optimized multiplayer screen updates
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+119
-53
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+1
-1
@@ -17,6 +17,6 @@
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</style>
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</style>
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</head>
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</head>
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<body>
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<body>
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<script type="module" src="src/main.js?v=25"></script>
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<script type="module" src="src/main.js?v=26"></script>
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</body>
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</body>
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</html>
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</html>
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@@ -1,5 +1,5 @@
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import {PLAYER_MAX_ENERGY, PLAYER_INITIAL_POWER, PLAYER_ENERGY_POWER_MULTIPLIER} from './constants.js?v=25';
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import {PLAYER_MAX_ENERGY, PLAYER_INITIAL_POWER, PLAYER_ENERGY_POWER_MULTIPLIER} from './constants.js?v=26';
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import {randomInt} from './math.js?v=25';
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import {randomInt} from './math.js?v=26';
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export const AI_TYPES = {
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export const AI_TYPES = {
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+3
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@@ -1,6 +1,6 @@
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import {splitWords} from './utils.js?v=25';
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import {splitWords} from './utils.js?v=26';
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import {parable} from './math.js?v=25';
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import {parable} from './math.js?v=26';
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import {FONT_HEIGHT, FONT_WIDTH} from './constants.js?v=25';
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import {FONT_HEIGHT, FONT_WIDTH} from './constants.js?v=26';
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export function createCanvas(width, height, readable) {
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export function createCanvas(width, height, readable) {
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const canvas = document.createElement('canvas');
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const canvas = document.createElement('canvas');
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+1
-1
@@ -1,4 +1,4 @@
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import {DEFAULT_KEYPRESS_DELAY, Z} from './constants.js?v=25';
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import {DEFAULT_KEYPRESS_DELAY, Z} from './constants.js?v=26';
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const input = {};
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const input = {};
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let lastKeypressTime = 0;
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let lastKeypressTime = 0;
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+88
-22
@@ -1,17 +1,17 @@
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import {AI_TYPES} from './ai.js?v=25';
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import {AI_TYPES} from './ai.js?v=26';
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import {DEATH_SPECS, EXPLOSION_SHAKE_REDUCTION_FACTOR, H, MAX_EXPLOSION_SHAKE_FACTOR, MAX_WIND, PARTICLE_AMOUNT, PARTICLE_FADE_AMOUNT, PARTICLE_MAX_POWER_FACTOR, PARTICLE_MIN_LIFETIME, PARTICLE_MIN_POWER_FACTOR, PARTICLE_POWER_REDUCTION_FACTOR, PARTICLE_TIME_FACTOR, PARTICLE_WIND_REDUCTION_FACTOR, PLAYER_ANGLE_FAST_INCREMENT, PLAYER_ANGLE_INCREMENT, PLAYER_ANGLE_TICK_SOUND_INTERVAL, PLAYER_COLORS, PLAYER_ENERGY_POWER_MULTIPLIER, PLAYER_EXPLOSION_PARTICLE_POWER, PLAYER_FALL_DAMAGE_FACTOR, PLAYER_FALL_DAMAGE_HEIGHT, PLAYER_INITIAL_POWER, PLAYER_MAX_ENERGY, PLAYER_POWER_FAST_INCREMENT, PLAYER_POWER_INCREMENT, PLAYER_POWER_TICK_SOUND_INTERVAL, PLAYER_STARTING_TOOLS, PLAYER_STARTING_WEAPONS, PLAYER_TANK_BOUNDING_RADIUS, PLAYER_TANK_Y_FOOTPRINT, SHIELD_TYPES, TRAJECTORY_FADE_SPEED, TRAJECTORY_FLOAT_SPEED, W, WEAPON_TYPES, Z, STARTING_SCORE, SCORE_PER_KILL, SCORE_FOR_WIN, MARKET_ITEMS, NAPALM_SPAWN_RATE, FIRE_DURATION, FIRE_DAMAGE, MAX_PLAYERS} from './constants.js?v=25';
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import {DEATH_SPECS, EXPLOSION_SHAKE_REDUCTION_FACTOR, H, MAX_EXPLOSION_SHAKE_FACTOR, MAX_WIND, PARTICLE_AMOUNT, PARTICLE_FADE_AMOUNT, PARTICLE_MAX_POWER_FACTOR, PARTICLE_MIN_LIFETIME, PARTICLE_MIN_POWER_FACTOR, PARTICLE_POWER_REDUCTION_FACTOR, PARTICLE_TIME_FACTOR, PARTICLE_WIND_REDUCTION_FACTOR, PLAYER_ANGLE_FAST_INCREMENT, PLAYER_ANGLE_INCREMENT, PLAYER_ANGLE_TICK_SOUND_INTERVAL, PLAYER_COLORS, PLAYER_ENERGY_POWER_MULTIPLIER, PLAYER_EXPLOSION_PARTICLE_POWER, PLAYER_FALL_DAMAGE_FACTOR, PLAYER_FALL_DAMAGE_HEIGHT, PLAYER_INITIAL_POWER, PLAYER_MAX_ENERGY, PLAYER_POWER_FAST_INCREMENT, PLAYER_POWER_INCREMENT, PLAYER_POWER_TICK_SOUND_INTERVAL, PLAYER_STARTING_TOOLS, PLAYER_STARTING_WEAPONS, PLAYER_TANK_BOUNDING_RADIUS, PLAYER_TANK_Y_FOOTPRINT, PROJECTILE_POWER_REDUCTION_FACTOR, PROJECTILE_WIND_REDUCTION_FACTOR, SHIELD_TYPES, TRAJECTORY_FADE_SPEED, TRAJECTORY_FLOAT_SPEED, W, WEAPON_TYPES, Z, STARTING_SCORE, SCORE_PER_KILL, SCORE_FOR_WIN, MARKET_ITEMS, NAPALM_SPAWN_RATE, FIRE_DURATION, FIRE_DAMAGE, MAX_PLAYERS} from './constants.js?v=26';
