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-12
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@@ -315,7 +315,7 @@ function newFloatingLayer () {
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floatingObject.currentSpeed.y = floatingObject.currentSpeed.y - 0.005
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}
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const MAX_SPEED = 50
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const MAX_SPEED = 10
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if (floatingObject.currentSpeed.x > MAX_SPEED) {
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floatingObject.currentSpeed.x = MAX_SPEED
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@@ -364,8 +364,8 @@ function newFloatingObject () {
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if (thisObject.payload.position === undefined) {
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position = {
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x: Math.floor((Math.random() * (1000) - 500)) + arroundPoint.x,
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y: Math.floor((Math.random() * (1000) - 500)) + arroundPoint.y
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x: Math.floor((Math.random() * (200) - 100)) + arroundPoint.x,
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y: Math.floor((Math.random() * (200) - 100)) + arroundPoint.y
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}
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} else {
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position = {
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@@ -2070,7 +2070,7 @@ function newStrategyPartConstructor () {
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floatingObject.targetFriction = 0.93
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floatingObject.friction = INITIAL_FRICTION
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floatingObject.initializeMass(400)
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floatingObject.initializeMass(1000)
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floatingObject.initializeRadius(45)
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floatingObject.initializeImageSize(80)
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floatingObject.initializeFontSize(10)
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@@ -2082,7 +2082,7 @@ function newStrategyPartConstructor () {
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floatingObject.targetFriction = 0.94
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floatingObject.friction = INITIAL_FRICTION
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floatingObject.initializeMass(200)
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floatingObject.initializeMass(750)
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floatingObject.initializeRadius(45)
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floatingObject.initializeImageSize(80)
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floatingObject.initializeFontSize(10)
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@@ -2098,7 +2098,7 @@ function newStrategyPartConstructor () {
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floatingObject.targetFriction = FRICTION
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floatingObject.friction = INITIAL_FRICTION
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floatingObject.initializeMass(100)
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floatingObject.initializeMass(500)
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floatingObject.initializeRadius(40)
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floatingObject.initializeImageSize(70)
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floatingObject.initializeFontSize(10)
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@@ -2114,7 +2114,7 @@ function newStrategyPartConstructor () {
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floatingObject.targetFriction = FRICTION
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floatingObject.friction = INITIAL_FRICTION
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floatingObject.initializeMass(50)
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floatingObject.initializeMass(250)
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floatingObject.initializeRadius(35)
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floatingObject.initializeImageSize(60)
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floatingObject.initializeFontSize(10)
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@@ -2130,7 +2130,7 @@ function newStrategyPartConstructor () {
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floatingObject.targetFriction = FRICTION
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floatingObject.friction = INITIAL_FRICTION
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floatingObject.initializeMass(20)
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floatingObject.initializeMass(100)
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floatingObject.initializeRadius(30)
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floatingObject.initializeImageSize(50)
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floatingObject.initializeFontSize(10)
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@@ -2146,7 +2146,7 @@ function newStrategyPartConstructor () {
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floatingObject.targetFriction = FRICTION
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floatingObject.friction = INITIAL_FRICTION
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floatingObject.initializeMass(20)
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floatingObject.initializeMass(50)
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floatingObject.initializeRadius(25)
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floatingObject.initializeImageSize(40)
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floatingObject.initializeFontSize(10)
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@@ -2157,7 +2157,7 @@ function newStrategyPartConstructor () {
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floatingObject.targetFriction = FRICTION
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floatingObject.friction = INITIAL_FRICTION
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floatingObject.initializeMass(20)
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floatingObject.initializeMass(25)
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floatingObject.initializeRadius(20)
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floatingObject.initializeImageSize(30)
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floatingObject.initializeFontSize(10)
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@@ -35,8 +35,8 @@ function newFloatingSpace () {
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let devicePixelRatio = window.devicePixelRatio
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const SPACE_SIZE = 50000
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thisObject.container.frame.width = devicePixelRatio * SPACE_SIZE
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thisObject.container.frame.height = devicePixelRatio * SPACE_SIZE
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thisObject.container.frame.width = SPACE_SIZE
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thisObject.container.frame.height = SPACE_SIZE
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thisObject.container.frame.position.x = browserCanvas.width / 2 - thisObject.container.frame.width / 2
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thisObject.container.frame.position.y = browserCanvas.height / 2 - thisObject.container.frame.height / 2
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