Added customizible time limit
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@@ -1,17 +1,29 @@
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var serverAddress = document.getElementById("server-address").value;
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var serverPort = document.getElementById("server-port").value
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var socket = new WebSocket(`ws://${serverAddress}:${serverPort}`);
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var canvas = document.getElementById("board");
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var colorInput = document.getElementById("color");
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var canvasHidden = document.getElementById("hidden");
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var timer = document.getElementById("timer");
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var ctx = canvas.getContext("2d");
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var ctx2 = canvasHidden.getContext("2d");
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var imgData = ctx2.createImageData(canvasHidden.width, canvasHidden.height)
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var currentColor = "#000000"
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var timeBetweenPixels = undefined;
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canvas.width = 1920;
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canvas.height = 1080;
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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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function drawTimer() {
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timer.textContent = Number(timer.textContent) > 0?
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Number(timer.textContent - 1):
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0
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}
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function connect() {
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socket.close();
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@@ -19,7 +31,7 @@ function connect() {
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serverPort = document.getElementById("server-port").value
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console.log(`Connecting ${serverAddress}:${serverPort}`)
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socket = new WebSocket(`ws://${serverAddress}:${serverPort}`)
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timer.textContent="Board is loading, please wait";
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socket.addEventListener("open", (event) => {
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socket.send("{\"code\":0}");
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});
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@@ -32,6 +44,12 @@ function connect() {
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let content = packet.content
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switch (code){
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case 0:
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timeBetweenPixels = packet.timeBetweenPixels;
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timer.textContent = 0;
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setInterval(() => {
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drawTimer();
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}, 1000);
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console.log(`time between pixels ${timeBetweenPixels}`)
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//Ineffective way to do that, fix that later ;)
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let converted = Uint8ClampedArray.from(content)
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@@ -46,7 +64,9 @@ function connect() {
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g: contentJson.g,
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b: contentJson.b
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}
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if (packet.pixelOwner == true) timer.textContent = timeBetweenPixels;
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drawPixel(contentJson.x * 4, contentJson.y * 4, color)
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redraw();
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break;
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@@ -162,7 +182,7 @@ window.onload = function() {
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socket.send(JSON.stringify(packet));
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// console.log(`{\"code\":1, \"content\":${pixel}}`)
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drawPixel(point.x, point.y, undefined);
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// drawPixel(point.x, point.y, undefined);
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}
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},false);
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