feat: add hex trail puzzle, level editor, and visual design guide
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import { tileSample, roundedHex } from '../src/tile-shape.js';
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import { _decorator, Component, Graphics, UITransform, Node, EventTouch, Vec3, Color, JsonAsset, Texture2D, Sprite, SpriteFrame, Rect, Mask } from 'cc';
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import { Game, solveRotations, trace, validateLevel } from '../src/core.js';
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import { layout, hitCell } from '../src/geometry.js';
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import { drawScene } from '../src/renderer.js';
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import { TILE_FRAMES, TILE_ASPECT } from '../src/sprites.js';
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import { LEVELS } from '../src/levels.js';
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const { ccclass, property, requireComponent } = _decorator;
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type Point = { x: number; y: number };
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type PooledSprite = { node: Node; sprite: Sprite; transform: UITransform; mask: Mask };
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// The static tracks use Graphics; the exact generated textures use SpriteFrames.
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// Arrows use a separate foreground Graphics so they stay above the sprite atlas.
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class CocosPainter {
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private cursor = 0;
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private overlay = false;
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private pool: PooledSprite[] = [];
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private frames: SpriteFrame[] = [];
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constructor(private root: Node, private board: Graphics, private arrows: Graphics, private w: number, private h: number, texture: Texture2D | null) {
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if (texture) this.frames = TILE_FRAMES.map(f => { const frame = new SpriteFrame(); frame.texture = texture; const sample=tileSample(f); frame.rect = new Rect(sample.x, sample.y, sample.w, sample.h); return frame; });
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}
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begin(w: number, h: number) {
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this.w = w; this.h = h; this.cursor = 0; this.overlay = false;
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this.board.clear(); this.arrows.clear(); this.pool.forEach(p => p.node.active = false);
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}
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dispose() { this.frames.forEach(f => f.destroy()); }
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private x(x: number) { return x - this.w / 2; }
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private y(y: number) { return this.h / 2 - y; }
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private color(hex: string) {
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const rgb = parseInt(hex.slice(1,7),16), alpha = hex.length === 9 ? parseInt(hex.slice(7),16) : 255;
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return new Color((rgb >> 16) & 255, (rgb >> 8) & 255, rgb & 255, alpha);
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}
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sprite(index: number, x: number, y: number, radius: number) {
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if (!this.frames.length) return false;
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if (!this.pool[this.cursor]) {
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const node = new Node('Tile'); node.layer = this.root.layer; node.parent = this.root;
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node.addComponent(UITransform);const mask=node.addComponent(Mask);mask.type=Mask.Type.GRAPHICS_STENCIL;
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const face=new Node('Matte texture');face.layer=node.layer;face.parent=node;
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const transform=face.addComponent(UITransform);const sprite=face.addComponent(Sprite);
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sprite.sizeMode = Sprite.SizeMode.CUSTOM;
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this.pool.push({ node, transform, sprite, mask });
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}
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const p = this.pool[this.cursor++], f = TILE_FRAMES[index], w = radius * 2, h = w * TILE_ASPECT;
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p.node.active = true; p.node.setSiblingIndex(this.cursor - 1);
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p.node.getComponent(UITransform)!.setContentSize(w,h);
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const stencil=p.mask.subComp as Graphics;stencil.clear();const shape=roundedHex(0,0,radius);
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shape.forEach((v:Point,i:number)=>i?stencil.lineTo(v.x,v.y):stencil.moveTo(v.x,v.y));stencil.close();stencil.fill();
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p.sprite.spriteFrame = this.frames[index];
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p.transform.setAnchorPoint(f.anchorX, 1 - f.anchorY); p.transform.setContentSize(w, h);
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p.node.setPosition(this.x(x), this.y(y), 0);
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this.arrows.node.setSiblingIndex(this.root.children.length - 1);
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this.overlay = true; return true;
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}
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polygon(points: Point[], fill: string) {
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const g = this.overlay ? this.arrows : this.board;
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points.forEach((p,i) => i ? g.lineTo(this.x(p.x),this.y(p.y)) : g.moveTo(this.x(p.x),this.y(p.y)));
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g.close(); g.fillColor = this.color(fill); g.fill();
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}
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line(points: Point[], color: string, width: number) {
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if (!points.length) return;
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const g = this.overlay ? this.arrows : this.board;
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points.forEach((p,i) => i ? g.lineTo(this.x(p.x),this.y(p.y)) : g.moveTo(this.x(p.x),this.y(p.y)));
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g.lineWidth = width; g.strokeColor = this.color(color); g.stroke();
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}
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circle(x: number, y: number, r: number, fill: string) {
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this.board.circle(this.x(x),this.y(y),r); this.board.fillColor = this.color(fill); this.board.fill();
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}
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}
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@ccclass('HexTrailsBoard')
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@requireComponent(UITransform)
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@requireComponent(Graphics)
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export class HexTrailsBoard extends Component {
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@property(JsonAsset) levelAsset: JsonAsset | null = null;
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@property(Texture2D) tileAtlas: Texture2D | null = null;
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@property levelIndex = 0;
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private game: any;
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private viewport: any;
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private elapsed = 0;
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private moving: any = null;
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private rotating: any = null;
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private path: any = null;
