puzzle/game/game.js

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JavaScript
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"use strict"
import {run} from './gameloop.js'
import Camera from './Camera.js'
import Graphics from './Graphics.js'
import Debug from './Debug.js'
import Communication from './Communication.js'
import Util from './../common/Util.js'
import PuzzleGraphics from './PuzzleGraphics.js'
import Game from './Game.js'
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import fireworksController from './Fireworks.js'
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import { Rng } from '../common/Rng.js'
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if (typeof GAME_ID === 'undefined') throw '[ GAME_ID not set ]'
if (typeof WS_ADDRESS === 'undefined') throw '[ WS_ADDRESS not set ]'
if (typeof DEBUG === 'undefined') window.DEBUG = false
let RERENDER = true
function addCanvasToDom(canvas) {
canvas.width = window.innerWidth
canvas.height = window.innerHeight
document.body.appendChild(canvas)
window.addEventListener('resize', () => {
canvas.width = window.innerWidth
canvas.height = window.innerHeight
RERENDER = true
})
return canvas
}
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function addMenuToDom(gameId) {
const previewImageUrl = Game.getImageUrl(gameId)
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function row (...elements) {
const row = document.createElement('tr')
for (let el of elements) {
const td = document.createElement('td')
td.appendChild(el)
row.appendChild(td)
}
return row
}
function colorinput() {
const input = document.createElement('input')
input.type = 'color'
return input
}
function textinput(maxLength) {
const input = document.createElement('input')
input.type = 'text'
input.maxLength = maxLength
return input
}
function label(text) {
const label = document.createElement('label')
label.innerText = text
return label
}
const bgColorPickerEl = colorinput()
const bgColorPickerRow = row(
label('Background: '),
bgColorPickerEl
)
const playerColorPickerEl = colorinput()
const playerColorPickerRow = row(
label('Color: '),
playerColorPickerEl
)
const nameChangeEl = textinput(16)
const nameChangeRow = row(
label('Name: '),
nameChangeEl
)
const settingsEl = document.createElement('table')
settingsEl.classList.add('settings')
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settingsEl.appendChild(bgColorPickerRow)
settingsEl.appendChild(playerColorPickerRow)
settingsEl.appendChild(nameChangeRow)
settingsEl.addEventListener('click', (e) => {
e.stopPropagation()
})
const settingsOverlay = document.createElement('div')
settingsOverlay.classList.add('overlay', 'transparent', 'closed')
settingsOverlay.appendChild(settingsEl)
settingsOverlay.addEventListener('click', () => {
settingsOverlay.classList.toggle('closed')
})
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const previewEl = document.createElement('div')
previewEl.classList.add('preview')
const imgEl = document.createElement('div')
imgEl.classList.add('img')
imgEl.style.backgroundImage = `url(${previewImageUrl})`
previewEl.appendChild(imgEl)
const previewOverlay = document.createElement('div')
previewOverlay.classList.add('overlay', 'closed')
previewOverlay.appendChild(previewEl)
previewOverlay.addEventListener('click', () => {
previewOverlay.classList.toggle('closed')
})
const settingsOpenerEl = document.createElement('div')
settingsOpenerEl.classList.add('opener')
settingsOpenerEl.appendChild(document.createTextNode('🛠️ Settings'))
settingsOpenerEl.addEventListener('click', () => {
settingsOverlay.classList.toggle('closed')
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})
const homeEl = document.createElement('a')
homeEl.classList.add('opener')
homeEl.appendChild(document.createTextNode('🧩 Puzzles'))
homeEl.href = "/"
const previewOpenerEl = document.createElement('div')
previewOpenerEl.classList.add('opener')
previewOpenerEl.appendChild(document.createTextNode('🖼️ Preview'))
previewOpenerEl.addEventListener('click', () => {
previewOverlay.classList.toggle('closed')
})
const tabsEl = document.createElement('div')
tabsEl.classList.add('tabs')
tabsEl.appendChild(homeEl)
tabsEl.appendChild(previewOpenerEl)
tabsEl.appendChild(settingsOpenerEl)
const menuEl = document.createElement('div')
menuEl.classList.add('menu')
menuEl.appendChild(tabsEl)
const scoresTitleEl = document.createElement('div')
scoresTitleEl.appendChild(document.createTextNode('Scores'))
const scoresListEl = document.createElement('table')
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const updateScores = () => {
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const ts = Util.timestamp()
const minTs = ts - 30000
const players = Game.getRelevantPlayers(gameId)
const actives = players.filter(player => player.ts >= minTs)
