fixed wrong full sync
This commit is contained in:
		@@ -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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