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import {createCanvas, drawLine, drawRect, drawSemiCircle, drawText, loop, plot, strokeCircle} from './gfx.js?v=25';
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import {createCanvas, drawLine, drawRect, drawSemiCircle, drawText, loop, plot, strokeCircle} from './gfx.js?v=26';
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import {afterKeyDelay, key, initClickCanvas, popClick, getPointer, clearKeys} from './input.js?v=25';
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import {afterKeyDelay, key, initClickCanvas, popClick, getPointer, clearKeys} from './input.js?v=26';
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import {clamp, deg2rad, distance, parable, random, randomInt, vec, wrap} from './math.js?v=25';
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import {clamp, deg2rad, distance, parable, random, randomInt, vec, wrap} from './math.js?v=26';
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import {PROJECTILE_TYPES} from './projectiles.js?v=25';
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import {PROJECTILE_TYPES} from './projectiles.js?v=26';
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import {generateSky} from './sky.js?v=25';
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import {generateSky} from './sky.js?v=26';
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import {playTickSound} from './sound.js?v=25';
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import {playTickSound} from './sound.js?v=26';
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import {clipTerrain, closestLand, collapseTerrain, generateTerrain, isTerrain, landHeight, startCollapseTerrain, collapseTerrainStep} from './terrain.js?v=25';
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import {clipTerrain, closestLand, collapseTerrain, generateTerrain, isTerrain, landHeight, startCollapseTerrain, collapseTerrainStep} from './terrain.js?v=26';
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import {sample, shuffle, newPlayerId} from './utils.js?v=25';
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import {sample, shuffle, newPlayerId} from './utils.js?v=26';
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import {EXPLOSION_TYPES} from './weapons.js?v=25';
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import {EXPLOSION_TYPES} from './weapons.js?v=26';
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import {drawPanelBg, drawPanelTitle, drawPanelTitleFancy, drawPanelText, drawPanelDivider, drawPanelMenu, getPanelBounds, drawButton, checkHit, PANEL_X, PANEL_WIDTH} from './panel.js?v=25';
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import {drawPanelBg, drawPanelTitle, drawPanelTitleFancy, drawPanelText, drawPanelDivider, drawPanelMenu, getPanelBounds, drawButton, checkHit, PANEL_X, PANEL_WIDTH} from './panel.js?v=26';
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import {MSG, CMD, HOST_MSG} from './net/protocol.js?v=25';
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import {MSG, CMD, HOST_MSG} from './net/protocol.js?v=26';
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import {netBroadcast, netConnect, netDisconnect, netIsConnected, netIsHost, netListRooms, netMakeRoomCode, netMyId, netOnMessage, netOnStatus, netRoom, netSendCommand} from './net.js?v=25';
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import {netBroadcast, netConnect, netDisconnect, netIsConnected, netIsHost, netListRooms, netMakeRoomCode, netMyId, netOnMessage, netOnStatus, netRoom, netSendCommand} from './net.js?v=26';
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let state = 'start-game';
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let state = 'start-game';
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@@ -31,6 +31,10 @@ let napalmParticles = [];
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let fireCells = [];
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let fireCells = [];
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let smokeParticles = [];
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let smokeParticles = [];
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let napalmEmitter = null;
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let napalmEmitter = null;
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let netSnapPrev = null;
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let netSnapPrevAt = 0;
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let netSnapCur = null;
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let netSnapCurAt = 0;
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const reservedPositions = new Set();
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const reservedPositions = new Set();
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let winner;
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let winner;
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@@ -53,7 +57,13 @@ let lastTerrainAt = 0;
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let terrainDirty = false;
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let terrainDirty = false;
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export function netDebug() {
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export function netDebug() {
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return {state, networkMode, netPlayerId, netRoom: netRoom(), netStatus: netIsConnected() ? 'connected' : 'offline', netError, menu: menuState, netMenu: netMenuState, lobby: netLobby};
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const proj0 = projectiles[0];
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const exp0 = explosions[0];
