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favicon.png
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favicon.png
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fromage.png
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fromage.png
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index.html
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index.html
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8" />
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<title>Labyrinthe</title>
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<script type="text/javascript" src="labyrinthe.js"></script>
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<link rel="shortcut icon" type="image/png" href="mur.png"/>
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<link rel="stylesheet" type="text/css" href="style.css" />
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<link rel=”image_src” href="thumbnail.png" />
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<meta property="og:title" content="Labyrinthe" />
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<meta property="og:type" content="game" />
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<meta property="og:url" content="https://malingrey.fr/laby" />
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<meta property="og:image" content="https://malingrey.fr/laby/thumbnail.png" />
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<meta property="og:image:width" content="250" />
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<meta property="og:image:height" content="250" />
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<meta property="og:description" content="Trouveras-tu le fromage ?" />
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<meta property="og:locale" content="fr_FR" />
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</head>
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<body>
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<div style="display:none;">
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<img id="mur" src="mur.png">
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<img id="sol" src="sol.png">
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<img id="pas" src="pas.png">
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<img id="fromage" src="fromage.png">
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<img id="souris" src="souris.png">
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</div>
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<canvas id="canvas" width="795" height="585">Votre navigateur ne supporte pas HTML5, veuillez le mettre à jour pour jouer.</canvas>
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</body>
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</html>
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209
labyrinthe.js
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labyrinthe.js
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// Customize Array to be use as coordinates
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Object.defineProperty(Array.prototype, "x", {
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get: function () { return this[0] },
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set: function (x) { this[0] = x}
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})
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Object.defineProperty(Array.prototype, "y", {
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get: function () { return this[1] },
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set: function (y) { this[1] = y}
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})
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Array.prototype.plus = function(other) { return this.map((x, i) => x + other[i]) }
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const DIRECTION = {
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"BAS": 0,
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"GAUCHE": 1,
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"DROITE": 2,
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"HAUT": 3
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}
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const MOUVEMENT = {
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"ARRET": [0, 0],
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"BAS": [0, 1],
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"HAUT": [0, -1],
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"GAUCHE": [-1, 0],
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"DROITE": [1, 0]
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}
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const ACTIONS = {
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"ArrowUp": {"direction": DIRECTION.HAUT, "mouvement": MOUVEMENT.HAUT},
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"ArrowDown": {"direction": DIRECTION.BAS, "mouvement": MOUVEMENT.BAS},
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"ArrowLeft": {"direction": DIRECTION.GAUCHE, "mouvement": MOUVEMENT.GAUCHE},
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"ArrowRight": {"direction": DIRECTION.DROITE, "mouvement": MOUVEMENT.DROITE},
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}
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const TYPE = {
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"MUR": 1,
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"SOL": 2,
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"PAS": 3
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}
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const DIRECTIONS_LABYRINTHE = [MOUVEMENT.BAS, MOUVEMENT.HAUT, MOUVEMENT.GAUCHE, MOUVEMENT.DROITE]
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const TAILLE_TUILE = 15
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function dessinerTuile(context, image, x, y) {
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context.drawImage(image, TAILLE_TUILE*x, TAILLE_TUILE*y);
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}
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class Labyrinthe extends Array {
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constructor(largeur, hauteur, context, tuiles) {
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super()
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this.hauteur = hauteur
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this.largeur = largeur
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this.context = context
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this.tuiles = tuiles
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for (var ligne=0; ligne < hauteur; ligne++) {
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this.push(Array(largeur).fill(TYPE.MUR))
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}
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this.positionInitiale = [1, 1]
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this.positionFinale = [largeur - 2, hauteur - 2]
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this.creuse(this.positionFinale)
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this.construit(this.positionFinale)
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}
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construit(position) {
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for (var direction of Array.from(DIRECTIONS_LABYRINTHE).sort(x => .5 - Math.random())) {
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var pas1 = position.plus(direction)
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var pas2 = pas1.plus(direction)
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if (this.type(pas2) == TYPE.MUR) {
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this.creuse(pas1)
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this.creuse(pas2)
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this.construit(pas2)
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}
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}
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}
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creuse(position) {
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this[position.y][position.x] = TYPE.SOL
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}
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type(position) {
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if (0 <= position.x && position.x < this.largeur && 0 <= position.y && position.y < this.hauteur) {
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return this[position.y][position.x]
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} else {
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return -1
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}
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}