const nonActives = players.filter(player => player.ts < minTs)
actives.sort((a, b) => b.points - a.points)
nonActives.sort((a, b) => b.points - a.points)
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scoresListEl.innerHTML = ''
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for (let player of actives) {
const r = row(
document.createTextNode('⚡'),
document.createTextNode(player.name),
document.createTextNode(player.points)
)
r.style.color = player.color
scoresListEl.appendChild(r)
}
for (let player of nonActives) {
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const r = row(
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document.createTextNode('💤'),
document.createTextNode(player.name),
document.createTextNode(player.points)
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)
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r.style.color = player.color
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scoresListEl.appendChild(r)
}
}
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const timerStr = () => {
const started = Game.getStartTs(gameId)
const ended = Game.getFinishTs(gameId)
const icon = ended ? '🏁' : '⏳'
const from = started;
const to = ended || Util.timestamp()
const MS = 1
const SEC = MS * 1000
const MIN = SEC * 60
const HOUR = MIN * 60
const DAY = HOUR * 24
let diff = to - from
const d = Math.floor(diff / DAY)
diff = diff % DAY
const h = Math.floor(diff / HOUR)
diff = diff % HOUR
const m = Math.floor(diff / MIN)
diff = diff % MIN
const s = Math.floor(diff / SEC)
return `${icon} ${d}d ${h}h ${m}m ${s}s`
}
const timerCountdownEl = document.createElement('div')
timerCountdownEl.innerText = timerStr()
setInterval(() => {
timerCountdownEl.innerText = timerStr()
}, 1000)
const timerEl = document.createElement('div')
timerEl.classList.add('timer')
timerEl.appendChild(timerCountdownEl)
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const scoresEl = document.createElement('div')
scoresEl.classList.add('scores')
scoresEl.appendChild(scoresTitleEl)
scoresEl.appendChild(scoresListEl)
document.body.appendChild(settingsOverlay)
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document.body.appendChild(previewOverlay)
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document.body.appendChild(timerEl)
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document.body.appendChild(menuEl)
document.body.appendChild(scoresEl)
return {
bgColorPickerEl,
playerColorPickerEl,
nameChangeEl,
updateScores,
}
}
function initme() {
// return uniqId()
let ID = localStorage.getItem('ID')
if (!ID) {
ID = Util.uniqId()
localStorage.setItem('ID', ID)
}
return ID
}
export default class EventAdapter {
constructor(canvas, viewport) {
this.events = []
this._viewport = viewport
canvas.addEventListener('mousedown', this._mouseDown.bind(this))
canvas.addEventListener('mouseup', this._mouseUp.bind(this))
canvas.addEventListener('mousemove', this._mouseMove.bind(this))
canvas.addEventListener('wheel', this._wheel.bind(this))
}
addEvent(event) {
this.events.push(event)
}
consumeAll() {
if (this.events.length === 0) {
return []
}
const all = this.events.slice()
this.events = []
return all
}
_mouseDown(e) {
if (e.button === 0) {
const pos = this._viewport.viewportToWorld({
x: e.offsetX,
y: e.offsetY,
})
this.addEvent(['down', pos.x, pos.y])
}
}
_mouseUp(e) {
if (e.button === 0) {
const pos = this._viewport.viewportToWorld({
x: e.offsetX,
y: e.offsetY,
})
this.addEvent(['up', pos.x, pos.y])
}
}
_mouseMove(e) {
const pos = this._viewport.viewportToWorld({
x: e.offsetX,
y: e.offsetY,
})
this.addEvent(['move', pos.x, pos.y])
}
_wheel(e) {
const pos = this._viewport.viewportToWorld({
x: e.offsetX,
y: e.offsetY,
})
const evt = e.deltaY < 0 ? 'zoomin' : 'zoomout'
this.addEvent([evt, pos.x, pos.y])
}
}
async function main() {
let gameId = GAME_ID
let CLIENT_ID = initme()
const cursorGrab = await Graphics.loadImageToBitmap('/grab.png')
const cursorHand = await Graphics.loadImageToBitmap('/hand.png')
const cursorGrabMask = await Graphics.loadImageToBitmap('/grab_mask.png')
const cursorHandMask = await Graphics.loadImageToBitmap('/hand_mask.png')
const cursors = {}
const getPlayerCursor = async (p) => {
let key = p.color + ' ' + p.d
if (!cursors[key]) {
const cursor = p.d ? cursorGrab : cursorHand
const mask = p.d ? cursorGrabMask : cursorHandMask
cursors[key] = await Graphics.colorize(cursor, mask, p.color)
}
return cursors[key]
}
const game = await Communication.connect(gameId, CLIENT_ID)
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game.rng.obj = Rng.unserialize(game.rng.obj)
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Game.newGame(game)
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const bitmaps = await PuzzleGraphics.loadPuzzleBitmaps(game.puzzle)
