Floodfill works!

This commit is contained in:
theKidOfArcrania 2017-02-22 06:34:59 +00:00
parent bd34fd908d
commit 30023a7f3c
5 changed files with 526 additions and 354 deletions

2
Queue.js Normal file
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@ -0,0 +1,2 @@
//code.stephenmorley.org
function Queue(){var a=[],b=0;this.getLength=function(){return a.length-b};this.isEmpty=function(){return 0==a.length};this.enqueue=function(b){a.push(b)};this.dequeue=function(){if(0!=a.length){var c=a[b];2*++b>=a.length&&(a=a.slice(b),b=0);return c}};this.peek=function(){return 0<a.length?a[b]:void 0}};

371
game.js
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@ -1,4 +1,7 @@
var Player;
if (!Player)
throw new Error("Requires player.js");
//Thanks to https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/random
function getRandomInt(min, max) {
@ -11,6 +14,9 @@ function getRandomInt(min, max) {
* Provides requestAnimationFrame in a cross browser way.
* @author paulirish / http://paulirish.com/
*/
window.requestAnimationFrame = function( /* function FrameRequestCallback */ callback, /* DOMElement Element */ element ) {
window.setTimeout( callback, 1000 / 60 );
};
if ( !window.requestAnimationFrame ) {
window.requestAnimationFrame = ( function() {
return window.webkitRequestAnimationFrame ||
@ -22,346 +28,7 @@ if ( !window.requestAnimationFrame ) {
};
})();
}
var Tail = (function() {
var CELL_WIDTH = 30;
var GRID_SIZE = 200;
function TailMove(orientation)
{
this.move = 1;
Object.defineProperty(this, "orientation", {
value: orientation,
enumerable: true
});
}
function Tail(player)
{
var _this = this;
var data = {
tail: [],
tailGrid: [],
prev: null,
startRow: 0,
startCol: 0,
prevRow: 0,
prevCol: 0,
player: player
};
this.addTail = addTail.bind(this, data);
this.hitsTail = hitsTail.bind(this, data);
this.render = render.bind(this, data);
this.move = move.bind(this, data);
Object.defineProperty(this, "moves", {
get: function() {return data.tail.slice(0);},
enumerable: true
});
}
//Instance methods.
function addTail(data, orientation)
{
var prev = data.prev;
if (!prev || prev.orientation !== orientation)
{
prev = data.prev = new TailMove(orientation);
data.tail.push(prev);
}
else
prev.move++;
var r = data.prevRow, c = data.prevCol;
if (!data.tailGrid[r])
data.tailGrid[r] = [];
data.tailGrid[r][c] = true;
var pos = walk([data.prevRow, data.prevCol], null, orientation, 1);
data.prevRow = pos[0];
data.prevCol = pos[1];
}
function move(data, row, col)
{
data.prevRow = data.startRow = row;
data.prevCol = data.startCol = col;
if (data.tail.length === 0)
return;
else
{
var ret = data.tail;
data.tail = [];
data.tailGrid = [];
return ret;
}
}
function render(data, ctx)
{
ctx.fillStyle = data.player.tailColor;
var prevOrient = -1;
var start = [data.startRow, data.startCol];
fillTailRect(ctx, start, start);
data.tail.forEach(function(tail) {
var negDir = tail.orientation === 0 || tail.orientation === 3;
var back = start;
if (!negDir)
start = walk(start, null, tail.orientation, 1);
var finish = walk(start, null, tail.orientation, tail.move - 1);
if (tail.move > 1)
fillTailRect(ctx, start, finish);
if (prevOrient !== -1)
//Draw folding triangle.
