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