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dessiner() {
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this.forEach((ligne, y) => {
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ligne.forEach((type, x) => {
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dessinerTuile(this.context, this.tuiles[type], x, y)
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})
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})
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}
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}
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class Souris {
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constructor(position, context, sprites) {
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this.position = position
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this.context = context
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this.sprites = sprites
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this.futurePosition = this.position
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this.direction = DIRECTION.DROITE
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this.mouvement = MOUVEMENT.ARRET
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this.tailleSprite = 48
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this.animationSprite = 0
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this.animation = 0
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}
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bouger(touche, labyrinthe) {
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if (touche in ACTIONS) {
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this.direction = ACTIONS[touche].direction
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this.mouvement = ACTIONS[touche].mouvement
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var futurePosition = this.position.plus(this.mouvement)
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if ([TYPE.SOL, TYPE.PAS].includes(labyrinthe.type(futurePosition))) {
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labyrinthe[this.position.y][this.position.x] = TYPE.PAS
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this.futurePosition = futurePosition
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return true
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} else {
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this.mouvement = MOUVEMENT.ARRET
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this.animation = 0
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return false
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}
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} else {
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return False
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}
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}
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dessiner() {
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this.context.drawImage(
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this.sprites,
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this.tailleSprite * this.animationSprite,
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this.tailleSprite * this.direction,
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this.tailleSprite,
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this.tailleSprite,
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TAILLE_TUILE * this.position.x - 17 + this.mouvement.x * this.animation,
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TAILLE_TUILE * this.position.y - 12 + this.mouvement.y * this.animation,
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this.tailleSprite,
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this.tailleSprite
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);
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}
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}
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window.onload = function() {
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var canvas = document.getElementById('canvas')
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var ctx = canvas.getContext('2d')
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var fromage = document.getElementById("fromage");
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var sourisSprites = document.getElementById("souris");
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var tuiles = {}
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tuiles[TYPE.MUR] = document.getElementById("mur")
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tuiles[TYPE.SOL] = document.getElementById("sol")
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tuiles[TYPE.PAS] = document.getElementById("pas")
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var touchesPressees = new this.Set()
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var largeur = Math.floor(window.innerWidth / TAILLE_TUILE)
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largeur = largeur - ((largeur+1) % 2)
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var hauteur = Math.floor(window.innerHeight / TAILLE_TUILE)
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hauteur = hauteur - ((hauteur+1) % 2)
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canvas.width = largeur * TAILLE_TUILE;
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canvas.height = hauteur * TAILLE_TUILE;
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var labyrinthe = new Labyrinthe(largeur, hauteur, ctx, tuiles)
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var souris = new Souris(labyrinthe.positionInitiale, ctx, sourisSprites)
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window.onkeydown = function(event) {
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if (event.key in ACTIONS) {
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touchesPressees.add(event.key)
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return false
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} else {
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return true
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}
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}
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window.onkeyup = function(event) {
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if (event.key in ACTIONS) {
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touchesPressees.delete(event.key)
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return false
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} else {
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return true
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}
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}
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var timerID
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timerID = setInterval(function() {
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if (touchesPressees.size > 0) souris.animationSprite = (souris.animationSprite + 1) % 3
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if (souris.mouvement != MOUVEMENT.ARRET) {
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souris.animation += 5
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if (souris.animation >= TAILLE_TUILE) {
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souris.animation = 0
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souris.position = souris.futurePosition
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if (souris.position.x == labyrinthe.positionFinale.x && souris.position.y == labyrinthe.positionFinale.y) {
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window.alert("Miam miam !")
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clearInterval(timerID)
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}
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}
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}
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if (souris.animation == 0) {
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souris.mouvement = MOUVEMENT.ARRET
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for (touche of Array.from(touchesPressees).reverse()) {
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if (souris.bouger(touche, labyrinthe)) break
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}
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}
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labyrinthe.dessiner()
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dessinerTuile(ctx, fromage, labyrinthe.positionFinale.x, labyrinthe.positionFinale.y)
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souris.dessiner()
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}, 40);
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}
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