Added sprites to the bricks and touch control
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bc3ef31728
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BIN
assets/imgs/b31.png
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BIN
assets/imgs/b31.png
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After Width: | Height: | Size: 3.6 KiB |
BIN
assets/imgs/b32.png
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assets/imgs/b32.png
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After Width: | Height: | Size: 3.1 KiB |
BIN
assets/imgs/b33.png
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assets/imgs/b33.png
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After Width: | Height: | Size: 3.1 KiB |
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assets/imgs/bg01.jpg
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assets/imgs/bg01.jpg
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After Width: | Height: | Size: 360 KiB |
@ -8,7 +8,9 @@ class Board {
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this.y = ctx.canvas.height / 2 - 48;
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this.w = this.ctx.canvas.width;
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this.h = this.ctx.canvas.height
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this.h = this.ctx.canvas.height;
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this.img = resources.get('bg01');
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}
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run() {
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@ -45,7 +47,8 @@ class Board {
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loop() {
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if (this.stop) return;
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this.ctx.clearRect(0, 0, this.w, this.h);
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// this.ctx.clearRect(0, 0, this.w, this.h);
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this.ctx.drawImage(this.img, 0, 0);
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this.update();
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this.requestID = requestAnimationFrame( ()=>this.loop() );
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}
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@ -7,15 +7,16 @@ class Brick {
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this.vspace = 2;
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this.hspace = 2;
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this.w = (360 / 8) - this.hspace;
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this.h = (20) - this.vspace;
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this.x = (this.w + this.hspace) * column;
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this.w = (32) - this.hspace;
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this.h = (32) - this.vspace;
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this.x = 2 + (this.w + this.hspace) * column;
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this.y = 80 + (this.h + this.vspace) * row;
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this.img = [];
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switch (type) {
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case 2: this.lives = 2; break;
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case 3: this.lives = 3; break;
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default: this.lives = 1; break;
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case 2: this.lives = 2; this.img = [ resources.get('b31'),resources.get('b32') ]; break;
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case 3: this.lives = 3; this.img = [ resources.get('b31'),resources.get('b32'), resources.get('b33') ]; break;
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default: this.lives = 1; this.img = [ resources.get('b31') ]; break;
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}
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}
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@ -28,16 +29,13 @@ class Brick {
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switch (this.lives) {
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case 1:
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ctx.fillStyle = 'blue';
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ctx.fillRect(this.x + 1, this.y, this.w, this.h);
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ctx.drawImage(this.img[0], this.x + 1, this.y);
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break;
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case 2:
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ctx.fillStyle = 'orange';
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ctx.fillRect(this.x + 1, this.y, this.w, this.h);
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ctx.drawImage(this.img[1], this.x + 1, this.y);
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break;
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case 3:
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ctx.fillStyle = 'red';
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ctx.fillRect(this.x + 1, this.y, this.w, this.h);
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ctx.drawImage(this.img[2], this.x + 1, this.y);
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break;
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}
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return true;
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@ -5,6 +5,11 @@ class Keyboard {
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window.addEventListener('keydown', e => this.onKeydown(e));
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window.addEventListener('keyup', e => this.onKeyup(e));
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window.addEventListener('touchstart', e => this.onTouchStart(e));
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window.addEventListener('touchmove', e => this.onTouchMove(e));
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window.addEventListener('touchend', e => this.onTouchEnd(e));
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}
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setKeydown(fn) {
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@ -21,4 +26,47 @@ class Keyboard {
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onKeyup(event) {
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delete this._pressed[event.code];
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}
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onTouchStart(e) {
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var touchobj = e.changedTouches[0] // reference first touch point (ie: first finger)
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this.touchX = parseInt(touchobj.clientX) // get x position of touch point relative to left edge of browser
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this.touchY = parseInt(touchobj.clientY) // get x position of touch point relative to left edge of browser
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window.dispatchEvent(new KeyboardEvent('keydown',{'code':'Space'}));
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window.dispatchEvent(new KeyboardEvent('keydown',{'code':'KeyN'}));
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e.preventDefault()
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}
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onTouchMove(e) {
