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                import zim from "";

// as of ZIM 5.5.0 you do not need to put zim before ZIM functions and classes
new Frame(FIT, 622, 603, light, darker, ready, "maze.jpg", "");
function ready() {

	// MAZE
	// we can load in ANY picture of a maze as long as the walls are different than the backing
	// we could even load two pictures... a hidden one to represent the walls and a visual more complex one
	// we then use physics to apply a force to the ball to follow the mouse
	// and we make physic walls dynamically around the ball's position
	// the walls are placed only on the non-background color
	// the walls are removed as the ball leaves the area and new ones are made

	var maze = new Pic("maze.jpg").center().cache();
	// cache the image so we have a second canvas to use later
	// this allows us to get the color of the pixel under the ball
	// without getting the color of the ball ;-)

	// create a Physics instance to handle making the ball bounce off walls
	// we will make walls dynamically only in the area of the ball
	// that way we don't make thousands of walls that we don't need
	// use the default outer walls and set gravity to 0
	var physics = new Physics(0);

	var ball = new Circle(4, purple).loc(50,50).addPhysics(true, 2);

	// create a Ticker to constantly apply a force to the ball
	// and make the walls near the ball
	// the factor is for the force
	// balance the speed with a tendency to go through walls if too fast

	var factor = .00015; // force is incremental in time (make small)
	var max = .02; // limit the mouse distance (which limits force)
	Ticker.add(function() {
		// make the walls

		// apply a force towards the mouse
		// do not use stage.mouseX and stage.mouseY
		// as they do not catch touch location
		// use any mouse event's mouseX and mouseY instead
		// we did that and stored the values in mouseX and mouseY
		var dX = constrain((F.mouseX-ball.x)*factor, -max, max);
		var dY = constrain((F.mouseY-ball.y)*factor, -max, max);
		ball.force(dX, dY);

	// uncomment this to see the walls being made
	// physics.debug();
	// we want to find the color of the maze picture around where the ball is
	// we will put a wall at anywhere that is not the background color
	// so we access the context 2D of the cached picture
	var ctx = maze.cacheCanvas.getContext('2d');

	var num = 10; // test a 10x10 grid around the ball
	var space = 1; // the spacing of the points on the grid
	var radius = 1; // the radius of a wall placed at a point
	var walls = []; // an array to keep track of the active walls

	function makeWalls() {

		// remove any walls from the last time
		loop(walls, function(wall) {
		walls = [];

		// loop through our grid
		loop(num, i=> {
			loop(num, j=> {

				// locate the x and y point on the grid for this i,j index
				var x = ball.x - num / 2 * space + i*space;
				var y = ball.y - num / 2 * space + j*space;

				// get the color data of the pixel at this grid location
				var data = ctx.getImageData(x, y, 1, 1).data;

				// Physics lets you automatically map physics bodies to ZIM objects
				// but in this case, we do not need visual objects
				// and we are creating many objects - so do not make the ZIM objects
				// Physics has methods to add only physics objects
				// so this is what we do in this case

				// make the wall if the color is darker than the background color
				if (data[0] < 150) {
					let wall = physics.makeCircle(radius, false);
					wall.x = x;
					wall.y = y;
					// add the wall to our array of walls

} // end of ready