feat: Add new game screen
- Add first person view screen - Add HippieCrosshair class - Controls for crosshair options - Add styles to game module
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230
source/code/game.js
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230
source/code/game.js
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class HippieCrosshair {
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constructor(canvas, options = {}) {
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this.canvas = canvas;
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this.ctx = canvas.getContext('2d');
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this.debug = options.debug || false;
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// Crosshair options
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this.size = options.size || 16;
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this.thickness = options.thickness || 2;
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this.color = options.color || '#000';
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this.gapSize = options.gapSize || 8;
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this.style = options.style || 'cross';
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// Line options
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this.lineColor = options.lineColor || '#fff';
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this.lineWidth = options.lineWidth || 1;
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this.showConnector = options.showConnector !== false;
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// Symbol options
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this.symbolDistance = options.symbolDistance || 128; // Distance to draw next symbol
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this.symbolSpacing = options.symbolSpacing || 64; // Space between symbols
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this.symbolSize = options.symbolSize || 8;
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this.symbolColor = options.symbolColor || '#000';
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this.symbolStyle = options.symbolStyle || 'arrow';
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this.mouseX = canvas.width / 2;
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this.mouseY = canvas.height / 2;
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this.setupEventListeners();
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this.animate();
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}
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setupEventListeners() {
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document.addEventListener('mousemove', (e) => {
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this.mouseX = e.clientX;
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this.mouseY = e.clientY;
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});
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}
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animate() {
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this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
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if (this.showConnector) {
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if (this.debug) this.drawLine();
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this.drawConnector();
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}
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// TODO: Autom. Zug zum Zentrum hin ermöglichen
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this.drawCrosshair();
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requestAnimationFrame(() => this.animate());
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}
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drawLine() {
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const centerX = this.canvas.width / 2;
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const centerY = this.canvas.height / 2;
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this.ctx.strokeStyle = this.lineColor;
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this.ctx.lineWidth = this.lineWidth;
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this.ctx.beginPath();
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this.ctx.moveTo(centerX, centerY);
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this.ctx.lineTo(this.mouseX, this.mouseY);
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this.ctx.stroke();
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}
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// TODO: Ausblenden nach Distanz
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drawConnector() {
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const centerX = this.canvas.width / 2;
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const centerY = this.canvas.height / 2;
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const dx = this.mouseX - centerX;
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const dy = this.mouseY - centerY;
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const distance = Math.sqrt(dx * dx + dy * dy);
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// Only draw symbols if cursor is far enough from center
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if (distance < this.symbolDistance) {
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return;
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}
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const angle = Math.atan2(dy, dx);
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// Calculate how many symbols to draw
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const symbolCount = Math.floor((distance - this.symbolDistance) / this.symbolSpacing);
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for (let i = 0; i < symbolCount; i++) {
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const symbolDistance = this.symbolDistance + (i * this.symbolSpacing);
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const symbolX = centerX + Math.cos(angle) * symbolDistance;
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const symbolY = centerY + Math.sin(angle) * symbolDistance;
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this.drawSymbol(symbolX, symbolY, angle);
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}
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}
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drawSymbol(x, y, angle = 0) {
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this.ctx.fillStyle = this.symbolColor;
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this.ctx.strokeStyle = this.symbolColor;
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this.ctx.lineWidth = 1;
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switch (this.symbolStyle) {
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case 'circle':
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this.ctx.beginPath();
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this.ctx.arc(x, y, this.symbolSize / 2, 0, Math.PI * 2);
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this.ctx.fill();
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break;
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case 'diamond':
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const size = this.symbolSize - (this.symbolSize / 4);
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this.ctx.beginPath();
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this.ctx.moveTo(x, y - size);
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this.ctx.lineTo(x + size, y);
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this.ctx.lineTo(x, y + size);
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this.ctx.lineTo(x - size, y);
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this.ctx.closePath();
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this.ctx.fill();
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break;
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case 'square':
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this.ctx.fillRect(
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x - this.symbolSize / 2,
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y - this.symbolSize / 2,
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this.symbolSize,
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this.symbolSize
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);
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break;
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case 'arrow':
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this.arrow(x, y, angle);
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break;
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}
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}
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arrow(x, y, angle) {
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const size = this.symbolSize - (this.symbolSize / 4);
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this.ctx.save();
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this.ctx.translate(x, y);
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this.ctx.rotate(angle);
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// Arrow pointing right
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this.ctx.beginPath();
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this.ctx.moveTo(size, 0); // Tip
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this.ctx.lineTo(-size, -size); // Back left
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// this.ctx.lineTo(-size * 0.4, 0); // Middle
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this.ctx.lineTo(-size, size); // Back right
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this.ctx.closePath();
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this.ctx.fill();
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this.ctx.restore();
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}
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drawCrosshair() {
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this.ctx.strokeStyle = this.color;
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this.ctx.lineWidth = this.thickness;
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this.ctx.lineCap = 'round';
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switch (this.style) {
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case 'cross':
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this.cross();
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break;
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case 'circle':
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this.circle();
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break;
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case 'dot':
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this.dot();
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break;
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}
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}
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cross() {
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// Horizontal line
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this.ctx.beginPath();
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this.ctx.moveTo(this.mouseX - this.size, this.mouseY);
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this.ctx.lineTo(this.mouseX - this.gapSize, this.mouseY);
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this.ctx.stroke();
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this.ctx.beginPath();
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this.ctx.moveTo(this.mouseX + this.gapSize, this.mouseY);
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this.ctx.lineTo(this.mouseX + this.size, this.mouseY);
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this.ctx.stroke();
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// Vertical line
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this.ctx.beginPath();
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this.ctx.moveTo(this.mouseX, this.mouseY - this.size);
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this.ctx.lineTo(this.mouseX, this.mouseY - this.gapSize);
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this.ctx.stroke();
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this.ctx.beginPath();
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this.ctx.moveTo(this.mouseX, this.mouseY + this.gapSize);
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this.ctx.lineTo(this.mouseX, this.mouseY + this.size);
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this.ctx.stroke();
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}
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circle() {
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// Outer circle
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this.ctx.beginPath();
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this.ctx.arc(this.mouseX, this.mouseY, this.size, 0, Math.PI * 2);
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this.ctx.stroke();
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// Inner dot
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this.ctx.fillStyle = this.color;
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this.ctx.beginPath();
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this.ctx.arc(this.mouseX, this.mouseY, this.thickness * 1.5, 0, Math.PI * 2);
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this.ctx.fill();
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}
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dot() {
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this.ctx.fillStyle = this.color;
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this.ctx.beginPath();
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this.ctx.arc(this.mouseX, this.mouseY, this.size / 4, 0, Math.PI * 2);
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this.ctx.fill();
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}
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setCrosshairStyle(style) {
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this.style = style;
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}
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setColor(color) {
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this.color = color;
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}
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setSymbolStyle(style) {
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this.symbolStyle = style;
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}
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setSymbolColor(color) {
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this.symbolColor = color;
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}
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setLineVisible(visible) {
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this.showConnector = visible;
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}
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}
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