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private hintId: string | null = null;
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private painter!: CocosPainter;
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onLoad() {
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const ui = this.getComponent(UITransform)!;
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ui.setAnchorPoint(0.5,0.5);
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const graphics = this.getComponent(Graphics)!;
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graphics.lineCap = Graphics.LineCap.ROUND; graphics.lineJoin = Graphics.LineJoin.ROUND;
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const arrowNode = new Node('ArrowOverlay'); arrowNode.layer = this.node.layer; arrowNode.parent = this.node;
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arrowNode.addComponent(UITransform);
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const arrowGraphics = arrowNode.addComponent(Graphics);
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this.painter = new CocosPainter(this.node,graphics,arrowGraphics,ui.width,ui.height,this.tileAtlas);
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this.node.on(Node.EventType.TOUCH_END,this.onTouch,this);
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this.node.on(Node.EventType.SIZE_CHANGED,this.redraw,this);
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this.loadLevel(this.levelAsset?.json ?? LEVELS[Math.max(0,Math.min(23,this.levelIndex))]);
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}
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onDestroy() {
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this.node.off(Node.EventType.TOUCH_END,this.onTouch,this);
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this.node.off(Node.EventType.SIZE_CHANGED,this.redraw,this);
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this.painter?.dispose();
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}
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loadLevel(level: any) {
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const errors = validateLevel(level); if (errors.length) throw new Error(errors.join('; '));
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this.game = new Game(level); this.moving = null; this.rotating = null; this.path = null; this.hintId = null;
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this.redraw(); this.emitState();
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}
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private onTouch(event: EventTouch) {
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if (!this.game || this.moving || this.rotating) return;
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const ui = this.getComponent(UITransform)!, loc = event.getUILocation();
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const p = ui.convertToNodeSpaceAR(new Vec3(loc.x,loc.y,0));
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const cell = hitCell(this.game.level.cells,this.viewport,p.x+ui.width/2,ui.height/2-p.y);
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if (!cell) return;
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const tile = this.game.tiles.find((t:any) => t.q===cell.q && t.r===cell.r); if (!tile) return;
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const route = this.game.tap(tile.id); this.hintId = null; this.path = null; this.elapsed = 0;
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if (route.status === 'exit') this.moving = { route,progress:0,duration:Math.min(1.7,0.55+route.steps.length*0.085) };
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else if (route.status === 'blocked' || route.status === 'loop') {
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this.path = route;
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if (route.travelPoints) this.moving = { route,progress:0,duration:1.25 };
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this.node.emit('trail-blocked',route);
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}
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this.redraw(); this.emitState();
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}
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rotateLeft() { this.rotate(-1); }
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rotateRight() { this.rotate(1); }
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private rotate(direction: number) {
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if (this.moving || this.rotating) return;
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if (this.game.rotate(direction).status !== 'rotated') return;
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this.path = null; this.hintId = null; this.elapsed = 0;
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this.rotating = { direction,angle:-direction*Math.PI/3 };
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this.redraw(); this.emitState();
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}
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update(dt:number) {
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if (!this.moving && !this.rotating) return;
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this.elapsed += dt;
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if (this.moving) { this.moving.progress = Math.min(1,this.elapsed/this.moving.duration); if (this.moving.progress >= 1) this.moving = null; }
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if (this.rotating) { const t = Math.min(1,this.elapsed/0.42); this.rotating.angle = -this.rotating.direction*Math.PI/3*Math.pow(1-t,3); if (t>=1) this.rotating = null; }
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this.redraw(); if (!this.moving && !this.rotating) this.emitState();
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}
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undo() {
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if (this.moving || this.rotating) return;
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this.game.undo(); this.path = null; this.hintId = null; this.redraw(); this.emitState();
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}
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restart() { this.loadLevel(this.game.initialLevel); }
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hint() {
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if (this.moving || this.rotating) return;
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const solution = solveRotations({ ...this.game.level,tiles:this.game.tiles,moveLimit:this.game.moves });
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const action = solution.actions[0];
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if (!solution.solvable || !action) { this.node.emit('trail-no-hint',solution); return; }
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if (action.type === 'rotate') this.node.emit('trail-hint-rotation',action.direction);
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else { const t=this.game.tiles.find((p:any)=>p.id===action.id); this.path=trace(this.game.level,t,this.game.tiles); this.hintId=t.id; this.redraw(); }
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}
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private emitState() {
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const busy=!!this.moving || !!this.rotating;
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this.node.emit('trail-state',{moves:this.game.moves,remaining:this.game.tiles.length,orientation:this.game.orientation*60,won:this.game.won&&!busy,lost:this.game.lost,busy});
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}
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private redraw() {
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if (!this.game) return;
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const ui=this.getComponent(UITransform)!;
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this.painter.begin(ui.width,ui.height);
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this.viewport=layout(this.game.level.cells,ui.width,ui.height);
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drawScene(this.painter,this.game.level,this.game.tiles,this.viewport,{path:this.path,hint:this.hintId,animation:this.moving,boardAngle:this.rotating?.angle||0});
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}
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}
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