core: move files to src and convert snake to ts
This commit is contained in:
+145
@@ -0,0 +1,145 @@
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body {
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font-family: Arial, sans-serif;
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font-size: 14px;
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color: #cad3f5;
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line-height: 1.5;
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max-width: 1920px;
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margin-inline: auto;
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background: #24273a;
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margin: 0px auto;
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}
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#navigation {
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background: #181926;
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display: flex;
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border-bottom-left-radius: 18px;
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border-bottom-right-radius: 18px;
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}
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.navItem {
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margin: 6px;
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margin-top: 0px;
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padding: 8px;
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line-height: 21px;
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display: inline-block;
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}
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#top {
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margin-bottom: 6px;
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border-radius: 16px;
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border-top-left-radius: 0px;
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margin: 4px auto;
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margin-top: 0px;
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height: 55px;
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}
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#main {
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/*background: #1e2030;*/
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}
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.cardStats {
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font-size: 18px;
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}
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h1 {
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width: 130px;
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text-align: center;
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display: inline-block;
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font-size: 1.8rem;
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margin: 0px;
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padding: 8px;
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border-top-left-radius: 18px;
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border-top-right-radius: 18px;
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}
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h2 {
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color: #6c6f85;
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font-size: 1.8rem;
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text-align: center;
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margin-top: 0;
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margin-bottom: 0.5rem;
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}
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h3 {
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color: #dc8a78;
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font-size: 1.3rem;
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margin-top: 0;
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margin-bottom: 0;
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}
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h4 {
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color: #8c8fa1;
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font-size: 1.1rem;
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margin-top: 0;
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margin-bottom: 0.5rem;
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}
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p {
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margin: 0px;
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}
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a {
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text-decoration: none;
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padding: 8px;
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color: #8aadf4;
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}
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a:hover, a:active {
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border-radius: 9px;
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text-decoration: underline;
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text-shadow: 1px 1px 1px #333;
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animation: hover 3s linear infinite;
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}
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a.button {
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margin: 14px 10%;
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padding: 4px 12px;
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border: 1px outset #494d64;
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border-radius: 9px;
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color: #8aadf4;
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display: inline-block;
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background-color: #363a4f;
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text-decoration: none;
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width: 80px;
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text-align: center;
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}
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@keyframes hover {
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0% { box-shadow: 0 0 8px 4px #24273a; }
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15% { box-shadow: 0 0 8px 4px #494d64; }
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50% { box-shadow: 0 0 8px 4px #b7bdf8; }
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85% { box-shadow: 0 0 8px 4px #494d64; }
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100% { box-shadow: 0 0 8px 4px #24273a; }
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}
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@keyframes card {
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0% { box-shadow: 0 0 8px 4px #24273a; }
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50% { box-shadow: 0 0 8px 4px #df8e1d; }
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100% { box-shadow: 0 0 8px 4px #24273a; }
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}
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.card {