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const {bgColorPickerEl, playerColorPickerEl, nameChangeEl, updateScores} = addMenuToDom(gameId)
updateScores()
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// Create a dom and attach adapters to it so we can work with it
const canvas = addCanvasToDom(Graphics.createCanvas())
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const longFinished = Game.getFinishTs(gameId)
let finished = longFinished ? true : false
const justFinished = () => !!(finished && !longFinished)
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const fireworks = new fireworksController(canvas, game.rng.obj)
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fireworks.init(canvas)
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const ctx = canvas.getContext('2d')
// initialize some view data
// this global data will change according to input events
const viewport = new Camera(canvas)
// center viewport
viewport.move(
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-(Game.getTableWidth(gameId) - viewport.width) /2,
-(Game.getTableHeight(gameId) - viewport.height) /2
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)
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const playerBgColor = () => {
return (Game.getPlayerBgColor(gameId, CLIENT_ID)
|| localStorage.getItem('bg_color')
|| '#222222')
}
const playerColor = () => {
return (Game.getPlayerColor(gameId, CLIENT_ID)
|| localStorage.getItem('player_color')
|| '#ffffff')
}
const playerName = () => {
return (Game.getPlayerName(gameId, CLIENT_ID)
|| localStorage.getItem('player_name')
|| 'anon')
}
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const evts = new EventAdapter(canvas, viewport)
bgColorPickerEl.value = playerBgColor()
evts.addEvent(['bg_color', bgColorPickerEl.value])
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bgColorPickerEl.addEventListener('change', () => {
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localStorage.setItem('bg_color', bgColorPickerEl.value)
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evts.addEvent(['bg_color', bgColorPickerEl.value])
})
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playerColorPickerEl.value = playerColor()
evts.addEvent(['player_color', playerColorPickerEl.value])
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playerColorPickerEl.addEventListener('change', () => {
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localStorage.setItem('player_color', playerColorPickerEl.value)
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evts.addEvent(['player_color', playerColorPickerEl.value])
})
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nameChangeEl.value = playerName()
evts.addEvent(['player_name', nameChangeEl.value])
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nameChangeEl.addEventListener('change', () => {
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localStorage.setItem('player_name', nameChangeEl.value)
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evts.addEvent(['player_name', nameChangeEl.value])
})
Communication.onServerChange((msg) => {
const msgType = msg[0]
const evClientId = msg[1]
const evClientSeq = msg[2]
const evChanges = msg[3]
for(let [changeType, changeData] of evChanges) {
switch (changeType) {
case 'player': {
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const p = Util.decodePlayer(changeData)
if (p.id !== CLIENT_ID) {
Game.setPlayer(gameId, p.id, p)
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RERENDER = true
}
} break;
case 'tile': {
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const t = Util.decodeTile(changeData)
Game.setTile(gameId, t.idx, t)
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RERENDER = true
} break;
case 'data': {
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Game.setPuzzleData(gameId, changeData)
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RERENDER = true
} break;
}
}
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finished = Game.getFinishTs(gameId)
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})
let _last_mouse_down = null
const onUpdate = () => {
for (let evt of evts.consumeAll()) {
// LOCAL ONLY CHANGES
// -------------------------------------------------------------
const type = evt[0]
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if (type === 'move') {
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if (_last_mouse_down && !Game.getFirstOwnedTile(gameId, CLIENT_ID)) {
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// move the cam
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const pos = { x: evt[1], y: evt[2] }
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const mouse = viewport.worldToViewport(pos)
const diffX = Math.round(mouse.x - _last_mouse_down.x)
