlock("taptap_play");
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};
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const showDeathScreen = () => {
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const title = isNewBest
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? $t("settings.touchScreen.tapTap.newRecord")
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: $t("settings.touchScreen.tapTap.gameOver");
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const text = `${title}\n${$t("settings.touchScreen.tapTap.finalScore", { score })}`;
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confirmationModal.open({
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text,
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bLabel: $t("common.quit"),
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aLabel: $t("common.restart"),
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onClosed: (choice) => {
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if (choice === "confirm") {
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resetGame();
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} else {
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store.closeSubMenu();
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}
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},
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});
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};
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onClick((mx, my) => {
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if (state.value !== "playing") return;
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if (my <= BAR_HEIGHT || my >= LOGICAL_HEIGHT - BAR_HEIGHT - 1) return;
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targetX = mx;
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targetY = my;
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horizontalFirst = Math.abs(targetX - x) > Math.abs(targetY - y);
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for (let i = circles.length - 1; i >= 0; i--) {
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const circle = circles[i]!;
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const dx = mx - circle.x;
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const dy = my - circle.y;
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const distance = Math.sqrt(dx * dx + dy * dy);
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if (distance <= circle.radius) {
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rings.push({
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x: circle.x,
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y: circle.y,
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radius: circle.radius,
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alpha: 1,
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});
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circles.splice(i, 1);
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score++;
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if (score > highScore.value) {
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highScore.value = score;
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isNewBest = true;
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}
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if (score === 10) achievements.unlock("taptap_score_10");
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if (score === 20) achievements.unlock("taptap_score_20");
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break;
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}
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}
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});
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onRender((ctx) => {
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assets.images.home.topScreen.background.draw(ctx, 0, 0);
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// update crosshair position in all modes except paused
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if (state.value !== "paused") {
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if (horizontalFirst) {
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if (x !== targetX) x = moveTowards(x, targetX);
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else y = moveTowards(y, targetY);
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} else {
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if (y !== targetY) y = moveTowards(y, targetY);
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else x = moveTowards(x, targetX);
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}
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}
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// game logic
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if (state.value === "playing") {
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const { shrinkSpeed, spawnInterval } = getDifficulty();
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// spawn circles
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spawnTimer++;
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if (spawnTimer >= spawnInterval) {
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spawnCircle();
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spawnTimer = 0;
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}
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// update circles and rings
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circles = circles.filter((circle) => {
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circle.radius -= shrinkSpeed;
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if (circle.radius < MIN_RADIUS) {
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lives--;
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if (lives <= 0) {
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state.value = "ended";
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showDeathScreen();
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}
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return false;
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}
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return true;
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});
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rings = rings.filter((ring) => {
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ring.radius += RING_EXPAND_SPEED;
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ring.alpha -= RING_FADE_SPEED;
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return ring.alpha > 0;
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});
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}
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// draw start instructions
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if (state.value === "waiting") {
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ctx.fillStyle = "#fbfbfb";
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ctx.textBaseline = "top";
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ctx.fillRect(32, 112, 191, 31);
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ctx.fillStyle = "#797979";
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ctx.font = "10px NDS10";
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fillTextHCentered(
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ctx,
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$t("settings.touchScreen.tapTap.startPrompt"),
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32,
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123,
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191,
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);
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}
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if (state.value !== "waiting") {
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// draw circles and rings
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for (const circle of circles) {
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ctx.fillStyle = "#fb0000";
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fillCirclePixelated(ctx, circle.x, circle.y, circle.radius);
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ctx.fillStyle = "#fbfafa";
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fillCirclePixelated(ctx, circle.x, circle.y, circle.radius * 0.6);
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}
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for (const ring of rings) {
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ctx.globalAlpha = ring.alpha;
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ctx.fillStyle = "#fb0000";
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strokeCirclePixelated(
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ctx,
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ring.x,
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ring.y,
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ring.radius,
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RING_STROKE_WIDTH,
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);
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}
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ctx.globalAlpha = 1;
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}
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// draw crosshair
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ctx.fillStyle = "#494949";
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ctx.fillRect(x, 0, 1, LOGICAL_HEIGHT);
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ctx.fillRect(0, y, LOGICAL_WIDTH, 1);
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ctx.fillStyle = "#fb0000";
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ctx.fillRect(x - 4, y - 4, 9, 9);
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ctx.fillStyle = "#fbfafa";
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ctx.fillRect(x - 2, y - 2, 5, 5);
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ctx.fillStyle = "#fb0000";
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ctx.fillRect(x, y - 1, 1, 3);
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ctx.fillRect(x - 1, y, 3, 1);
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}, 0);
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onRender((ctx) => {
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drawButton(
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ctx,
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$t("settings.touchScreen.tapTap.score", { score }),
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10,
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3,
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88,
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);
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drawButton(
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ctx,
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$t("settings.touchScreen.tapTap.best", { best: highScore.value }),
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108,
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3,
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88,
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);
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drawButton(
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ctx,
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lives > 0 ? ICONS.HEART.repeat(lives) : ICONS.SAD,
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206,
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3,
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40,
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);
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}, 110);
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defineOptions({ render: () => null });
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</script>
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<template>
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<CommonButtons
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:y-offset="confirmationModal.buttonsYOffset"
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:b-label="$t('common.quit')"
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:a-label="state === 'waiting' ? $t('common.start') : $t('common.restart')"
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@activate-b="handleActivateB"
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@activate-a="handleActivateA"
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/>
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</template>
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