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@ -21,37 +21,73 @@ import './world_tree.css'
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// Settings for the world tree
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cytoscape.use( klay )
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const N = 18 // max number of levels per world
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const R = 64 // radius of a world
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const r = 12 // radius of a level
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const s = 10 // global scale
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const padding = R + 2*r // padding of the graphic (on a different scale)
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const ds = .75 // scale the resulting svg image
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const r = 16 // radius of a level
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const s = 12 // global scale
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const lineWidth = 10 //
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const ds = .75 // scale the resulting svg image
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const NMIN = 5 // min. worldsize
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const NLABEL = 9 // max. world size to display label below the world
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const NMAX = 16 // max. world size. Level icons start spiraling out if the world has more levels.
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// colours
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const grey = '#999'
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const lightgrey = '#bbb'
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const green = 'green'
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const green = 'green' // 118a11?
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const lightgreen = '#139e13'
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const blue = '#1976d2'
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const darkgrey = '#868686'
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const darkgreen = '#0e770e'
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const darkblue = '#1667b8'
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/** svg object for a level in the game tree */
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export function LevelIcon({ world, level, position, completed, unlocked }:
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export function LevelIcon({ world, level, position, completed, unlocked, worldSize }:
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{ world: string,
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level: number,
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position: cytoscape.Position,
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completed: boolean,
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unlocked: boolean,
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worldSize: number
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}) {
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const N = Math.max(worldSize, NMIN)
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// divide circle into `N+2` equal pieces
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const beta = 2 * Math.PI / Math.min(N+2, (NMAX+1))
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// We want distance between two level icons to be `2.2*r`, therefore:
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// Sinus-Satz: (1.1*r) / sin(β/2) = R / sin(π/2)
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let R = 1.1 * r / Math.sin(beta/2)
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const gameId = React.useContext(GameIdContext)
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const difficulty = useSelector(selectDifficulty(gameId))
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const x = s * position.x + Math.sin(level * 2 * Math.PI / N) * (R + 1.2*r + 2.4*r*Math.floor((level - 1)/N))
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const y = s * position.y - Math.cos(level * 2 * Math.PI / N) * (R + 1.2*r + 2.4*r*Math.floor((level - 1)/N))
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const levelDisabled = (difficulty >= 2 && !(unlocked || completed))
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/** In the spiral, the angle `β` should decrease to avoid big gaps between levels.
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* This is a simplified function, which has little mathematical foundation, but
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* works fine in tests up to `N=30`.
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*/
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function betaSpiral(level) {
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return 2 * Math.PI / ((NMAX+1) + Math.max(0, (level-2)) / (NMAX+1))
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}
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const x = N < (NMAX+1) ?
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// normal case
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s * position.x + Math.sin(level * beta) * R :
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// spiraling case
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s * position.x + Math.sin(level * betaSpiral(level)) * (R + 2*r*(level-1)/(NMAX+1))
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const y = N < (NMAX+1) ?
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// normal case
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s * position.y - Math.cos(level * beta) * R :
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// spiraling case
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s * position.y - Math.cos(level * betaSpiral(level)) * (R + 2*r*(level-1)/(NMAX+1))
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return (
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<Link to={levelDisabled ? '' : `/${gameId}/world/${world}/level/${level}`}
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className={`level${levelDisabled ? ' disabled' : ''}`}>
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<circle fill={completed ? lightgreen : unlocked? blue : grey} cx={x} cy={y} r={r} />
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<circle fill={completed ? lightgreen : unlocked? blue : lightgrey} cx={x} cy={y} r={r} />
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<foreignObject className="level-title-wrapper" x={x} y={y}
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width={1.42*r} height={1.42*r} transform={"translate("+ -.71*r +","+ -.71*r +")"}>
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<div>
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@ -65,12 +101,22 @@ export function LevelIcon({ world, level, position, completed, unlocked }:
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}
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/** svg object of one world in the game tree */
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export function WorldIcon({world, title, position, completedLevels, difficulty}:
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export function WorldIcon({world, title, position, completedLevels, difficulty, worldSize}:
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{ world: string,
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title: string,
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position: cytoscape.Position,
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completedLevels: any,
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difficulty: number }) {
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difficulty: number,
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worldSize: number
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}) {
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// See level icons. Match radius computed there minus `1.2*r`
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const N = Math.max(worldSize, NMIN)
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const betaHalf = Math.PI / Math.min(N+2, (NMAX + 1))
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let R = 1.1 * r / Math.sin(betaHalf) - 1.2 * r
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// Offset for the labels for small worlds
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let labelOffset = R + 2.5 * r
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// index `0` indicates that all prerequisites are completed
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let unlocked = completedLevels[0]
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@ -84,7 +130,6 @@ export function WorldIcon({world, title, position, completedLevels, difficulty}:
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nextLevel = 0
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}
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let playable = difficulty <= 1 || completed || unlocked
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const gameId = React.useContext(GameIdContext)
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return <Link
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@ -92,14 +137,27 @@ export function WorldIcon({world, title, position, completedLevels, difficulty}:
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className={playable ? '' : 'disabled'}>
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<circle className="world-circle" cx={s*position.x} cy={s*position.y} r={R}
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fill={completed ? green : unlocked ? blue : grey}/>
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<foreignObject className="world-title-wrapper" x={s*position.x} y={s*position.y}
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width={1.42*R} height={1.42*R} transform={"translate("+ -.71*R +","+ -.71*R +")"}>
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<div className={unlocked && !completed ? "playable-world" : ''}>
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<p className="world-title" style={{fontSize: Math.floor(R/4) + "px"}}>
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{title ? title : world}
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</p>
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</div>
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</foreignObject>
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{worldSize > NLABEL ?