renderCorner(ctx, back, prevOrient, tail.orientation);
start = finish;
if (negDir)
walk(start, start, tail.orientation, 1);
prevOrient = tail.orientation;
});
var curOrient = data.player.currentHeading;
if (prevOrient === curOrient)
{
fillTailRect(ctx, start, start);
}
else
renderCorner(ctx, start, prevOrient, curOrient);
}
function renderCorner(ctx, cornerStart, dir1, dir2)
{
if (dir1 === 0 || dir2 === 0)
walk(cornerStart, cornerStart, 2, 1);
if (dir1 === 3 || dir2 === 3)
walk(cornerStart, cornerStart, 1, 1);
var a = walk(cornerStart, null, dir2, 1);
var b = walk(a, null, dir1, 1);
var triangle = new Path2D();
triangle.moveTo(cornerStart[1] * CELL_WIDTH, cornerStart[0] * CELL_WIDTH);
triangle.lineTo(a[1] * CELL_WIDTH, a[0] * CELL_WIDTH);
triangle.lineTo(b[1] * CELL_WIDTH, b[0] * CELL_WIDTH);
triangle.closePath();
for (var i = 0; i < 2; i++)
ctx.fill(triangle);
}
function walk(from, ret, orient, dist)
{
ret = ret || [];
ret[0] = from[0];
ret[1] = from[1];
switch (orient)
{
case 0: ret[0] -= dist; break; //UP
case 1: ret[1] += dist; break; //RIGHT
case 2: ret[0] += dist; break; //DOWN
case 3: ret[1] -= dist; break; //LEFT
}
return ret;
}
function fillTailRect(ctx, start, end)
{
var x = start[1] * CELL_WIDTH;
var y = start[0] * CELL_WIDTH;
var width = (end[1] - start[1]) * CELL_WIDTH;
var height = (end[0] - start[0]) * CELL_WIDTH;
if (width === 0)
width += CELL_WIDTH;
if (height === 0)
height += CELL_WIDTH;
if (width < 0)
{
x += width;
width = -width;
}
if (height < 0)
{
y += height;
height = -height;
}
ctx.fillRect(x, y, width, height);
}
function hitsTail(data, other)
{
return !!(data.tailGrid[other.row] && data.tailGrid[other.row][other.col]);
}
function VOID()
{
return {shortCircuit: false, value: undefined};
}
return Tail;
}());
var Player = (function() {
var CELL_WIDTH = 30;
var SPEED = 5;
var SHADOW_OFFSET = 10;
function Player(socket, grid, num) {
var _this = this;
var data = {};
//TODO: load player data and color.
var hue = Math.random();
var base = hslToRgb(hue, .8, .5);
this.baseColor = rgbString(base);
this.shadowColor = rgbString(hslToRgb(hue, .8, .2));
base[3] = .5;
this.tailColor = rgbaString(base);
this.name = 'Player ' + (num + 1);
data.grid = grid;
data.curHeading = 2;
data.row = Math.floor(Math.random() * 10) + 10;
data.col = 10;//num;
data.dead = false;
data.tail = new Tail(this);
data.tail.move(data.row, data.col);
//Positions
this.heading = 0; //0 is up, 1 is right, 2 is down, 3 is left.
this.posX = data.col * CELL_WIDTH;
this.posY = data.row * CELL_WIDTH;
this.move = move.bind(this, data);
this.die = function() {data.dead = true;}
//Properties.
Object.defineProperties(this, {
currentHeading: defineGetter(function() {return data.curHeading;}),
dead: defineGetter(function() {return !!data.dead;}),
row: defineGetter(function() {return data.row;}),
col: defineGetter(function() {return data.col;}),
num: defineGetter(function() {return num;}),
tail: defineGetter(function() {return data.tail;}),
});
}
//Instance methods
Player.prototype.render = function(ctx)
{
//Render tail.
this.tail.render(ctx);
//Render player.
ctx.fillStyle = this.shadowColor;
ctx.fillRect(this.posX, this.posY, CELL_WIDTH, CELL_WIDTH);
ctx.fillStyle = this.baseColor;
ctx.fillRect(this.posX, this.posY - SHADOW_OFFSET, CELL_WIDTH, CELL_WIDTH);
}
function move(data)
{
//Move to new position.
var heading = this.heading;
var row = Math.floor(this.posY / CELL_WIDTH);
var col = Math.floor(this.posX / CELL_WIDTH);
if (this.posX % CELL_WIDTH !== 0 || this.posY % CELL_WIDTH !== 0)
heading = data.curHeading;
switch (heading)
{
case 0: //UP
this.posY -= SPEED;
row = Math.floor(this.posY / CELL_WIDTH);
break;
case 1: //RIGHT
this.posX += SPEED;
col = Math.floor(this.posX / CELL_WIDTH);
break;
case 2: //DOWN
this.posY += SPEED;
row = Math.ceil(this.posY / CELL_WIDTH);
break;
case 3: //LEFT
this.posX -= SPEED;
col = Math.ceil(this.posX / CELL_WIDTH);
}
//Update front position.
data.row = row;
data.col = col;
if (row < 0 || row > data.grid.length || col < 0 || col > data.grid[row].length)
{
data.dead = true;
return;
}
if (data.grid[row][col] === this)
{
//Safe zone!
var tail = this.tail.move(row, col);
if (tail)
{
//TODO: floodfill area.