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var touchobj = e.changedTouches[0] // reference first touch point for this event
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var dist = parseInt(touchobj.clientX) - this.touchX
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if (dist>0) {
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delete this._pressed['ArrowLeft'];
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this._pressed['ArrowRight'] = true;
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} else if (dist<0) {
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delete this._pressed['ArrowRight'];
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this._pressed['ArrowLeft'] = true;
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} else {
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delete this._pressed['ArrowLeft'];
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delete this._pressed['ArrowRight'];
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}
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dist = parseInt(touchobj.clientY) - this.touchY
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if (dist>0) {
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delete this._pressed['ArrowUp'];
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this._pressed['ArrowDown'] = true;
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} else if (dist<0) {
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delete this._pressed['ArrowDown'];
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this._pressed['ArrowUp'] = true;
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} else {
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delete this._pressed['ArrowUp'];
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delete this._pressed['ArrowDown'];
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}
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e.preventDefault()
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}
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onTouchEnd(e) {
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this._pressed = {};
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}
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}
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@ -4,28 +4,28 @@ class Levels {
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switch (+lvl) {
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case 1:
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map = [].concat(
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this.row(0, [1, 0, 1, 0, 0, 1, 0, 1]),
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this.row(1, [1, 1, 1, 1, 1, 1, 1, 1]),
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this.row(3, [0, 1, 1, 1, 1, 1, 1, 0]),
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this.row(4, [1, 1, 1, 1, 1, 1, 1, 1])
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this.row(0, [0, 0, 1, 0, 1, 0, 0, 1, 0, 1]),
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this.row(1, [0, 0, 1, 1, 1, 1, 1, 1, 1, 1]),
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this.row(3, [0, 0, 0, 1, 1, 1, 1, 1, 1, 0]),
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this.row(4, [0, 0, 1, 1, 1, 1, 1, 1, 1, 1])
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);
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break;
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case 2:
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map = [].concat(
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this.row(0, [3, 3, 3, 0, 3, 3, 0, 0]),
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this.row(1, [0, 0, 3, 0, 3, 0, 3, 0]),
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this.row(2, [0, 0, 3, 0, 3, 0, 3, 0]),
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this.row(3, [3, 0, 3, 0, 3, 0, 3, 0]),
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this.row(4, [0, 3, 3, 0, 3, 3, 0, 0])
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this.row(0, [0, 0, 3, 3, 3, 0, 3, 3, 0, 0]),
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this.row(1, [0, 0, 0, 0, 3, 0, 3, 0, 3, 0]),
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this.row(2, [0, 0, 0, 0, 3, 0, 3, 0, 3, 0]),
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this.row(3, [0, 0, 3, 0, 3, 0, 3, 0, 3, 0]),
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this.row(4, [0, 0, 0, 3, 3, 0, 3, 3, 0, 0])
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);
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break;
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default:
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map = [].concat(
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this.row(0, [1, 3, 1, 3, 1, 3, 1, 3]),
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this.row(1, [3, 1, 3, 1, 3, 1, 3, 1]),
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this.row(2, [1, 3, 1, 3, 1, 3, 1, 3]),
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this.row(3, [3, 1, 3, 1, 3, 1, 3, 1]),
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this.row(4, [1, 3, 1, 3, 1, 3, 1, 3])
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this.row(0, [2, 1, 3, 1, 3, 1, 3, 1, 3, 1, 2]),
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this.row(1, [2, 3, 1, 3, 1, 3, 1, 3, 1, 3, 2]),
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this.row(2, [2, 1, 3, 1, 3, 1, 3, 1, 3, 1, 2]),
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this.row(3, [2, 3, 1, 3, 1, 3, 1, 3, 1, 3, 2]),
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this.row(4, [2, 1, 3, 1, 3, 1, 3, 1, 3, 1, 2])
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);
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break;
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}
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@ -4,12 +4,16 @@ class Resources {
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this.loading = 0;
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this.resources = {};
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this.load('bg01', 'jpg');
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this.load('ball');
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this.load('bar');
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this.load('b31');
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this.load('b32');
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this.load('b33');
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}
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load(res) {
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load(res, ext='png') {
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let _this = this;
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this.total++;
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this.loading++;
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@ -17,7 +21,7 @@ class Resources {
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this.resources[res].onload = function () {
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_this.loading--;
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}
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this.resources[res].src = 'assets/imgs/' + res + '.png';
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this.resources[res].src = 'assets/imgs/' + res + '.'+ext;
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}
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get(res) {
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