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// Label for large worlds
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<foreignObject className="world-title-wrapper" x={s*position.x} y={s*position.y}
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width={1.42*R} height={1.42*R} transform={"translate("+ -.71*R +","+ -.71*R +")"}>
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<div className={unlocked && !completed ? "playable-world" : ''}>
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<p className="world-title" style={{fontSize: Math.floor(R/4) + "px"}}>
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{title ? title : world}
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</p>
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</div>
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</foreignObject>
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:
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// Label for small worlds
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<foreignObject x={s*position.x - 75} y={s*position.y + labelOffset}
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width='150px' height='2em' style={{overflow: 'visible'}}
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>
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<div className='world-label' style={{backgroundColor: completed ? darkgreen : unlocked ? darkblue : darkgrey}}>
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<p className='world-title'>
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{title ? title : world}
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</p>
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</div>
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</foreignObject>}
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</Link>
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}
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@ -107,7 +165,7 @@ export function WorldIcon({world, title, position, completedLevels, difficulty}:
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export function WorldPath({source, target, unlocked} : {source: any, target: any, unlocked: boolean}) {
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return <line x1={s*source.position.x} y1={s*source.position.y}
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x2={s*target.position.x} y2={s*target.position.y}
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stroke={unlocked ? green : lightgrey} strokeWidth={s}/>
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stroke={unlocked ? green : grey} strokeWidth={lineWidth} />
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}
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/** Download a file containing `data` */
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@ -286,7 +344,9 @@ export function computeWorldLayout(worlds) {
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headless: true,
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styleEnabled: false
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})
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const layout = cy.layout({name: "klay", klay: {direction: "DOWN", nodePlacement: "LINEAR_SEGMENTS"}} as LayoutOptions).run()
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cy.layout({name: "klay", klay: {direction: "DOWN", nodePlacement: "LINEAR_SEGMENTS"}} as LayoutOptions).run()
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let nodes = {}
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cy.nodes().forEach((node, id) => {
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nodes[node.id()] = {
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@ -355,21 +415,32 @@ export function WorldTreePanel({worlds, worldSize}:
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position={position}
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completedLevels={completed[worldId]}
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difficulty={difficulty}
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key={`${gameId}-${worldId}`} />
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key={`${gameId}-${worldId}`}
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worldSize={worldSize[worldId]}
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/>
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)
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for (let i = 1; i <= worldSize[worldId]; i++) {
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svgElements.push(
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<LevelIcon
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world={worldId}
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level={i}
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position={position}
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completed={completed[worldId][i]} unlocked={completed[worldId][i-1]}
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key={`${gameId}-${worldId}-${i}`} />
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completed={completed[worldId][i]}
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unlocked={completed[worldId][i-1]}
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key={`${gameId}-${worldId}-${i}`}
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worldSize={worldSize[worldId]}
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/>
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)
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}
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}
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}
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// See `LevelIcon` for calculation of the radius. Use the max. radius for calculating the padding
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// TODO: Is there a way to determine padding according to the drawn objects?
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let R = 1.1 * r / Math.sin(Math.PI / (NMAX+1))
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const padding = R + 2.1*r
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let dx = bounds ? s*(bounds.x2 - bounds.x1) + 2*padding : null
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return <div className="column">
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