}
}
//If we are completely in a new cell (not in our safe zone), we add to the tail.
else if (this.posX % CELL_WIDTH === 0 && this.posY % CELL_WIDTH === 0)
this.tail.addTail(heading);
data.curHeading = heading;
}
//Helper methods.
function defineGetter(getter) {
return {
get: getter,
enumerable: true
};
}
//http://stackoverflow.com/a/9493060/7344257
function hslToRgb(h, s, l){
var r, g, b;
if(s == 0){
r = g = b = l; // achromatic
}else{
var hue2rgb = function hue2rgb(p, q, t){
if(t < 0) t += 1;
if(t > 1) t -= 1;
if(t < 1/6) return p + (q - p) * 6 * t;
if(t < 1/2) return q;
if(t < 2/3) return p + (q - p) * (2/3 - t) * 6;
return p;
};
var q = l < 0.5 ? l * (1 + s) : l + s - l * s;
var p = 2 * l - q;
r = hue2rgb(p, q, h + 1/3);
g = hue2rgb(p, q, h);
b = hue2rgb(p, q, h - 1/3);
}
return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)];
}
function rgbString(rgb) {
return 'rgb(' + rgb[0] + ', ' + rgb[1] + ', ' + rgb[2] + ')';
}
function rgbaString(rgb) {
return 'rgba(' + rgb[0] + ', ' + rgb[1] + ', ' + rgb[2] + ', ' + rgb[3] + ')';
}
return Player;
})();
$(function() {
var GRID_SIZE = 200;
@ -392,7 +59,7 @@ $(function() {
for (var c = 0; c < GRID_SIZE; c++)
{
//TODO: load data.
if (Math.random() < 1)
if (Math.random() < .9)
grid[r][c] = -1;
else
grid[r][c] = players[getRandomInt(0, players.length)];
@ -403,22 +70,24 @@ $(function() {
var animateTo = [0, 0];
var offset = [0, 0];
//TODO: current player index
var user = players[0];
function update()
{
//Change grid offsets.
for (var i = 0; i < 1; i++)
for (var i = 0; i <= 1; i++)
{
if (animateTo[i] !== offset[i])
{
var delta = animateTo[i] - offset[i];
var dir = Math.sign(delta);
var mag = Math.min(SPEED, Math.abs(delta));
offset[i] += dir * mag;
}
}
//Move players.
var dead = [];
players = players.filter(function(val) {
@ -481,7 +150,11 @@ $(function() {
});
//TODO: animate dead, and if this player is dead.
//TODO: Center on player.
var xOff = Math.floor(user.posX - (width - CELL_WIDTH) / 2);
var yOff = Math.floor(user.posY - (height - CELL_WIDTH) / 2);
animateTo[0] = Math.min(Math.max(xOff, 0), GRID_SIZE * CELL_WIDTH);
animateTo[1] = Math.min(Math.max(yOff, 0), GRID_SIZE * CELL_WIDTH);
}
function area(player)
@ -495,15 +168,6 @@ $(function() {
return Math.abs(player.startX - xDest);
}
function modRotate(val, mod)
{
var res = val % mod;
if (res >= 0)
return res;
else
return mod + res;
}
function squaresIntersect(a, b)
{
if (a < b)
@ -548,8 +212,7 @@ $(function() {
}
}
//TODO: current player index
var user = players[0];
function paintLoop()
{

461
player.js Normal file
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@ -0,0 +1,461 @@
var Stack;
if (!Stack)
throw new Error("Require stack.js");
var Tail = (function() {
var CELL_WIDTH = 30;
var GRID_SIZE = 200;
function TailMove(orientation)
{
this.move = 1;
Object.defineProperty(this, "orientation", {
value: orientation,
enumerable: true
});
}
function Tail(player)
{
var data = {
tail: [],
tailGrid: [],
prev: null,
startRow: 0,
startCol: 0,
prevRow: 0,
prevCol: 0,
player: player
};
this.addTail = addTail.bind(this, data);
this.hitsTail = hitsTail.bind(this, data);
this.fillTail = fillTail.bind(this, data);
this.render = render.bind(this, data);
this.move = move.bind(this, data);
Object.defineProperty(this, "moves", {
get: function() {return data.tail.slice(0);},
enumerable: true
});
}
//Instance methods.