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background: #363a4f;
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text-align: center;
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border-radius: 6px;
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border-top-left-radius: 18px;
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border-top-right-radius: 18px;
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animation: card 3s linear infinite;
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width: 800px;
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height: 800px;
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margin: 0px auto;
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margin-top: 25px;
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margin-bottom: 25px;
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}
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.cardTop {
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background: #1e2030;
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border-top-left-radius: 18px;
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border-top-right-radius: 18px;
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}
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#pong {
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margin: 6px;
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border-radius: 9px;
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background: #494d64;
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}
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@@ -0,0 +1,23 @@
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html, body {
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height: 100%;
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margin: 0;
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}
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body {
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background: black;
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display: flex;
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align-items: center;
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justify-content: center;
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}
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.button {
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background: blue;
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color: white;
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padding: 15px 20px;
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font-size: 32px;
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font-family: Arial, Helvetica, sans-serif;
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text-transform: uppercase;
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cursor: pointer;
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position: relative;
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}
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+226
@@ -0,0 +1,226 @@
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const canvas = document.getElementById('pong');
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const context = canvas.getContext('2d');
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const grid = 15;
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const paddleHeight = grid * 5; // 80
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const maxPaddleY = canvas.height - grid - paddleHeight;
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var paddleSpeed = 6;
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var ballSpeed = 5;
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var leftScore = 0;
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var rightScore = 0;
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const leftPaddle = {
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// start in the middle of the game on the left side
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x: grid * 2,
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y: canvas.height / 2 - paddleHeight / 2,
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width: grid,
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height: paddleHeight,
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// paddle velocity
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dy: 0
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};
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const rightPaddle = {
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// start in the middle of the game on the right side
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x: canvas.width - grid * 3,
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y: canvas.height / 2 - paddleHeight / 2,
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width: grid,
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height: paddleHeight,
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// paddle velocity
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dy: 0
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};
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const ball = {
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// start in the middle of the game
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x: canvas.width / 2,
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y: canvas.height / 2,
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width: grid,
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height: grid,
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// keep track of when need to reset the ball position
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resetting: false,
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// ball velocity (start going to the top-right corner)
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dx: ballSpeed,
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dy: -ballSpeed
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};
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// check for collision between two objects using axis-aligned bounding box (AABB)
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// @see https://developer.mozilla.org/en-US/docs/Games/Techniques/2D_collision_detection
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function collides(obj1, obj2) {
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return obj1.x < obj2.x + obj2.width &&
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obj1.x + obj1.width > obj2.x &&
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obj1.y < obj2.y + obj2.height &&
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obj1.y + obj1.height > obj2.y;
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}
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function gameOver() {
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context.clearRect(0, 0, canvas.width, canvas.height);
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let restartGame = document.getElementById("restart");
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let gameOverText = document.getElementById("gameover");
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restartGame.hidden = false;
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gameOverText.hidden = false;
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}
