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碎裂特效
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.gitignore
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.gitignore
vendored
@ -28,4 +28,5 @@ dist-ssr
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dist.zip
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story.md
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dist.rar
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dist.rar
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index.cjs
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@ -17,6 +17,7 @@ import achievement from './plugin/ui/achievement';
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import completion, { floors } from './plugin/completion';
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import path from './plugin/fx/path';
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import * as ani from 'mutate-animate';
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import frag from './plugin/fx/frag';
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function forward() {
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const toForward: any[] = [
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@ -37,7 +38,8 @@ function forward() {
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gameShadow(),
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achievement(),
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completion(),
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path()
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path(),
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frag(),
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];
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// 初始化所有插件,并转发到core上
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@ -70,7 +72,7 @@ function forward() {
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// @ts-ignore
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core.plugin.ani = ani;
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// @ts-ignore
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core.plugin.shadow = shadow();
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core.plugin.shadow = toForward[13];
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}
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main.forward = forward;
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186
src/plugin/fx/frag.ts
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186
src/plugin/fx/frag.ts
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@ -0,0 +1,186 @@
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import { Animation, linear, sleep } from 'mutate-animate';
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interface SplittedImage {
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canvas: HTMLCanvasElement;
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x: number;
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y: number;
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}
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interface FraggingImage extends SplittedImage {
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/** 横坐标增量 */
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deltaX: number;
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/** 纵坐标增量 */
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deltaY: number;
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endRad: number;
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}
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/** 最大移动距离,最终位置距离中心的距离变成原来的几倍 */
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const MAX_MOVE_LENGTH = 1.15;
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/** 移动距离波动,在最大移动距离的基础上加上多少倍距离的波动距离 */
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const MOVE_FLUSH = 0.7;
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/** 最大旋转角,单位是弧度 */
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const MAX_ROTATE = 0.5;
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/** 碎裂动画的速率曲线函数 */
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const FRAG_TIMING = linear();
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export default function init() {
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return { applyFragWith };
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}
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export function applyFragWith(
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canvas: HTMLCanvasElement,
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length: number = 4,
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time: number = 1000
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) {
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// 先切分图片
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const imgs = splitCanvas(canvas, length);
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const cx = canvas.width / 2;
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const cy = canvas.height / 2;
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let maxX = 0;
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let maxY = 0;
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const toMove: FraggingImage[] = imgs.map(v => {
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const centerX = v.x + v.canvas.width / 2;
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const centerY = v.y + v.canvas.height / 2;
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const onX = centerX === cx;
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const onY = centerY === cy;
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const rate = MAX_MOVE_LENGTH - 1 + Math.random() ** 3 * MOVE_FLUSH;
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let endX = onY ? 0 : (centerX - cx) * rate;
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let endY = onX ? 0 : (centerY - cy) * rate;
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const mx = Math.abs(endX + centerX) + Math.abs(v.canvas.width);
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const my = Math.abs(endY + centerY) + Math.abs(v.canvas.height);
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if (mx > maxX) maxX = mx;
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if (my > maxY) maxY = my;
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const endRad = Math.random() * MAX_ROTATE * 2 - MAX_ROTATE;
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return {
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deltaX: endX,
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deltaY: endY,
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endRad,
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x: centerX,
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y: centerY,
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canvas: v.canvas
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};
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});
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// 再执行动画
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const frag = document.createElement('canvas');
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const ctx = frag.getContext('2d')!;
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const ani = new Animation();
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ani.register('rate', 0);
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ani.absolute().time(time).mode(FRAG_TIMING).apply('rate', 1);
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frag.width = maxX * 2;
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frag.height = maxY * 2;
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ctx.save();
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const dw = maxX - canvas.width / 2;
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const dh = maxY - canvas.height / 2;
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const fragFn = () => {
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const rate = ani.value.rate;
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const opacity = 1 - rate;
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ctx.globalAlpha = opacity;
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ctx.clearRect(0, 0, frag.width, frag.height);
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toMove.forEach(v => {
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ctx.save();
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const nx = v.deltaX * rate;
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const ny = v.deltaY * rate;
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const rotate = v.endRad * rate;
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ctx.translate(nx + v.x + dw, ny + v.y + dh);
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ctx.rotate(rotate);
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ctx.drawImage(
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v.canvas,
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nx - v.canvas.width / 2,
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ny - v.canvas.height / 2
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);
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ctx.restore();
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});
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};
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const onEnd = () => {};
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ani.ticker.add(fragFn);
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return makeFragManager(frag, ani, time, onEnd);
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}
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function makeFragManager(
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canvas: HTMLCanvasElement,
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ani: Animation,
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time: number,
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onEnd: () => void
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) {
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const promise = sleep(time + 50);
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return {
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animation: ani,
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onEnd: promise.then(() => {
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ani.ticker.destroy();
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onEnd();
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}),
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canvas
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};
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}
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export function withImage(
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image: CanvasImageSource,
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sx: number,
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sy: number,
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sw: number,
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sh: number
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): SplittedImage {
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const canvas = document.createElement('canvas');
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const ctx = canvas.getContext('2d')!;
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canvas.width = sw;
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canvas.height = sh;
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ctx.drawImage(image, sx, sy, sw, sh, 0, 0, sw, sh);
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return { canvas, x: sx, y: sy };
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}
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/**
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* 切分画布
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* @param canvas 要被切分的画布
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* @param l 切分小块的边长
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*/
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function splitCanvas(canvas: HTMLCanvasElement, l: number): SplittedImage[] {
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if (canvas.width / l < 2 || canvas.height / l < 2) {
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console.warn('切分画布要求切分边长大于等于画布长宽的一半!');
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return [];
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}
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const w = canvas.width % l === 0 ? canvas.width : canvas.width - l;
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const h = canvas.height % l === 0 ? canvas.height : canvas.height - l;
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const numX = Math.floor(w / l);
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const numY = Math.floor(h / l);
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const rw = (w - numX * l) / 2;
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const rh = (h - numY * l) / 2;
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const res: SplittedImage[] = [];
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if (rw > 0) {
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if (rh > 0) {
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res.push(
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withImage(canvas, 0, 0, rw, rh),
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withImage(canvas, 0, canvas.height - rh, rw, rh),
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withImage(canvas, canvas.width - rw, 0, rw, rh),
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withImage(canvas, canvas.width - rw, canvas.height - rh, rw, rh)
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);
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}
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for (const x of [0, canvas.width - rw]) {
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for (let ny = 0; ny < numY; ny++) {
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res.push(withImage(canvas, x, rh + l * ny, rw, l));
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}
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}
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}
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if (rh > 0) {
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for (const y of [0, canvas.height - rh]) {
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for (let nx = 0; nx < numX; nx++) {
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res.push(withImage(canvas, rw + l * nx, y, l, rh));
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}
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}
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}
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for (let nx = 0; nx < numX; nx++) {
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for (let ny = 0; ny < numY; ny++) {
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res.push(withImage(canvas, rw + l * nx, rh + l * ny, l, l));
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}
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}
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return res;
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}
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