Initial commit: fuesse.sexy — Where's the Feet
Wimmel-Suchspiel: finde 3 versteckte Fuesse in einer randvollen Szene. - Node/Express-Server generiert Szenen prozedural aus einer gemeinsamen Library (library/props = Deko, library/feet = Fuesse); Spezial-Level (emoji) unter scenes/ - Serverseitige Trefferpruefung (nicht per DOM austrickbar) - Frontend rendert die Szene als ein Bild -> fluessiges Zoom/Pan (panzoom) - Dark Mode, kein Start-Screen, Installationsskript + Deploy-Doku (Proxmox LXC) Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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213
server/sceneGenerator.js
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213
server/sceneGenerator.js
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// Baut aus einer Kategorie ein frisch gemischtes Szenen-Layout: Deko wird zufaellig
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// gestreut, dann werden 3 Ziele darueber versteckt. Weil wir hier platzieren, kennen
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// wir die Ziel-Trefferzonen exakt -> die Klickpruefung kann serverseitig laufen.
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import { saveScene } from './sceneStore.js';
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const CANVAS_WIDTH = 2000;
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const CANVAS_HEIGHT = 1400;
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const TARGET_COUNT = 3;
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const EDGE_MARGIN = 60;
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const MIN_TARGET_DISTANCE = 220; // Ziele nicht zu dicht beieinander
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// Zufaellige, angenehme Hintergrundfarben fuer normale (nicht-thematische) Szenen.
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const PALETTE = [
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'#fbe7b6', '#d7ecff', '#ffe0ec', '#e5f7e0',
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'#efe6ff', '#fff2cc', '#dfeff2', '#f4e2d0',
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];
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function rand(min, max) {
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return min + Math.random() * (max - min);
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}
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function randInt(min, max) {
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return Math.floor(rand(min, max + 1));
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}
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function pick(array) {
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return array[randInt(0, array.length - 1)];
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}
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function makeSceneId() {
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return `${Date.now().toString(36)}-${Math.random().toString(36).slice(2, 8)}`;
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}
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// 🦶 -> "1f9b6" ; entfernt die Variation-Selector-Bytes (FE0F), joined mit "-".
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// Damit passt es zu gaengigen Emoji-Bildsets (Datei je Codepoint-Sequenz).
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function toCodepoint(glyph) {
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return [...glyph]
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.map((ch) => ch.codePointAt(0))
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.filter((cp) => cp !== 0xfe0f)
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.map((cp) => cp.toString(16))
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.join('-');
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}
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function randomPosition() {
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return {
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cx: rand(EDGE_MARGIN, CANVAS_WIDTH - EDGE_MARGIN),
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cy: rand(EDGE_MARGIN, CANVAS_HEIGHT - EDGE_MARGIN),
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};
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}
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// Jittered Grid: fuellt die ganze Flaeche lueckenlos, wirkt durch Zufalls-Versatz,
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// -Groesse und -Drehung aber organisch/chaotisch (echtes "Wimmel"-Gefuehl).
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// cellFactor < 1 => Zellen kleiner als die Items => sie ueberlappen => randvoll.
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function gridPositions(cellFactor, avgSize) {
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const cell = Math.max(16, avgSize * cellFactor);
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const cols = Math.ceil(CANVAS_WIDTH / cell);
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const rows = Math.ceil(CANVAS_HEIGHT / cell);
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const jitter = cell * 0.45;
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const out = [];
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for (let r = 0; r < rows; r++) {
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for (let c = 0; c < cols; c++) {
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out.push({
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cx: c * cell + cell / 2 + rand(-jitter, jitter),
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cy: r * cell + cell / 2 + rand(-jitter, jitter),
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});
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}
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}
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return out;
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}
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// Reihenfolge mischen, damit gleiche Emojis/Props nicht sichtbar "in Reihe" liegen.
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function shuffle(arr) {
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for (let i = arr.length - 1; i > 0; i--) {
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const j = randInt(0, i);
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[arr[i], arr[j]] = [arr[j], arr[i]];
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}
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return arr;
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}
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// Platz fuer ein Ziel finden, das genug Abstand zu bereits gesetzten Zielen haelt.
