Cleaned up the copied project & got the Google authentication working. A lot of work still needs to be done to add content and allow only certain users access.
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@@ -1,5 +1,5 @@
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<head>
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<title>Todo List</title>
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<title>District Central</title>
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</head>
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<body>
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120
client/main.js
120
client/main.js
@@ -1,127 +1,9 @@
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import {Meteor} from 'meteor/meteor';
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import App from '../imports/ui/App.svelte';
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import '../imports/startup/accounts-config.js';
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import Phaser from 'phaser';
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Meteor.startup(() => {
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new App({
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target: document.getElementById('app')
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});
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class playGame extends Phaser.Scene {
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constructor() {
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super("PlayGame");
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}
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create() {
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// graphic object used to draw walls
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this.wallGraphics = this.add.graphics();
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this.wallGraphics.lineStyle(1, 0x00ff00);
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// graphic object used to draw rays of light
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this.lightGraphics = this.add.graphics();
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// array with all polygons in game
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this.polygons = [];
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// add random boxes
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for(let i = 0; i < gameOptions.boxes; i ++){
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this.addRandomBox();
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}
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// walls around game perimeter
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this.polygons.push([[-1, -1], [game.config.width + 1, -1], [game.config.width + 1, game.config.height+1], [-1, game.config.height + 1]]);
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// listener for input movement
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this.input.on("pointermove", this.renderLight, this);
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}
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addRandomBox() {
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// use a do...while statement because there can't be intersecting polygons
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do {
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// random x and y coordinates, width and height
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var startX = Phaser.Math.Between(10, game.config.width - 10 - gameOptions.sizeRange.max);
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var startY = Phaser.Math.Between(10, game.config.height - 10 - gameOptions.sizeRange.max);
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var width = Phaser.Math.Between(gameOptions.sizeRange.min, gameOptions.sizeRange.max);
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var height = Phaser.Math.Between(gameOptions.sizeRange.min, gameOptions.sizeRange.max);
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// check if current box intersects other boxes
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} while(this.boxesIntersect(startX, startY, width, height));
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// draw the box
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this.wallGraphics.strokeRect(startX, startY, width, height);
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// insert box vertices into polygons array
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this.polygons.push([[startX, startY], [startX + width, startY], [startX + width, startY + height], [startX, startY + height]]);
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}
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// method to check if the box intersects other boxes
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boxesIntersect(x, y, w, h) {
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// loop through existing boxes
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for(let i = 0; i < this.polygons.length; i ++) {
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// if the box intersects the existing i-th box...
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if(x < this.polygons[i][1][0] && x + w > this.polygons[i][0][0] && y < this.polygons[i][3][1] && y + h > this.polygons[i][0][1]){
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// return true
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return true;
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}
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}
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// if we reach the end of the loop, return false
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return false;
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}
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// method to render the light
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renderLight(pointer) {
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// determine light polygon starting from pointer coordinates
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let visibility = this.createLightPolygon(pointer.x, pointer.y);
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// clear and prepare lightGraphics graphic object
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this.lightGraphics.clear();
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this.lightGraphics.lineStyle(2, 0xff8800);
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this.lightGraphics.fillStyle(0xffff00);
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// begin a drawing path
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this.lightGraphics.beginPath();
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// move the graphic pen to first vertex of light polygon
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this.lightGraphics.moveTo(visibility[0][0], visibility[0][1]);
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// loop through all light polygon vertices
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for(let i = 1; i <= visibility.length; i ++) {
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// draw a line to i-th light polygon vertex
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this.lightGraphics.lineTo(visibility[i % visibility.length][0], visibility[ i %visibility.length][1]);
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}
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// close, stroke and fill light polygon
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this.lightGraphics.closePath();
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this.lightGraphics.fillPath();
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this.lightGraphics.strokePath();
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}
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// method to create light polygon using visibility_polygon.js
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createLightPolygon(x, y) {
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let segments = VisibilityPolygon.convertToSegments(this.polygons);
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segments = VisibilityPolygon.breakIntersections(segments);
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let position = [x, y];
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if (VisibilityPolygon.inPolygon(position, this.polygons[this.polygons.length - 1])) {
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return VisibilityPolygon.compute(position, segments);
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}
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return null;
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}
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}
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let config = {
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type: Phaser.AUTO,
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parent: "game",
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width: "100%",
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height: "100%",
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physics: {
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default: 'arcade',
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arcade: {
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gravity: {y: 200}
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}
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},
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scene: {
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scene: playGame
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}
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};
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let game = new Phaser.Game(config);
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});
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});
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