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function restartGame() {
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leftScore = 0;
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rightScore = 0;
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let restartGame = document.getElementById("restart");
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restartGame.hidden = true;
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requestAnimationFrame(loop);
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}
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function BotMovesPaddle(paddle) {
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ballRegion = Math.floor(ball.y / 15);
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paddleRegion = Math.floor(paddle.y / 15);
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if (ballRegion < paddleRegion) paddle.dy = -paddleSpeed;
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if (ballRegion > paddleRegion) paddle.dy = paddleSpeed;
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if (ballRegion === paddleRegion) paddle.dy = 0;
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}
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// game loop
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function loop() {
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//if (leftScore < 7 && rightScore < 7) {
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requestAnimationFrame(loop);
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//} else if (leftScore >= 7 || rightScore >= 7) {
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// gameOver();
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//}
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context.clearRect(0,0,canvas.width,canvas.height);
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if (ball.dx < 0) {
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BotMovesPaddle(leftPaddle);
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document.getElementById("leftPaddle").innerHTML = leftPaddle.y;
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}
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if (ball.dx > 0) {
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BotMovesPaddle(rightPaddle);
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document.getElementById("rightPaddle").innerHTML = rightPaddle.y;
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}
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// move paddles by their velocity
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leftPaddle.y += leftPaddle.dy;
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rightPaddle.y += rightPaddle.dy;
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// prevent paddles from going through walls
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if (leftPaddle.y < grid) {
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leftPaddle.y = grid;
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}
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else if (leftPaddle.y > maxPaddleY) {
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leftPaddle.y = maxPaddleY;
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}
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if (rightPaddle.y < grid) {
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rightPaddle.y = grid;
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}
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else if (rightPaddle.y > maxPaddleY) {
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rightPaddle.y = maxPaddleY;
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}
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// draw paddles
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context.fillStyle = 'white';
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context.fillRect(leftPaddle.x, leftPaddle.y, leftPaddle.width, leftPaddle.height);
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context.fillRect(rightPaddle.x, rightPaddle.y, rightPaddle.width, rightPaddle.height);
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// move ball by its velocity
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ball.x += ball.dx;
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ball.y += ball.dy;
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// prevent ball from going through walls by changing its velocity
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if (ball.y < grid) {
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ball.y = grid;
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ball.dy *= -1;
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}
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else if (ball.y + grid > canvas.height - grid) {
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ball.y = canvas.height - grid * 2;
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ball.dy *= -1;
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}
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// reset ball if it goes past paddle (but only if we haven't already done so)
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if ( (ball.x < 0 || ball.x > canvas.width) && !ball.resetting) {
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ball.resetting = true;
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if (ball.x < 0) {
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rightScore++;
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}
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if (ball.x > canvas.width) {
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leftScore++;
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}
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// give some time for the player to recover before launching the ball again
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setTimeout(() => {
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ball.resetting = false;
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ball.x = canvas.width / 2;
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ball.y = canvas.height / 2;
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}, 400);
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}
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// check to see if ball collides with paddle. if they do change x velocity
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if (collides(ball, leftPaddle)) {
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ball.dx *= -1;
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leftPaddle.dy = 0;
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// move ball next to the paddle otherwise the collision will happen again
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// in the next frame
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ball.x = leftPaddle.x + leftPaddle.width;
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}
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else if (collides(ball, rightPaddle)) {
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ball.dx *= -1;
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rightPaddle.dy = 0;
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// move ball next to the paddle otherwise the collision will happen again
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// in the next frame
