Animation Data, Canvas Image limiting
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@ -0,0 +1,11 @@
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import { IFrame } from './IFrame';
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import { IPin } from './IPin';
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export interface IAnimationData {
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frameRate: number;
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originX: number;
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originY: number;
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loop: boolean;
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frames: IFrame[];
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pins: IPin[];
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}
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import { IFramePinData } from './IFramePinData';
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export interface IFrame {
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filename: string;
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pinData: IFramePinData[];
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}
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@ -0,0 +1,5 @@
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export interface IFramePinData {
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id: number;
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x: number;
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y: number;
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}
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@ -0,0 +1,4 @@
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export interface IPin {
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id: number;
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name: string;
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}
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@ -0,0 +1,8 @@
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//I display the canvas and am clickable
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export class CanvasHandler {
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private currentImageDiv: HTMLElement;
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constructor(currentImageDiv: HTMLElement) {
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this.currentImageDiv = currentImageDiv;
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}
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}
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@ -1,22 +1,31 @@
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export class FileHandler {
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public static ProcessImages(fileList: FileList): string[] {
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const filenames: string[] = [];
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public static ProcessImages = (fileList: FileList): Promise<string[]> => {
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return new Promise(async (resolve, reject) => {
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const filenames: string[] = [];
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// files is a FileList of File objects. List some properties.
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for (let i = 0; i < fileList.length; i++) {
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const f = fileList[i];
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for (let i = 0; i < fileList.length; i++) {
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const file = fileList[i];
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const filename = await FileHandler.ProcessImage(file);
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filenames.push(filename);
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}
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resolve(filenames);
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});
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};
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private static ProcessImage = (file: File): Promise<string> => {
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return new Promise((resolve, reject) => {
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const reader = new FileReader();
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reader.onload = ((theFile) => {
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return (e: any) => {
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filenames.push(e.target.result);
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};
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})(f);
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reader.onload = (event: any) => {
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resolve(event.target!.result);
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};
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reader.onerror = reject;
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// Read in the image file as a data URL.
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reader.readAsDataURL(f);
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}
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return filenames;
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}
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reader.readAsDataURL(file);
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});
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};
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}
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@ -1,15 +1,23 @@
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export class FrameHandler {
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private frameNumberDiv: HTMLElement;
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private filenames: string[] = [];
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private currentFrame: number = 0;
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private currentImageDiv: HTMLElement;
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constructor(currentImageDiv: HTMLElement) {
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constructor(currentImageDiv: HTMLElement, frameNumberDiv: HTMLElement) {
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this.currentImageDiv = currentImageDiv;
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this.frameNumberDiv = frameNumberDiv;
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}
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public GetCurrentFrame(): number {
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return this.currentFrame;
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}
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public loadFrames(filenames: string[]) {
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this.filenames = filenames;
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this.currentFrame = 0;
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this.SetCurrentImageDiv();
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}
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public AdvanceFrames(amount: number) {
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public GoToFrame(frame: number) {
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this.currentFrame = frame;
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this.SetCurrentImageDiv();
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}
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private SetCurrentImageDiv() {
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this.currentImageDiv.innerHTML = `<img src="${this.filenames[this.currentFrame]}"></img>`;
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console.log('current frame = ', this.currentFrame);
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if (this.filenames.length === 0) {
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this.frameNumberDiv.innerText = 'No images uploaded yet. Drag images onto the page to upload them';
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} else {
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this.frameNumberDiv.innerText = 'Current Frame: ' + this.currentFrame.toString();
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}
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}
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}
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52
app/page.ts
52
app/page.ts
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import { CanvasHandler } from './canvas_handler';
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import { FileHandler } from './file_handler';
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import { FrameHandler } from './frame_handler';
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import { IAnimationData } from './Interfaces/IAnimationData';
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import { IFrame } from './Interfaces/IFrame';
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export class Page {
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private static handleDragOver(evt: DragEvent) {
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@ -10,14 +13,34 @@ export class Page {
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}
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}
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private filenames: string[] = [];
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private frameHandler: FrameHandler;
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private canvasHandler: CanvasHandler;
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private animationData: IAnimationData;
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public Load() {
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// const fileHandler = new FileHandler('dropZone', 'output', this.filenames);
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const frameHandler = new FrameHandler(document.getElementById('currentImage') as HTMLElement);
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// defining blank slate animation data
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this.animationData = {
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pins: [],
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originX: 0,
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originY: 0,
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frameRate: 30,
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loop: true,
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frames: [
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{
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filename: '',
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pinData: []
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}
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]
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};
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this.canvasHandler = new CanvasHandler(document.getElementById('currentImage') as HTMLElement);
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this.frameHandler = new FrameHandler(
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document.getElementById('currentImage') as HTMLElement,
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document.getElementById('frameNumber') as HTMLElement
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);
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const dropZone = document.getElementById('dropZone') as HTMLElement;
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const output = document.getElementById('output') as HTMLElement;
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dropZone.addEventListener('dragover', Page.handleDragOver, false);
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dropZone.addEventListener('drop', this.handleFileSelect, false);
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case 39: {
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// right_arrow
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console.log('next frame action');
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frameHandler.AdvanceFrames(1);
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this.frameHandler.AdvanceFrames(1);
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break;
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}
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case 37: {
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// left arrow
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console.log('previous frame action');
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frameHandler.AdvanceFrames(-1);
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this.frameHandler.AdvanceFrames(-1);
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break;
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}
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}
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document.addEventListener('keydown', keyDown);
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}
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private handleFileSelect = (event: any) => {
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private handleFileSelect = async (event: DragEvent) => {
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event.stopPropagation();
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event.preventDefault();
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FileHandler.ProcessImages(event.target.result);
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const filenames = await FileHandler.ProcessImages(event.dataTransfer!.files);
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this.frameHandler.loadFrames(filenames);
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console.log('files: ' + this.filenames.length);
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const newFrames: IFrame[] = [];
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for (let i = 0; i < event.dataTransfer!.files.length; i++) {
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newFrames.push({
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filename: event.dataTransfer!.files[i].name,
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pinData: []
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});
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}
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this.animationData.frames = newFrames;
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console.log(this.animationData);
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};
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}
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@ -17,3 +17,8 @@ main {
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width: 400px;
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height: 400px;
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}
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#currentImage img {
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max-width: 100%;
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height: auto;
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}
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<div id="dropZone">
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<div id="output"></div>
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<div id="thing" class="sub">
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<p>Hi hihihihihihi</p>
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<div id="instructions" class="sub">
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<p>advance frames with arrow keys</p>
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</div>
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<div id="frameNumber" class="sub">
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<p></p>
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</div>
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<!-- canvas -->
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<div id="currentImage">
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<img alt="Current Image">
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</div>
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</div>
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<!-- canvas -->
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<div id="currentImage">
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<img alt="Current Image">
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</div>
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<script src="bundle.js"></script>
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</body>
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</html>
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