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const cur = players[currentPlayer];
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return {state, networkMode, netPlayerId, netRoom: netRoom(), netStatus: netIsConnected() ? 'connected' : 'offline', netError, menu: menuState, netMenu: netMenuState, lobby: netLobby,
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turn: cur ? cur.id : null,
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proj: proj0 ? {type: proj0.type, x: proj0.x, y: proj0.y, t: proj0.t} : null,
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exp: exp0 ? {type: exp0.type, x: exp0.x, y: exp0.y, cr: exp0.cr} : null};
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}
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}
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// Music
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// Music
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@@ -703,6 +713,13 @@ netOnMessage((msg) => {
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});
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});
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function applyWorld(snap) {
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function applyWorld(snap) {
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if (netSnapCur) {
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netSnapPrev = netSnapCur;
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netSnapPrevAt = netSnapCurAt;
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}
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netSnapCur = snap;
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netSnapCurAt = performance.now();
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const prevMyTurn = state === 'aim' && players[currentPlayer] && !players[currentPlayer].ai && players[currentPlayer].id === netPlayerId;
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const prevMyTurn = state === 'aim' && players[currentPlayer] && !players[currentPlayer].ai && players[currentPlayer].id === netPlayerId;
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const keptAim = prevMyTurn ? {
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const keptAim = prevMyTurn ? {
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a: players[currentPlayer].a,
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a: players[currentPlayer].a,
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@@ -731,6 +748,61 @@ function applyWorld(snap) {
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}
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}
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}
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}
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function interpolateWorld() {
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const cur = netSnapCur;
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if (!cur) return;
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const prev = netSnapPrev;
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let k = 0;
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if (prev && netSnapCurAt > netSnapPrevAt) {
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k = clamp(0, (performance.now() - netSnapCurAt) / (netSnapCurAt - netSnapPrevAt), 3);
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}
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const interp = (a, b) => a + (b - a) * k;
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if (prev && prev.players) {
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for (const p of players) {
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const pr = prev.players.find(q => q.id === p.id);
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if (pr) {
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p.x = interp(pr.x, p.x);
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p.y = interp(pr.y, p.y);
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}
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}
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}
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if (prev && prev.projectiles) {
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const prevPs = prev.projectiles;
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projectiles = (cur.projectiles || []).map((p, i) => {
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const disp = {...p, trail: p.trail || []};
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const pp = prevPs[i];
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if (!pp) return disp;
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if (p.type === 'normal') {
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disp.t = interp(pp.t, p.t);
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const [x, y] = parable(disp.t, p.ox, p.oy, deg2rad(180 + p.a), p.p / PROJECTILE_POWER_REDUCTION_FACTOR, p.wind / PROJECTILE_WIND_REDUCTION_FACTOR);
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disp.x = x;
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disp.y = y;
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} else {
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disp.x = interp(pp.x, p.x);
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disp.y = interp(pp.y, p.y);
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}
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return disp;
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});
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}
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if (prev && prev.explosions) {
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const prevEs = prev.explosions;
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explosions = (cur.explosions || []).map((e, i) => {
