fixed wrong full sync
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@@ -4,7 +4,7 @@
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<title>Pixel Battle</title>
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<meta charset="UTF-8">
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</head>
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<body>
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<body style="background-color: grey;">
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<p>
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<input type="color" id="color" />
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<input type="button" id="submitColor" value="change color" onclick="changeColor()"/>
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@@ -26,7 +26,6 @@
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canvasHidden.width = 1920;
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canvasHidden.height = 1080;
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var imgData = ctx2.createImageData(canvasHidden.width, canvasHidden.height)
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// imgData.data.fill(255);
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function drawPixel(x, y, color) {
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let pixelNumber;
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@@ -34,27 +33,16 @@
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pixelNumber = (y) * canvas.width + x
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if (y == 0)
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pixelNumber = x
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if (color == undefined) {
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let rgbColor = hexToRgb(currentColor);
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for (let l = 0; l < 4; l ++)
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for (let l = 0; l < 5; l ++){
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imgData.data[pixelNumber + 0] = rgbColor.r;
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imgData.data[pixelNumber + 1] = rgbColor.g;
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imgData.data[pixelNumber + 2] = rgbColor.b;
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imgData.data[pixelNumber + 3] = 255;
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}
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if (color == undefined) rgbColor = hexToRgb(currentColor);
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for (let l = 0; l < 4; l ++)
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for (let l = 0; l < 5; l ++){
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imgData.data[pixelNumber + 0] = color == undefined? rgbColor.r : color.r;
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imgData.data[pixelNumber + 1] = color == undefined? rgbColor.g : color.g;
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imgData.data[pixelNumber + 2] = color == undefined? rgbColor.b : color.b;
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imgData.data[pixelNumber + 3] = 255;
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}
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redraw();
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} else {
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for (let l = 0; l < 4; l ++)
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for (let l = 0; l < 5; l ++){
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imgData.data[pixelNumber + 0] = color.r;
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imgData.data[pixelNumber + 1] = color.g;
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imgData.data[pixelNumber + 2] = color.b;
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imgData.data[pixelNumber + 3] = 255;
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}
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}
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redraw();
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}
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function redraw() {
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@@ -82,8 +70,10 @@
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case 0:
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//Ineffective way to do that, fix that later ;)
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let converted = Uint8ClampedArray.from(content)
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for (let i = 0; i < imgData.data.length; i ++)
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for (let i = 0; i < converted.length; i ++)
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imgData.data[i] = converted[i]
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console.log(imgData.data)
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redraw();
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break;
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case 1:
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@@ -105,11 +95,6 @@
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window.onload = function() {
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var ctx = canvas.getContext("2d");
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trackTransforms(ctx);
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redraw();
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var lastX=canvas.width/2, lastY=canvas.height/2;
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var dragStart,dragged;
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