rewrite puzzle 1 to support NxM
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@@ -7,27 +7,10 @@ class PuzzleGame1 {
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let w = data.w, h = data.h, wh = w*h;
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this.object = new Group();
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const aq = new MotionEngine();
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const pr = [[0, -1], [0, 1], [1, 0], [-1, 0], [0, 0], [0, 2]];
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const pr = [[0, 2], [0, -1], [0, 1], [1, 0], [-1, 0], [0, 0]];
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let d = 1.2;
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let bm = new BoxGeometry(1, 1, 1);
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let uv = bm.getAttribute('uv');
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for (let i = 0; i < wh; i++) {
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let s = [(i % w) / w, Math.trunc(i / w) / h];
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//top left
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uv.array[8 * i] = s[0];
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uv.array[8 * i + 1] = s[1] + 1 / h;
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//top right
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uv.array[8 * i + 2] = s[0] + 1 / w;
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uv.array[8 * i + 3] = s[1] + 1 / h;
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//bottom left
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uv.array[8 * i + 4] = s[0];
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uv.array[8 * i + 5] = s[1];
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//bottom right
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uv.array[8 * i + 6] = s[0] + 1 / w;
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uv.array[8 * i + 7] = s[1];
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}
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let material = new MeshBasicMaterial({
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map: await engine.loadTexture(data.$go.asset.name)
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@@ -36,14 +19,37 @@ class PuzzleGame1 {
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for (let i = 0; i < wh; i++) {
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let b = bm.clone();
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let uv = b.getAttribute('uv');
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//0-8->R, 8-16->L, 16-24->Top, 24-32->Bottom, 32-40->Front, 40-48->Back
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let x = i % w, y = Math.trunc(i / w);
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let idxs = [(i+1) % wh, (i+2)%wh, (i+3)%wh, (i+4)%wh, i, y*w + w - x -1]
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for (let i = 0; i < 6; i++) {
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let idx = idxs[i];
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let x = idx % w, y = Math.trunc(idx / w)
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let s = [x / w, y / h];
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//top left
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uv.array[8 * i] = s[0];
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uv.array[8 * i + 1] = s[1] + 1 / h;
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//top right
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uv.array[8 * i + 2] = s[0] + 1 / w;
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uv.array[8 * i + 3] = s[1] + 1 / h;
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//bottom left
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uv.array[8 * i + 4] = s[0];
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uv.array[8 * i + 5] = s[1];
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//bottom right
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uv.array[8 * i + 6] = s[0] + 1 / w;
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uv.array[8 * i + 7] = s[1];
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}
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let mesh = new Mesh(b, material);
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mesh.position.set((i % w) * d, (Math.trunc(i / w)) * d, 0);
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let ri;
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do {
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ri = Math.floor(Math.random() * 6);
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} while (ri == this.object.children.length);
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let ri = Math.floor(Math.random() * 5);
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mesh.rotation.set(pr[ri][0] * Math.PI / 2, pr[ri][1] * Math.PI / 2, 0);
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mesh._ri = ri;
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if (idxs[4] == idxs[5]){
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mesh._dd = true;
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}
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this.object.add(mesh);
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}
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@@ -52,13 +58,11 @@ class PuzzleGame1 {
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};
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var check = () => {
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if (!this.object.children.length) return false;
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let i = 0;
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for (let c of this.object.children) {
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if (Math.abs(c.rotation.x - pr[i][0] * Math.PI / 2) > 0.0001 || Math.abs(c.rotation.y - pr[i][1] * Math.PI / 2) > 0.0001) return false;
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i++;
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}
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return true;
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this.object.children.forEach(o=>{
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if (o._ri == 5 || o._dd && o._ri == 0) i++;
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})
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return i == wh;
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};
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let clickFn = (i) => {
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