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const disp = {...e, osc: NOOP_OSC};
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const pe = prevEs[i];
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if (!pe) return disp;
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disp.cr = interp(pe.cr, e.cr);
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if (e.x !== undefined) {
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disp.x = interp(pe.x, e.x);
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disp.y = interp(pe.y, e.y);
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}
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return disp;
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});
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}
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}
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function applyTerrain(png) {
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function applyTerrain(png) {
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const img = new Image();
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const img = new Image();
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img.onload = () => {
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img.onload = () => {
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@@ -1222,13 +1294,7 @@ function update() {
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updateMarket();
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updateMarket();
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return;
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return;
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}
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}
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if (state === 'explosions') {
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interpolateWorld();
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for (const explosion of explosions) {
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const explosionType = EXPLOSION_TYPES[explosion.type];
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if (explosionType && explosionType.update) explosionType.update(explosion, dt);
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}
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return;
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}
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if (state !== 'aim') return;
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if (state !== 'aim') return;
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}
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}
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+1
-1
@@ -1,4 +1,4 @@
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import {MSG, HOST_MSG} from './net/protocol.js?v=25';
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import {MSG, HOST_MSG} from './net/protocol.js?v=26';
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let socket = null;
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let socket = null;
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let myId = null;
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let myId = null;
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+2
-2
@@ -1,5 +1,5 @@
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import {PANEL_WIDTH, PANEL_HEIGHT, PANEL_FONT_SIZE, PANEL_TITLE_FONT_SIZE, PANEL_BG_COLOR, PANEL_BORDER_COLOR, W, H, FONT_WIDTH} from './constants.js?v=25';
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import {PANEL_WIDTH, PANEL_HEIGHT, PANEL_FONT_SIZE, PANEL_TITLE_FONT_SIZE, PANEL_BG_COLOR, PANEL_BORDER_COLOR, W, H, FONT_WIDTH} from './constants.js?v=26';
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import {drawRect, drawLine} from './gfx.js?v=25';
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import {drawRect, drawLine} from './gfx.js?v=26';
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export const PANEL_X = (W - PANEL_WIDTH) / 2;
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export const PANEL_X = (W - PANEL_WIDTH) / 2;
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export {PANEL_WIDTH};
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export {PANEL_WIDTH};
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+7
-7
@@ -1,10 +1,10 @@
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import {H, PROJECTILE_ITERATIONS_PER_FRAME, PROJECTILE_ITERATION_PROGRESS, PROJECTILE_MAX_SOUND_FREQUENCY, PROJECTILE_MIN_SOUND_FREQUENCY, PROJECTILE_POWER_REDUCTION_FACTOR, PROJECTILE_WIND_REDUCTION_FACTOR, WEAPON_TYPES, PLAYER_TANK_Y_FOOTPRINT} from './constants.js?v=25';
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import {H, PROJECTILE_ITERATIONS_PER_FRAME, PROJECTILE_ITERATION_PROGRESS, PROJECTILE_MAX_SOUND_FREQUENCY, PROJECTILE_MIN_SOUND_FREQUENCY, PROJECTILE_POWER_REDUCTION_FACTOR, PROJECTILE_WIND_REDUCTION_FACTOR, WEAPON_TYPES, PLAYER_TANK_Y_FOOTPRINT} from './constants.js?v=26';
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import {checkLineWith, drawLineVirtual} from './gfx.js?v=25';
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import {checkLineWith, drawLineVirtual} from './gfx.js?v=26';
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import {createParticles, isTank, isTankShield, spawnNapalm, tracerMode} from './main.js?v=25';
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import {createParticles, isTank, isTankShield, spawnNapalm, tracerMode} from './main.js?v=26';
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import {deg2rad, parable, rad2deg, wrap} from './math.js?v=25';
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import {deg2rad, parable, rad2deg, wrap} from './math.js?v=26';