function setTailGrid(data, tailGrid, r, c)
{
if (!tailGrid[r])
tailGrid[r] = [];
tailGrid[r][c] = true;
}
function addTail(data, orientation)
{
var prev = data.prev;
var r = data.prevRow, c = data.prevCol;
if (data.tail.length === 0)
setTailGrid(data, data.tailGrid, r, c);
if (!prev || prev.orientation !== orientation)
{
prev = data.prev = new TailMove(orientation);
data.tail.push(prev);
}
else
prev.move++;
var pos = walk([data.prevRow, data.prevCol], null, orientation, 1);
data.prevRow = pos[0];
data.prevCol = pos[1];
setTailGrid(data, data.tailGrid, pos[0], pos[1]);
}
function move(data, row, col)
{
data.prevRow = data.startRow = row;
data.prevCol = data.startCol = col;
data.prev = null;
if (data.tail.length === 0)
return;
else
{
var ret = data.tail;
data.tail = [];
data.tailGrid = [];
return ret;
}
}
function render2(data, ctx)
{
ctx.fillStyle = data.player.tailColor;
for (var r = 0; r < data.tailGrid.length; r++)
{
if (!data.tailGrid[r])
continue;
for (var c = 0; c < data.tailGrid[r].length; c++)
if (data.tailGrid[r][c])
ctx.fillRect(c * CELL_WIDTH, r * CELL_WIDTH, CELL_WIDTH, CELL_WIDTH);
}
}
function render(data, ctx)
{
ctx.fillStyle = data.player.tailColor;
var prevOrient = -1;
var start = [data.startRow, data.startCol];
fillTailRect(ctx, start, start);
data.tail.forEach(function(tail) {
var negDir = tail.orientation === 0 || tail.orientation === 3;
var back = start;
if (!negDir)
start = walk(start, null, tail.orientation, 1);
var finish = walk(start, null, tail.orientation, tail.move - 1);
if (tail.move > 1)
fillTailRect(ctx, start, finish);
if (prevOrient !== -1)
//Draw folding triangle.
renderCorner(ctx, back, prevOrient, tail.orientation);
start = finish;
if (negDir)
walk(start, start, tail.orientation, 1);
prevOrient = tail.orientation;
});
var curOrient = data.player.currentHeading;
if (prevOrient === curOrient)
{
fillTailRect(ctx, start, start);
}
else
renderCorner(ctx, start, prevOrient, curOrient);
}
function renderCorner(ctx, cornerStart, dir1, dir2)
{
if (dir1 === 0 || dir2 === 0)
walk(cornerStart, cornerStart, 2, 1);
if (dir1 === 3 || dir2 === 3)
walk(cornerStart, cornerStart, 1, 1);
var a = walk(cornerStart, null, dir2, 1);
var b = walk(a, null, dir1, 1);
var triangle = new Path2D();
triangle.moveTo(cornerStart[1] * CELL_WIDTH, cornerStart[0] * CELL_WIDTH);
triangle.lineTo(a[1] * CELL_WIDTH, a[0] * CELL_WIDTH);
triangle.lineTo(b[1] * CELL_WIDTH, b[0] * CELL_WIDTH);
triangle.closePath();
for (var i = 0; i < 2; i++)
ctx.fill(triangle);
}
function walk(from, ret, orient, dist)
{
ret = ret || [];
ret[0] = from[0];
ret[1] = from[1];
switch (orient)
{
case 0: ret[0] -= dist; break; //UP
case 1: ret[1] += dist; break; //RIGHT
case 2: ret[0] += dist; break; //DOWN
case 3: ret[1] -= dist; break; //LEFT
}
return ret;
}
function fillTailRect(ctx, start, end)
{
var x = start[1] * CELL_WIDTH;
var y = start[0] * CELL_WIDTH;
var width = (end[1] - start[1]) * CELL_WIDTH;
var height = (end[0] - start[0]) * CELL_WIDTH;
if (width === 0)
width += CELL_WIDTH;
if (height === 0)
height += CELL_WIDTH;
if (width < 0)
{
x += width;
width = -width;
}
if (height < 0)
{
y += height;
height = -height;
}
ctx.fillRect(x, y, width, height);
}
//TODO: fade in colors using grid property-getters/setters
function fillTail(data, grid)
{
if (data.tail.length === 0)
return;
function onTail(c) { return data.tailGrid[c[0]] && data.tailGrid[c[0]][c[1]]; }
var start = [data.startRow, data.startCol];
var been = new Array(grid.length);
var coords = [];
coords.push(start);
while (coords.length > 0) //BFS for all tail spaces.