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ball.x = rightPaddle.x - ball.width;
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}
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// draw score
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context.font = "30px Arial";
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context.fillText(leftScore, 200, 50);
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context.fillText(rightScore, 560, 50);
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// draw ball
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context.fillRect(ball.x, ball.y, ball.width, ball.height);
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// draw walls
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context.fillStyle = "#f4dbd6";
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context.fillRect(0, 0, canvas.width, grid);
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context.fillRect(0, canvas.height - grid, canvas.width, canvas.height);
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// draw dotted line down the middle
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for (let i = grid; i < canvas.height - grid; i += grid * 2) {
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context.fillRect(canvas.width / 2 - grid / 2, i, grid, grid);
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}
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}
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// listen to keyboard events to move the paddles
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document.addEventListener('keydown', function(e) {
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// up arrow key
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if (e.which === 38) {
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rightPaddle.dy = -paddleSpeed;
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}
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// down arrow key
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else if (e.which === 40) {
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rightPaddle.dy = paddleSpeed;
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}
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// w key
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if (e.which === 87) {
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leftPaddle.dy = -paddleSpeed;
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}
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// a key
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else if (e.which === 83) {
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leftPaddle.dy = paddleSpeed;
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}
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});
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// listen to keyboard events to stop the paddle if key is released
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document.addEventListener('keyup', function(e) {
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if (e.which === 38 || e.which === 40) {
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rightPaddle.dy = 0;
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}
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if (e.which === 83 || e.which === 87) {
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leftPaddle.dy = 0;
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}
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});
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// start the game
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requestAnimationFrame(loop);
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+276
@@ -0,0 +1,276 @@
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/*
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bits:
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0 = snake
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1 = food
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2 = checked (for searching algorithms)
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*/
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// Bit functions for ease
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function isBitSet(value: number, bit: number): boolean {
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return ((value >> bit) % 2 != 0)
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}
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function bitSet(value: number, bit: number): number {
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return value | 1 << bit;
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}
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function bitClear(value: number, bit: number): number {
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return value & ~(1 << bit);
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}
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class Point {
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x: number;
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y: number;
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constructor(x = 0, y = 0) {
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this.x = x;
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this.y = y;
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}
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add(other: Point) {
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var result = new Point;
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result.x = this.x + other.x;
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result.y = this.y + other.y;
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return result;
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}
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subtract(other: Point) {
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var result = new Point;
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result.x = this.x - other.x;
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result.y = this.y - other.y;
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return result;
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}
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}
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class SnakeCore {
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canvas: HTMLCanvasElement;
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context: CanvasRenderingContext2D;
|
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grid: number;
|
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speed: number;
|
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width: number;
|
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height: number;
|
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board: number[][];
|
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body: Point[];
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gameover: boolean;
|
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foodAte: boolean;
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constructor() {
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// TODO: Add CSS stuff for page
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this.canvas = document.getElementById('snake') as HTMLCanvasElement;