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import {audio, createOsc} from './sound.js?v=25';
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import {audio, createOsc} from './sound.js?v=26';
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import {isTerrain, landHeight} from './terrain.js?v=25';
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import {isTerrain, landHeight} from './terrain.js?v=26';
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import {EXPLOSION_TYPES} from './weapons.js?v=25';
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import {EXPLOSION_TYPES} from './weapons.js?v=26';
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export const PROJECTILE_TYPES = {
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export const PROJECTILE_TYPES = {
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+4
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@@ -1,7 +1,7 @@
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import {SKY_COLORS} from './constants.js?v=25';
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import {SKY_COLORS} from './constants.js?v=26';
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import {drawRect} from './gfx.js?v=25';
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import {drawRect} from './gfx.js?v=26';
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import {gradient} from './math.js?v=25';
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import {gradient} from './math.js?v=26';
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import {sample} from './utils.js?v=25';
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import {sample} from './utils.js?v=26';
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export function generateSky(ctx) {
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export function generateSky(ctx) {
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const {width, height} = ctx.canvas;
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const {width, height} = ctx.canvas;
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+1
-1
@@ -1,4 +1,4 @@
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import {SOUND_MUSIC_VOLUME, SOUND_SFX_VOLUME} from './constants.js?v=25';
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import {SOUND_MUSIC_VOLUME, SOUND_SFX_VOLUME} from './constants.js?v=26';
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// @ts-ignore
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// @ts-ignore
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export const audio = new (window.AudioContext || window.webkitAudioContext)();
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export const audio = new (window.AudioContext || window.webkitAudioContext)();
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+3
-3
@@ -1,6 +1,6 @@
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import {clipCanvas, drawCircle, drawRect} from './gfx.js?v=25';
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import {clipCanvas, drawCircle, drawRect} from './gfx.js?v=26';
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import {clamp, coords2index, random, randomInt} from './math.js?v=25';
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import {clamp, coords2index, random, randomInt} from './math.js?v=26';
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import {sample} from './utils.js?v=25';
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import {sample} from './utils.js?v=26';
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let cachedImageData;
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let cachedImageData;
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+1
-1
@@ -1,4 +1,4 @@
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import {randomInt} from './math.js?v=25';
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import {randomInt} from './math.js?v=26';
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export function sample(arr) {
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export function sample(arr) {
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return arr[randomInt(0, arr.length-1)];
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return arr[randomInt(0, arr.length-1)];
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+5
-5
@@ -1,8 +1,8 @@
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import {PLAYER_TANK_BOUNDING_RADIUS, PLAYER_TANK_Y_FOOTPRINT, SHIELD_TYPES} from './constants.js?v=25';
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import {PLAYER_TANK_BOUNDING_RADIUS, PLAYER_TANK_Y_FOOTPRINT, SHIELD_TYPES} from './constants.js?v=26';
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import {drawCircle, plot} from './gfx.js?v=25';
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import {drawCircle, plot} from './gfx.js?v=26';
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import {clamp, cycle, distance, randomInt} from './math.js?v=25';
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import {clamp, cycle, distance, randomInt} from './math.js?v=26';
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import {audio, createOsc} from './sound.js?v=25';
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import {audio, createOsc} from './sound.js?v=26';
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import {clipTerrain} from './terrain.js?v=25';
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import {clipTerrain} from './terrain.js?v=26';
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|
||||||
export function drawExplosion(ctx, x, y, r) {
|
export function drawExplosion(ctx, x, y, r) {
|
||||||
const step = Math.max(2, Math.floor(r / 6));
|
const step = Math.max(2, Math.floor(r / 6));
|
||||||
|
|||||||
Reference in new issue
Block a user