{
var coord = coords.shift();
var r = coord[0];
var c = coord[1];
if (r < 0 || c < 0 || r >= grid.length || c >= grid[r].length)
continue; //Out of bounds!
if (been[r] && been[r][c])
continue;
if (onTail(coord)) //on the tail.
{
if (!been[r])
been[r] = new Array(grid[r].length);
been[r][c] = true;
grid[r][c] = data.player;
//Find all spots that this tail encloses.
floodFill(data, grid, r + 1, c, been);
floodFill(data, grid, r - 1, c, been);
floodFill(data, grid, r, c + 1, been);
floodFill(data, grid, r, c - 1, been);
coords.push([r + 1, c]);
coords.push([r - 1, c]);
coords.push([r, c + 1]);
coords.push([r, c - 1]);
}
}
}
function floodFill(data, grid, row, col, been)
{
var coords = [];
var filled = new Stack(40000);
var surrounded = true;
function onTail(c) { return data.tailGrid[c[0]] && data.tailGrid[c[0]][c[1]]; }
coords.push([row, col]);
while (coords.length > 0)
{
var coord = coords.shift();
var r = coord[0];
var c = coord[1];
if (r < 0 || c < 0 || r >= grid.length || c >= grid[r].length)
{
surrounded = false;
continue; //Out of bounds!
}
//End this traverse on boundaries (where we been, on the tail, and when we enter our territory)
if ((been[r] && been[r][c]) || onTail(coord) || grid[r][c] === data.player)
continue;
if (!been[r])
been[r] = new Array(grid[r].length);
been[r][c] = true;
if (surrounded)
filled.push(coord);
coords.push([r + 1, c]);
coords.push([r - 1, c]);
coords.push([r, c + 1]);
coords.push([r, c - 1]);
}
if (surrounded)
{
while (!filled.isEmpty())
{
coord = filled.pop();
grid[coord[0]][coord[1]] = data.player;
}
}
return surrounded;
}
function hitsTail(data, other)
{
return (data.prevRow !== other.row || data.prevCol !== other.col) &&
!!(data.tailGrid[other.row] && data.tailGrid[other.row][other.col]);
}
return Tail;
}());
this.Player = (function() {
var CELL_WIDTH = 30;
var SPEED = 5;
var SHADOW_OFFSET = 10;
function Player(socket, grid, num) {
var data = {};
//TODO: load player data and color.
var hue = Math.random();
var base = hslToRgb(hue, .8, .5);
this.baseColor = rgbString(base);
this.shadowColor = rgbString(hslToRgb(hue, .8, .2));
base[3] = .5;
this.tailColor = rgbaString(base);
this.name = 'Player ' + (num + 1);
data.grid = grid;
data.curHeading = 2;
data.row = Math.floor(Math.random() * 10) + 10;
data.col = 10;//num;
data.dead = false;
data.tail = new Tail(this);
data.tail.move(data.row, data.col);
//Positions
this.heading = 0; //0 is up, 1 is right, 2 is down, 3 is left.
this.posX = data.col * CELL_WIDTH;
this.posY = data.row * CELL_WIDTH;
this.move = move.bind(this, data);
this.die = function() {data.dead = true;};
//Properties.
