Trajectories and particles fade

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zenoamaro committed 2019-06-30 02:19:47 +02:00
1 parent 99ff9594e5
commit 14ce6babae
2 files changed
+10 -1

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@@ -29,6 +29,7 @@ export const PROJECTILE_ITERATION_PROGRESS = 0.01;
export const PROJECTILE_MIN_SOUND_FREQUENCY = 220;
export const PROJECTILE_MAX_SOUND_FREQUENCY = 2200;
export const TRAJECTORY_FADE_SPEED = 0.6;
export const TRAJECTORY_FLOAT_SPEED = 0.01;
export const PARTICLE_AMOUNT = 30;
export const PARTICLE_MIN_POWER_FACTOR = 0.4;
@@ -38,6 +39,7 @@ export const PARTICLE_TIME_FACTOR = 13;
export const PARTICLE_POWER_REDUCTION_FACTOR = 15;
export const PARTICLE_WIND_REDUCTION_FACTOR = 3;
export const PLAYER_WEAPON_CHANGE_DELAY = 150;
export const PARTICLE_FADE_AMOUNT = 1;
export const MAX_EXPLOSION_SHAKE_FACTOR = 60;
export const EXPLOSION_SHAKE_REDUCTION_FACTOR = 7;
+8 -1
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@@ -1,4 +1,4 @@
import {H, PROJECTILE_MAX_SOUND_FREQUENCY, MAX_WIND, PROJECTILE_MIN_SOUND_FREQUENCY, PLAYER_COLORS, PLAYER_INITIAL_POWER, PROJECTILE_POWER_REDUCTION_FACTOR, W, Z, PROJECTILE_ITERATIONS_PER_FRAME, PROJECTILE_ITERATION_PROGRESS, PLAYER_MAX_ENERGY, PLAYER_ENERGY_POWER_MULTIPLIER, PLAYER_FALL_DAMAGE_FACTOR, PLAYER_FALL_DAMAGE_HEIGHT, PLAYER_WEAPON_CHANGE_DELAY, PARTICLE_AMOUNT, PROJECTILE_WIND_REDUCTION_FACTOR, PARTICLE_POWER_REDUCTION_FACTOR, PARTICLE_WIND_REDUCTION_FACTOR, PARTICLE_MIN_POWER_FACTOR, PARTICLE_MAX_POWER_FACTOR, PARTICLE_MIN_LIFETIME, PARTICLE_TIME_FACTOR, PLAYER_EXPLOSION_PARTICLE_POWER, EXPLOSION_SHAKE_REDUCTION_FACTOR, MAX_EXPLOSION_SHAKE_FACTOR, TRAJECTORY_FADE_SPEED} from './constants.js';
import {H, PROJECTILE_MAX_SOUND_FREQUENCY, MAX_WIND, PROJECTILE_MIN_SOUND_FREQUENCY, PLAYER_COLORS, PLAYER_INITIAL_POWER, PROJECTILE_POWER_REDUCTION_FACTOR, W, Z, PROJECTILE_ITERATIONS_PER_FRAME, PROJECTILE_ITERATION_PROGRESS, PLAYER_MAX_ENERGY, PLAYER_ENERGY_POWER_MULTIPLIER, PLAYER_FALL_DAMAGE_FACTOR, PLAYER_FALL_DAMAGE_HEIGHT, PLAYER_WEAPON_CHANGE_DELAY, PARTICLE_AMOUNT, PROJECTILE_WIND_REDUCTION_FACTOR, PARTICLE_POWER_REDUCTION_FACTOR, PARTICLE_WIND_REDUCTION_FACTOR, PARTICLE_MIN_POWER_FACTOR, PARTICLE_MAX_POWER_FACTOR, PARTICLE_MIN_LIFETIME, PARTICLE_TIME_FACTOR, PLAYER_EXPLOSION_PARTICLE_POWER, EXPLOSION_SHAKE_REDUCTION_FACTOR, MAX_EXPLOSION_SHAKE_FACTOR, TRAJECTORY_FADE_SPEED, PARTICLE_FADE_AMOUNT, TRAJECTORY_FLOAT_SPEED} from './constants.js';
import {createCanvas, drawLine, drawRect, drawText, loop, plot, drawLineVirtual} from './gfx.js';
import {key} from './input.js';
import {clamp, deg2rad, parable, randomInt, vec, wrap, random} from './math.js';
@@ -286,6 +286,7 @@ function createParticles(x, y, p) {
t: 0,
// @ts-ignore: canvas color hack
c: terrain.color,
alpha: 255,
});
}
}
@@ -296,6 +297,7 @@ function updateParticles() {
if (
particle.y > H ||
particle.alpha <= 0 ||
particle.t > PARTICLE_MIN_LIFETIME && isTerrain(terrain, particle.x, particle.y)
) {
particles.splice(i, 1);
@@ -303,6 +305,7 @@ function updateParticles() {
}
const {ox, oy, t, a, p} = particle;
const [tx, ty] = parable(
t / PARTICLE_TIME_FACTOR,
ox, oy, deg2rad(180+a),
@@ -313,6 +316,7 @@ function updateParticles() {
particle.t++;
particle.x = tx;
particle.y = ty;
particle.alpha -= PARTICLE_FADE_AMOUNT;
}
}
@@ -356,6 +360,7 @@ function drawProjectile() {
function fadeTrajectories(amount) {
for (let trajectory of trajectories) {
trajectory.a -= amount;
trajectory.y -= TRAJECTORY_FLOAT_SPEED;
}
trajectories = trajectories.filter(x => x.a > 0);
}
@@ -368,8 +373,10 @@ function drawExplosions() {
function drawParticles() {
for (let particle of particles) {
foreground.globalAlpha = clamp(0, particle.alpha / 255, 255);
plot(foreground, particle.x, particle.y, particle.c);
}
foreground.globalAlpha = 1;
}
function drawScreenShake() {