add client side colisions to reduce lag(add debuging, ball is white when client is predicting movement)
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@ -11,6 +11,8 @@
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/* ************************************************************************** */
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import * as THREE from '/static/javascript/three/build/three.module.js'
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import { map, opponent, player} from '/static/javascript/multiOnlineGame/multiOnlineGamePage.js'
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class Ball
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{
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@ -18,9 +20,25 @@ class Ball
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centerPos = {};
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limits = {};
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interval = null;
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lastTime = 0;
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velocity = [0, 0];
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lastPos = [0, 0, 0];
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start = 0;
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srvPos = {
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time : 0,
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pos : [0, 0, 1],
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vel : [0, 0]
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}
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ballRadius = 0.15
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mapLimits = {
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left : -3.5 + this.ballRadius,
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right : 3.5 - this.ballRadius,
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back : -6.25 + this.ballRadius,
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front : 6.25 - this.ballRadius
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}
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wallWidth = 0.1
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wallLength = 1
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playerLength = 1 + (this.ballRadius * 4)
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constructor(scene, map)
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{
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@ -95,17 +113,161 @@ class Ball
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updatePos(content)
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{
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this.lastTime = new Date().getTime();
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this.lastPos = [content.pos[0], this.object.position.y, content.pos[1]];
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this.velocity = content.velocity;
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if(content.game_time == 0)
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this.start = performance.now()
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let gameTime = performance.now() - this.start
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if(content.game_time > gameTime)
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this.start -= content.game_time - gameTime
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this.srvPos = {
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time : content.game_time,
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pos : [content.pos[0], content.pos[1]],
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vel : content.velocity
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}
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}
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getBetterPositions()
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{
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let walls = []
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// let jumpers = []
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for(let x = 0; x < map.arrObject.length; x++)
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{
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// if(map.arrObject[x].type == "jumperBottom" || map.arrObject[x].type == "jumperTop")
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// {
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// let jumper = map.arrObject[x]
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// jumpers.push({pos:[jumper.mesh.children[0].position.x,jumper.mesh.children[0].position.z],
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// isUp : jumper.type == "jumperTop"})
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// }
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if(map.arrObject[x].type == "wallObstacle")
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{
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let wall = map.arrObject[x]
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walls.push({pos:[wall.mesh.position.x, wall.mesh.position.z],isUp:wall.isUp})
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}
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}
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return({walls:walls/*,jumpers:jumpers*/})
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}
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hitPlayer(ballSlope, ballOffset, ballVel)
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{
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let playerPos = ballVel[0] < 0 ? opponent.object.position.x : player.object.position.x
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let limit = this.mapLimits.front
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if(ballVel[1] < 0)
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limit *= -1
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let hitPos = this.lineIntersect(limit, ballSlope, ballOffset)
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let relPos = hitPos - playerPos
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return(Math.abs(relPos) < this.playerLength / 2)
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}
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closestTimeMapLimit(ballSlope, ballOffset, ballPos, ballVel)
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{
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let time = Infinity;
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let tmpTime = Infinity;
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if(ballVel[0] < 0)
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{
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let dist = ballPos[0] - this.mapLimits.left
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time = dist / Math.abs(ballVel[0])
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}
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else if(ballVel[0] > 0)
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{
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let dist = this.mapLimits.right - ballPos[0]
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time = dist / Math.abs(ballVel[0])
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}
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if(ballVel[1] < 0)
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{
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let dist = ballPos[1] - this.mapLimits.back
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tmpTime = dist / Math.abs(ballVel[1])
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}
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if(ballVel[1] > 0)
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{
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let dist = this.mapLimits.front - ballPos[1]
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tmpTime = dist / Math.abs(ballVel[1])
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}
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if(tmpTime < time && this.hitPlayer(ballSlope, ballOffset, ballVel))
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return([2, tmpTime])
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return([1, time])
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}
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lineIntersect(line, ballSlope, ballOffset)
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{
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return((line - ballOffset) / ballSlope)
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}
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getWallHitTime(walls, ballSlope, ballOffset, ballPos, ballVel, ballUp)
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{
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let wallSide = (this.wallWidth / 2) + this.ballRadius
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if(ballVel[1] > 0)
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wallSide *= -1
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let hitPos = this.lineIntersect(wallSide, ballSlope, ballOffset)
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let finalTime = Infinity
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for(let i = 0; i < walls.length; i++)
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{
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if(walls[i].isUp != ballUp)
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continue;
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let relPos = walls[i].pos[0] - hitPos
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if(Math.abs(relPos) < (this.wallLength / 2) + this.ballRadius)
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{
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let time = (hitPos - ballPos[0]) / ballVel[0]
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if(time > 0 && time < finalTime)
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finalTime = time
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}
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}
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return(finalTime)
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}
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getNextPosTime(obstacles, ballPos,ballVel, ballUp)
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{
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let hitDir;
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let time;
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let nextPos = [ballPos[0] + ballVel[0], ballPos[1] + ballVel[1]]
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let ballSlope = (nextPos[1] - ballPos[1]) / (nextPos[0] - ballPos[0])
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let ballOffset = ballPos[1] - (ballSlope * ballPos[0]);
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[hitDir, time] = this.closestTimeMapLimit(ballSlope, ballOffset, ballPos, ballVel)
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let wallHitTime = this.getWallHitTime(obstacles.walls, ballSlope, ballOffset, ballPos, ballVel, ballUp)
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if(wallHitTime > 0 && wallHitTime < time)
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[hitDir ,time] = [2, wallHitTime]
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ballVel[hitDir - 1] *= -1
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return([time, ballVel])
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}
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calcNewPos(delta,obstacles, ballPos, ballVel, ballUp)
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{
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//kill me
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let iter = 0
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if((ballVel[0] == 0 && ballVel[1] == 0) || delta <= 0)
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return(ballPos)
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while(1)
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{
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let time;
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let nextVel;
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[time, nextVel] = this.getNextPosTime(obstacles, ballPos, [...ballVel], ballUp)
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if((time * 1000) > delta)
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return([ballPos[0] + (ballVel[0] * (delta / 1000)),ballPos[1] + (ballVel[1] * (delta /1000))])
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ballPos[0] += ballVel[0] * time
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ballPos[1] += ballVel[1] * time
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ballVel = nextVel
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delta -= time * 1000
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this.object.material.color.set(0xffffff)
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iter++;
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if(iter == 50)
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return([0,0])
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}
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}
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update()
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{
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const deltaTime = ((new Date().getTime()) - this.lastTime) / 1000;
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const x = this.lastPos[0] + (deltaTime * this.velocity[0]);
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const z = this.lastPos[2] + (deltaTime * this.velocity[1]);
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this.object.position.set(x, this.object.position.y, z);
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// TODO: m[ae]th
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this.object.material.color.set(0xff5555)
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let gameTime = performance.now() - this.start
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let lastPosDelta = gameTime - this.srvPos.time
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let ballPos = [...this.srvPos.pos];
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let ballVel = [...this.srvPos.vel];
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let ballUp = this.object.position.y > (this.limits.up / 2)
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let betterPositions = this.getBetterPositions()
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let newPos = this.calcNewPos(lastPosDelta,betterPositions, ballPos, ballVel, ballUp)
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this.object.position.set(newPos[0], this.object.position.y, newPos[1]);
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}
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dispose()
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@ -127,4 +289,4 @@ class Ball
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}
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export { Ball };
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export { Ball };
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