Object.defineProperties(this, {
currentHeading: defineGetter(function() {return data.curHeading;}),
dead: defineGetter(function() {return !!data.dead;}),
row: defineGetter(function() {return data.row;}),
col: defineGetter(function() {return data.col;}),
num: defineGetter(function() {return num;}),
tail: defineGetter(function() {return data.tail;}),
});
}
//Instance methods
Player.prototype.render = function(ctx)
{
//Render tail.
this.tail.render(ctx);
//Render player.
ctx.fillStyle = this.shadowColor;
ctx.fillRect(this.posX, this.posY, CELL_WIDTH, CELL_WIDTH);
var mid = CELL_WIDTH / 2;
var grd = ctx.createRadialGradient(this.posX + mid, this.posY + mid - SHADOW_OFFSET, 1,
this.posX + mid, this.posY + mid - SHADOW_OFFSET, CELL_WIDTH);
grd.addColorStop(0, this.baseColor);
grd.addColorStop(1, "white");
ctx.fillStyle = grd;
ctx.fillRect(this.posX, this.posY - SHADOW_OFFSET, CELL_WIDTH, CELL_WIDTH);
};
function move(data)
{
//Move to new position.
var heading = this.heading;
var row = Math.floor(this.posY / CELL_WIDTH);
var col = Math.floor(this.posX / CELL_WIDTH);
if (this.posX % CELL_WIDTH !== 0 || this.posY % CELL_WIDTH !== 0)
heading = data.curHeading;
switch (heading)
{
case 0: //UP
this.posY -= SPEED;
row = Math.floor(this.posY / CELL_WIDTH);
break;
case 1: //RIGHT
this.posX += SPEED;
col = Math.ceil(this.posX / CELL_WIDTH);
break;
case 2: //DOWN
this.posY += SPEED;
row = Math.ceil(this.posY / CELL_WIDTH);
break;
case 3: //LEFT
this.posX -= SPEED;
col = Math.floor(this.posX / CELL_WIDTH);
}
//Update front position.
data.row = row;
data.col = col;
if (row < 0 || row > data.grid.length || col < 0 || col > data.grid[row].length)
{
data.dead = true;
return;
}
if (data.grid[row][col] === this)
{
//Safe zone!
this.tail.fillTail(data.grid);
this.tail.move(row, col);
}
//If we are completely in a new cell (not in our safe zone), we add to the tail.
else if (this.posX % CELL_WIDTH === 0 && this.posY % CELL_WIDTH === 0)
{
this.tail.addTail(heading);
}
data.curHeading = heading;
}
//Helper methods.
function defineGetter(getter) {
return {
get: getter,
enumerable: true
};
}
//http://stackoverflow.com/a/9493060/7344257
function hslToRgb(h, s, l){
var r, g, b;
if(s == 0){
r = g = b = l; // achromatic
}else{
var hue2rgb = function hue2rgb(p, q, t){
if(t < 0) t += 1;
if(t > 1) t -= 1;
if(t < 1/6) return p + (q - p) * 6 * t;
if(t < 1/2) return q;
if(t < 2/3) return p + (q - p) * (2/3 - t) * 6;
return p;
};
var q = l < 0.5 ? l * (1 + s) : l + s - l * s;
var p = 2 * l - q;
r = hue2rgb(p, q, h + 1/3);
g = hue2rgb(p, q, h);
b = hue2rgb(p, q, h - 1/3);
}
return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)];
}
function rgbString(rgb) {
return 'rgb(' + rgb[0] + ', ' + rgb[1] + ', ' + rgb[2] + ')';
}
function rgbaString(rgb) {
return 'rgba(' + rgb[0] + ', ' + rgb[1] + ', ' + rgb[2] + ', ' + rgb[3] + ')';
}
return Player;
})();

44
stack.js Normal file
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@ -0,0 +1,44 @@
this.Stack = (function()
{
function Stack(initSize)
{
var len = 0;
var arr = [];
this.ensureCapacity = function(size)
{
arr.length = Math.max(arr.length, size || 0);
};
this.push = function(ele)
{
this[len] = ele;
len++;
};
this.pop = function()
{
if (len === 0)
return;
len--;
var tmp = this[len];
this[len] = undefined;
return tmp;
};
this.isEmpty = function() {
return len === 0;
}
this.ensureCapacity(initSize);
Object.defineProperty(this, "length", {
get: function() {return len;}
});
}
return Stack;
})();

View File

@ -1,3 +1,5 @@
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.1.1/jquery.min.js"></script>
<script src="stack.js"></script>
<script src="player.js"></script>
<script src="game.js"></script>
<canvas id="main-ui"></canvas>