const diffY = Math.round(mouse.y - _last_mouse_down.y)
viewport.move(diffX, diffY)
_last_mouse_down = mouse
}
} else if (type === 'down') {
const pos = { x: evt[1], y: evt[2] }
_last_mouse_down = viewport.worldToViewport(pos)
} else if (type === 'up') {
_last_mouse_down = null
} else if (type === 'zoomin') {
if (viewport.zoomIn()) {
const pos = { x: evt[1], y: evt[2] }
RERENDER = true
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Game.changePlayer(gameId, CLIENT_ID, pos)
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}
} else if (type === 'zoomout') {
if (viewport.zoomOut()) {
const pos = { x: evt[1], y: evt[2] }
RERENDER = true
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Game.changePlayer(gameId, CLIENT_ID, pos)
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}
}
// LOCAL + SERVER CHANGES
// -------------------------------------------------------------
const changes = Game.handleInput(GAME_ID, CLIENT_ID, evt)
if (changes.length > 0) {
RERENDER = true
}
Communication.sendClientEvent(evt)
}
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finished = Game.getFinishTs(gameId)
if (justFinished()) {
fireworks.update()
RERENDER = true
}
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}
const onRender = async () => {
if (!RERENDER) {
return
}
let pos
let dim
if (DEBUG) Debug.checkpoint_start(0)
// CLEAR CTX
// ---------------------------------------------------------------
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ctx.fillStyle = playerBgColor()
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ctx.fillRect(0, 0, canvas.width, canvas.height)
if (DEBUG) Debug.checkpoint('clear done')
// ---------------------------------------------------------------
// DRAW BOARD
// ---------------------------------------------------------------
pos = viewport.worldToViewport({
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x: (Game.getTableWidth(gameId) - Game.getPuzzleWidth(gameId)) / 2,
y: (Game.getTableHeight(gameId) - Game.getPuzzleHeight(gameId)) / 2
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})
dim = viewport.worldDimToViewport({
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w: Game.getPuzzleWidth(gameId),
h: Game.getPuzzleHeight(gameId),
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})
ctx.fillStyle = 'rgba(255, 255, 255, .5)'
ctx.fillRect(pos.x, pos.y, dim.w, dim.h)
if (DEBUG) Debug.checkpoint('board done')
// ---------------------------------------------------------------
// DRAW TILES
// ---------------------------------------------------------------
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for (let tile of Game.getTilesSortedByZIndex(gameId)) {
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const bmp = bitmaps[tile.idx]
pos = viewport.worldToViewport({
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x: Game.getTileDrawOffset(gameId) + tile.pos.x,
y: Game.getTileDrawOffset(gameId) + tile.pos.y,
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})
dim = viewport.worldDimToViewport({
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w: Game.getTileDrawSize(gameId),
h: Game.getTileDrawSize(gameId),
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})
ctx.drawImage(bmp,
0, 0, bmp.width, bmp.height,
pos.x, pos.y, dim.w, dim.h
)
}
if (DEBUG) Debug.checkpoint('tiles done')
// ---------------------------------------------------------------
// DRAW PLAYERS
// ---------------------------------------------------------------
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for (let player of Game.getActivePlayers(gameId)) {
const cursor = await getPlayerCursor(player)
const pos = viewport.worldToViewport(player)
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ctx.drawImage(cursor,
Math.round(pos.x - cursor.width/2),
Math.round(pos.y - cursor.height/2)
)
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if (player.id !== CLIENT_ID) {
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ctx.fillStyle = 'white'
ctx.font = '10px sans-serif'
ctx.textAlign = 'center'
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ctx.fillText(player.name + ' (' + player.points + ')',
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Math.round(pos.x),
Math.round(pos.y) + cursor.height
)
}
}
if (DEBUG) Debug.checkpoint('players done')
// DRAW PLAYERS
// ---------------------------------------------------------------
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updateScores()
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if (DEBUG) Debug.checkpoint('scores done')
// ---------------------------------------------------------------
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if (justFinished()) {
fireworks.render()
}
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RERENDER = false
}
run({
update: onUpdate,
render: onRender,
})
}
main()