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this.context = this.canvas.getContext('2d') as CanvasRenderingContext2D;
|
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this.grid = 25; // size of grid squares
|
||||
this.speed = 10; // speed in ms
|
||||
this.width = 25;
|
||||
this.height = 15;
|
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this.board = [];
|
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for (let i = 0; i < this.height; i++) {
|
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this.board.push(new Array(this.width));
|
||||
for (let j = 0; j < this.width; j++) {
|
||||
this.board[i][j] = 0;
|
||||
}
|
||||
}
|
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this.body = [];
|
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this.gameover = false;
|
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this.foodAte = true;
|
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this.body.push(new Point(12, 8));
|
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this.board[8][12] = 1;
|
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}
|
||||
|
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get head(): Point {
|
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return this.body[this.body.length - 1];
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||||
}
|
||||
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reset() {
|
||||
snake.gameover = false;
|
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snake.foodAte = true;
|
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for (let i = 0; i < this.height; i++) {
|
||||
for (let j = 0; j < this.width; j++) {
|
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this.board[i][j] = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foodRegen() {
|
||||
if (!this.foodAte)
|
||||
return;
|
||||
this.foodAte = false;
|
||||
while (true) {
|
||||
let tmp = new Point(Math.floor(Math.random() * this.width), Math.floor(Math.random() * this.height));
|
||||
if (isBitSet(this.board[tmp.y][tmp.x], 0))
|
||||
continue;
|
||||
this.board[tmp.y][tmp.x] = bitSet(this.board[tmp.y][tmp.x], 1);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class Bot {
|
||||
pathUntrimmed: Point[];
|
||||
path: Point[];
|
||||
|
||||
constructor() {
|
||||
this.pathUntrimmed = [];
|
||||
this.path = [];
|
||||
}
|
||||
|
||||
bfs() {
|
||||
var search: Point[] = [snake.head];
|
||||
while (search.length !== 0) {
|
||||
let current: Point = search.shift() as Point;
|
||||
if (isBitSet(snake.board[current.y][current.x], 2))
|
||||
continue;
|
||||
this.pathUntrimmed.push(current);
|
||||
let locals: Point[] = new Array[4];
|
||||
for (var i = 0; i < 4; i++)
|
||||
locals[i] = new Point(current.x, current.y);
|
||||
locals[0].y += 1;
|
||||
locals[1].x += 1;
|
||||
locals[2].y -= 1;
|
||||
locals[3].x -= 1;
|
||||
for (const local of locals) {
|
||||
if (local.x < 0 || local.x > snake.width - 1 || local.y < 0 || local.y > snake.height - 1) {
|
||||
continue;
|
||||
}
|
||||
let value = snake.board[local.y][local.x];
|
||||
if (isBitSet(value, 1)) {
|
||||
this.pathUntrimmed.push(local);
|
||||
return;
|
||||
}
|
||||
if (isBitSet(value, 2))
|
||||
continue;
|
||||
if (isBitSet(value, 0))
|
||||
continue;
|
||||
search.push(local);
|
||||
}
|
||||
snake.board[current.y][current.x] = bitSet(snake.board[current.y][current.x], 2);
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Fix trim function
|
||||
trim() {
|
||||
let reachedSnake = false;
|
||||
this.path.push(this.pathUntrimmed.pop() as Point); // Push food location
|
||||
while (this.pathUntrimmed.length !== 0) {
|
||||
if (!reachedSnake) {
|
||||
let location = this.pathUntrimmed[this.pathUntrimmed.length - 1];
|
||||
if (isBitSet(snake.board[location.y][location.x], 0))
|
||||
reachedSnake = true;
|
||||
var delta = new Point;
|
||||
let connection = this.path[this.path.length - 1];
|
||||
delta.x = location.x - connection.x;
|
||||
delta.y = location.y - connection.y;
|
||||
if ((Math.abs(delta.x) + Math.abs(delta.y)) === 1)
|
||||
this.path.push(location);
|
||||
}
|
||||
this.pathUntrimmed.pop();
|
||||
}
|
||||
}
|
||||
|
||||
unvisit() {
|
||||
for (let i = 0; i < snake.height; i++) {
|
||||
for (let j = 0; j < snake.width; j++) {
|
||||
snake.board[i][j] = bitClear(snake.board[i][j], 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
values:
|
||||
0 = left
|
||||
1 = up
|
||||
2 = right
|
||||
4 = down
|
||||
*/
|
||||
nextMove() {
|
||||
var next: Point = this.path.pop() as Point;
|
||||
var head: Point = snake.head;
|
||||
var delta = new Point(0, 0);
|
||||
delta = next.subtract(head);
|
||||
if (delta.x > 1) {
|
||||
delta.x = 1;
|
||||
console.log("[ERR] delta.x > 1, clamping");
|
||||
} else if (delta.x < -1) {
|
||||
delta.x = -1;
|
||||
console.log("[ERR] delta.x < 1, clamping");
|
||||
}
|
||||
if (delta.y > 1) {
|
||||
delta.y = 1;
|
||||
console.log("[ERR] delta.y > 1, clamping");
|
||||
} else if (delta.y < -1) {
|
||||
delta.y = -1;
|
||||
console.log("[ERR] delta.y < 1, clamping");
|
||||
}
|
||||
return delta;
|
||||
}
|
||||
|
||||
autoplay() {
|
||||
if (this.path.length === 0)
|
||||
this.bfs();
|
||||
this.trim();
|
||||
this.unvisit();
|
||||
return this.nextMove();
|
||||
/*
|
||||
let delta = this.headPos - this.path.pop();
|
||||
if (delta.x > 0)
|
||||
return 0;
|
||||
if (delta.y > 0)
|
||||
return 1;
|
||||
if (delta.x < 0)
|
||||
return 2;
|
||||
if (delta.y < 0)
|
||||
return 4;
|
||||
return 0; // Safety guard if above doesn't return
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
const snake: SnakeCore = new SnakeCore(); // Singleton for snake game
|
||||
const bot: Bot = new Bot(); // Singleton for bot playing
|
||||
|
||||
function snakeloop() {
|
||||
snake.context.clearRect(0, 0, snake.canvas.width, snake.canvas.height);
|
||||
// Reset of needed
|
||||
if (snake.gameover)
|
||||
snake.reset();
|
||||
// Input
|
||||
bot.autoplay();
|
||||
|
||||
// Move snake
|
||||
// TODO: Fix teleporting snake
|
||||
let next = bot.nextMove().add(snake.head);
|
||||
if (next.x < 0 || next.x > snake.width || next.y < 0 || next.y > snake.height)
|
||||
snake.gameover = true;
|
||||
if (isBitSet(snake.board[next.y][next.x], 0) && (snake.body.length > 1))
|
||||
snake.gameover = true; // Game should end (Snake touching snake)
|
||||
|
||||
snake.board[next.y][next.x] = bitSet(snake.board[next.y][next.x], 0);
|
||||
snake.body.push(next);
|
||||
if (!isBitSet(snake.board[next.y][next.x], 1)) {
|
||||
let old: Point = snake.body.shift() as Point;
|
||||
snake.board[old.y][old.x] = bitClear(snake.board[old.y][old.x], 0);
|
||||
} else {
|
||||
snake.board[next.y][next.x] = bitClear(snake.board[next.y][next.x], 1);
|
||||
snake.foodAte = true;
|
||||
while (bot.path.length > 0)
|
||||
bot.path.pop();
|
||||
}
|
||||
|
||||
// Regenerate food if needed
|
||||
snake.foodRegen();
|
||||
|
||||
// Draw game
|
||||
for (let i = 0; i < snake.height; i++) {
|
||||
for (let j = 0; j < snake.width; j++) {
|
||||
if (isBitSet(snake.board[i][j], 0))
|
||||
snake.context.fillStyle = "green";
|
||||
else if (isBitSet(snake.board[i][j], 1))
|
||||
snake.context.fillStyle = "red";
|
||||
else
|
||||
snake.context.fillStyle = "black";
|
||||
snake.context.fillRect(j * snake.grid, i * snake.grid, snake.grid, snake.grid);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// start the game
|
||||
setInterval(snakeloop, snake.speed);
|
||||
Reference in New Issue
Block a user