fix audio restart, game restart, pause on gui
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parent
401218bdbe
commit
b34a968dd2
47
app.js
47
app.js
@ -23,32 +23,22 @@ let game = {
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playing: false,
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start: function() {
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gui.startButton.hide()
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stats.init()
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gui.stats.show()
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gui.startButton.hide()
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gui.settings.close()
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gui.stats.show()
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Mino.mesh.clear()
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holdQueue.remove(holdQueue.piece)
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nextQueue.init()
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holdQueue.piece = undefined
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if (nextQueue.pieces) nextQueue.pieces.forEach(piece => nextQueue.remove(piece))
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holdQueue.clear()
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playfield.init()
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scene.remove(playfield.piece)
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if (playfield.piece) playfield.remove(playfield.piece)
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playfield.piece = null
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scene.music.currentTime = 0
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playfield.visible = true
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this.playing = true
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stats.clock.start()
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renderer.domElement.tabIndex = 1
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gui.domElement.tabIndex = 1
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nextQueue.init()
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stats.level = settings.startLevel
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this.resume()
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},
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@ -57,7 +47,7 @@ let game = {
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document.onkeydown = onkeydown
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document.onkeyup = onkeyup
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window.onblur = game.pause
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if (!gui.debug) gui.domElement.onfocus = game.pause
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gui.settings.domElement.onclick = game.pause
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document.body.classList.remove("pause")
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gui.resumeButton.hide()
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@ -65,10 +55,14 @@ let game = {
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stats.clock.start()
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stats.clock.elapsedTime = stats.elapsedTime
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if (settings.musicVolume) scene.music.play()
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if (playfield.piece) scheduler.setInterval(game.fall, stats.fallPeriod)
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else this.generate()
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if (playfield.piece) {
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scheduler.setInterval(game.fall, stats.fallPeriod)
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} else {
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this.generate()
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}
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},
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generate: function(nextPiece=nextQueue.shift()) {
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@ -94,13 +88,12 @@ let game = {
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if (playfield.lock(playfield.piece)) {
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let tSpin = playfield.piece.tSpin
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let nbClearedLines = playfield.clearLines()
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playfield.remove(playfield.piece)
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if (settings.sfxVolume) {
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if (nbClearedLines == 4 || (tSpin && nbClearedLines)) {
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scene.tetrisSound.currentTime = 0
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scene.tetrisSound.stop()
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scene.tetrisSound.play()
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} else if (nbClearedLines || tSpin) {
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scene.lineClearSound.currentTime = 0
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scene.lineClearSound.stop()
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scene.lineClearSound.play()
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}
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}
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@ -113,6 +106,8 @@ let game = {
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},
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pause: function() {
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gui.settings.domElement.onclick = null
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stats.elapsedTime = stats.clock.elapsedTime
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stats.clock.stop()
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@ -137,9 +132,9 @@ let game = {
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document.onkeydown = null
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window.onblur = null
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renderer.domElement.onfocus = null
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gui.domElement.onfocus = null
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gui.settings.domElement.onfocus = null
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game.playing = false
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scene.music.pause()
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scene.music.stop()
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stats.clock.stop()
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messagesSpan.addNewChild("div", { className: "show-level-animation", innerHTML: `<h1>GAME<br/>OVER</h1>` })
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@ -167,9 +162,8 @@ let playerActions = {
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hardDrop: function () {
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scheduler.clearTimeout(game.lockDown)
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scene.hardDropSound.play()
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if (settings.sfxVolume) {
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scene.hardDropSound.currentTime = 0
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scene.hardDropSound.stop()
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scene.hardDropSound.play()
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}
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while (playfield.piece.move(TRANSLATION.DOWN)) stats.score += 2
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@ -263,6 +257,7 @@ renderer.setSize(window.innerWidth, window.innerHeight)
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renderer.setClearColor(0x000000, 10)
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renderer.toneMapping = THREE.ACESFilmicToneMapping
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document.body.appendChild(renderer.domElement)
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renderer.domElement.tabIndex = 1
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const stats = new Stats()
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@ -7,7 +7,6 @@ import { Mino, environnement } from './gamelogic.js'
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export class TetraGUI extends GUI {
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constructor(game, settings, stats, scene) {
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super({title: "teTra"})
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this.domElement.tabIndex = 1
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this.startButton = this.add(game, "start").name("Jouer").hide()
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this.pauseButton = this.add(game, "pause").name("Pause").hide()
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@ -45,7 +44,7 @@ export class TetraGUI extends GUI {
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})
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loadingManager.onLoad = function() {
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scene.vortex.darkCylinder.material.map = darkTexture
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scene.vortex.darkCylinder.material.opacity = 0.006
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scene.vortex.darkCylinder.material.opacity = 0.03
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scene.vortex.colorFullCylinder.material.map = colorfullTexture
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scene.vortex.colorFullCylinder.material.opacity = 0.7
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@ -27,7 +27,7 @@ export class Vortex extends THREE.Group {
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texture.repeat.set(1, 1)
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}),
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blending: THREE.AdditiveBlending,
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opacity: 0.006
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opacity: 0.03
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})
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)
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this.add(this.darkCylinder)
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@ -141,12 +141,16 @@ class Mino extends THREE.Object3D {
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this.position.addScaledVector(this.velocity, delta)
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this.rotateOnWorldAxis(this.rotationAngle, delta * this.angularVelocity)
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if (Math.sqrt(this.position.x * this.position.x + this.position.z * this.position.z) > 40 || this.position.y < -50) {
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this.constructor.mesh.delete(this)
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this.dispose()
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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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dispose() {
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this.constructor.mesh.delete(this)
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}
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}
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@ -388,16 +392,18 @@ class Playfield extends THREE.Group {
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this.hardDropAnimation.setDuration(0.2)
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this.freedMinoes = new Set()
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this.init()
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}
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init() {
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this.cells = Array(ROWS).fill().map(() => Array(COLUMNS))
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if (this.piece) this.remove(this.piece)
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this.piece = undefined
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this.ghost = new Ghost()
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this.ghost.visible = false
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this.add(this.ghost)
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this.visible = true
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}
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cellIsEmpty(p) {
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@ -421,12 +427,16 @@ class Playfield extends THREE.Group {
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lock() {
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this.piece.locking = false
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return Array.from(this.piece.children).every(mino => {
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let minoes = Array.from(this.piece.children)
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minoes.forEach(mino => {
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this.add(mino)
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mino.position.add(this.piece.position)
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})
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if (minoes.every(mino => mino.position.y >= SKYLINE)) return false
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return minoes.every(mino => {
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if (this.cellIsEmpty(mino.position)) {
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this.cells[mino.position.y][mino.position.x] = mino
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return mino.position.y < SKYLINE
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return true
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} else {
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return false
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}
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@ -490,17 +500,14 @@ class NextQueue extends THREE.Group {
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}
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init() {
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this.positions.forEach((position) => {
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this.add(new Tetromino.random(position))
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})
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this.clear()
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this.positions.forEach(position => this.add(new Tetromino.random(position)))
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}
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shift() {
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let fistPiece = this.children.shift()
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this.add(new Tetromino.random())
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this.positions.forEach((position, i) => {
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this.children[i].position.copy(position)
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})
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this.positions.forEach((position, i) => this.children[i].position.copy(position))
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return fistPiece
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}
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