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function findTargetPosition(placedTargets) {
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for (let attempt = 0; attempt < 40; attempt++) {
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const pos = randomPosition();
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const clear = placedTargets.every((t) => {
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const dx = t.cx - pos.cx;
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const dy = t.cy - pos.cy;
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return Math.hypot(dx, dy) >= MIN_TARGET_DISTANCE;
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});
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if (clear) return pos;
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}
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return randomPosition(); // Notfall: nimm irgendeine Position
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}
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function buildImageItem(cat, pos) {
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return {
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kind: 'image',
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assetUrl: pick(cat.props),
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cx: pos.cx,
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cy: pos.cy,
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size: rand(cat.minSize, cat.maxSize),
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rot: rand(-180, 180),
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};
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}
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function buildEmojiItem(cat, pos) {
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const glyph = pick(cat.propGlyphs);
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return {
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kind: 'emoji',
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glyph,
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codepoint: toCodepoint(glyph),
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cx: pos.cx,
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cy: pos.cy,
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size: rand(cat.minSize, cat.maxSize),
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rot: rand(-18, 18),
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};
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}
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// Erzeugt eine Szene fuer die gegebene Kategorie und liefert:
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// { payload } -> geht ans Frontend (ohne Kennzeichnung, welche Items Ziele sind)
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// und speichert die Trefferzonen serverseitig unter der sceneId.
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export function generateScene(cat) {
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const sceneId = makeSceneId();
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const isEmoji = cat.type === 'emoji';
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// 1) Deko lueckenlos ueber ein jittered Grid streuen -> randvolles Wimmelbild
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const items = [];
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const avgSize = (cat.minSize + cat.maxSize) / 2;
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const cellFactor = cat.cellFactor || (isEmoji ? 0.8 : 0.82);
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const positions = shuffle(gridPositions(cellFactor, avgSize));
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for (const pos of positions) {
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items.push(isEmoji ? buildEmojiItem(cat, pos) : buildImageItem(cat, pos));
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}
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// 2) Ziele auswaehlen
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const chosenTargets = [];
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if (isEmoji) {
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const glyphPool = shuffle([...cat.targetGlyphs]);
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for (let i = 0; i < TARGET_COUNT; i++) {
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const glyph = glyphPool.length > 0 ? glyphPool.pop() : pick(cat.targetGlyphs);
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chosenTargets.push({ glyph, codepoint: toCodepoint(glyph), name: 'Fuss-Emoji' });
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}
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} else {
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// 3 moeglichst unterschiedliche Ziel-Bilder (Duplikate nur, wenn zu wenige da sind)
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const pool = shuffle([...cat.targets]);
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for (let i = 0; i < TARGET_COUNT; i++) {
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const picked = pool.length > 0 ? pool.pop() : pick(cat.targets);
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chosenTargets.push({ url: picked.url, name: picked.name });
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}
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}
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// 2b) Ablenker-Fuesse streuen: die NICHT gewaehlten Fuesse (nur normale/Clipart-Level).
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// So muss man die 3 richtigen aus der Legende finden, nicht irgendeinen Fuss.
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if (!isEmoji && Array.isArray(cat.targets) && cat.targets.length > TARGET_COUNT) {
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const chosenUrls = new Set(chosenTargets.map((t) => t.url));
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const decoyPool = cat.targets.filter((t) => !chosenUrls.has(t.url));
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if (decoyPool.length > 0) {
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const decoyCount = Math.min(12, decoyPool.length * 2 + 2);
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for (let i = 0; i < decoyCount; i++) {
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const d = pick(decoyPool);
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const pos = randomPosition();
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items.push({
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kind: 'image',
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assetUrl: d.url,
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cx: pos.cx,
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cy: pos.cy,
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size: rand((cat.minSize + cat.maxSize) / 2, cat.maxSize),
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rot: rand(-25, 25),
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});
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}
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}
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}
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// 3) Ziele platzieren (kommen ans Ende von items -> werden oben gerendert, also sichtbar)
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const placedTargets = [];
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const legend = [];
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chosenTargets.forEach((t, i) => {
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const pos = findTargetPosition(placedTargets);
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const size = isEmoji
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? rand(cat.minSize, cat.maxSize)
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: rand((cat.minSize + cat.maxSize) / 2, cat.maxSize);
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const id = `t${i}`;
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placedTargets.push({ id, cx: pos.cx, cy: pos.cy, radius: size * 0.55 });
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const item = isEmoji
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? { kind: 'emoji', glyph: t.glyph, codepoint: t.codepoint, cx: pos.cx, cy: pos.cy, size, rot: rand(-12, 12) }
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: { kind: 'image', assetUrl: t.url, cx: pos.cx, cy: pos.cy, size, rot: rand(-25, 25) };
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items.push(item);
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legend.push(
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isEmoji
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? { id, name: t.name, glyph: t.glyph, codepoint: t.codepoint }
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: { id, name: t.name, assetUrl: t.url }
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);
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});
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// Trefferzonen nur serverseitig ablegen
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saveScene(sceneId, placedTargets);
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const payload = {
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sceneId,
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type: cat.type,
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category: cat.name,
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width: CANVAS_WIDTH,
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height: CANVAS_HEIGHT,
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background: cat.background || pick(PALETTE),
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targets: legend,
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items,
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};
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return payload;
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}
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