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import {PLAYER_MAX_ENERGY, PLAYER_INITIAL_POWER, PLAYER_ENERGY_POWER_MULTIPLIER} from './constants.js';
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import {randomInt} from './math.js';
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export const AI_TYPES = {
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moron: {
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decide() {
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return {
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a: randomInt(0, 180),
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p: randomInt(PLAYER_INITIAL_POWER, PLAYER_MAX_ENERGY*PLAYER_ENERGY_POWER_MULTIPLIER)}
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}
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},
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};
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@@ -0,0 +1,107 @@
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export const W = 640;
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export const H = 400;
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export const Z = 2;
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export const SKY_COLORS = [
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{from:[42, 78, 108], to:[0, 0, 0]},
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{from:[82, 120, 187], to:[201, 218, 236]},
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{from:[94, 171, 184], to:[225, 172, 139]},
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{from:[49, 76, 148], to:[242, 171, 85]},
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{from:[51, 89, 135], to:[163, 198, 220]},
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{from:[105, 95, 108], to:[223, 183, 110]},
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];
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export const MAX_PLAYERS = 6;
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export const PLAYER_COLORS = [
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['tomato', 'darkred'],
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['royalblue', 'darkblue'],
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['greenyellow', 'green'],
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['gold', 'peru'],
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['hotpink', 'mediumvioletred'],
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['blueviolet', 'indigo'],
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];
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export const PLAYER_STARTING_WEAPONS = [
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{type: 'babyMissile', ammo:Infinity},
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{type: 'missile', ammo:5},
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{type: 'babyNuke', ammo:3},
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{type: 'nuke', ammo:1},
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{type: 'smallDirt', ammo:5},
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{type: 'dirt', ammo:3},
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{type: 'largeDirt', ammo:1},
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{type: 'smallDigBomb', ammo:5},
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{type: 'digBomb', ammo:3},
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{type: 'largeDigBomb', ammo:1},
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{type: 'tracer', ammo:Infinity},
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]
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export const WEAPON_TYPES = [
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{id:'tracer', name:'Tracer', explosion:{type:'tracer'}},
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{id:'babyMissile', name:'Baby Missile', explosion:{type:'blast', r:5}},
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{id:'missile', name:'Missile', explosion:{type:'blast', r:20}},
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{id:'babyNuke', name:'Baby Nuke', explosion:{type:'blast', r:50}},
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{id:'nuke', name:'Nuke', explosion:{type:'blast', r:100}},
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{id:'smallDirt', name:'Small Dirt', explosion:{type:'dirt', r:25}},
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{id:'dirt', name:'Dirt', explosion:{type:'dirt', r:50}},
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{id:'largeDirt', name:'Ton of Dirt', explosion:{type:'dirt', r:75}},
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{id:'smallDigBomb', name:'Small Dig Bomb', explosion:{type:'digBomb', r:25}},
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{id:'digBomb', name:'Dig Bomb', explosion:{type:'digBomb', r:50}},
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{id:'largeDigBomb', name:'Large Dig Bomb', explosion:{type:'digBomb', r:75}},
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];
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export const DEATH_SPECS = [
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{type: 'blast', r: 15},
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{type: 'blast', r: 30},
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{type: 'blast', r: 60},
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{type: 'dirt', r: 25},
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{type: 'dirt', r: 50},
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{type: 'dirt', r: 75},
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{type: 'digBomb', r: 25},
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{type: 'digBomb', r: 50},
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{type: 'digBomb', r: 75},
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{type: 'dirtCone', r: 50},
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{type: 'dirtCone', r: 100},
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{type: 'dirtCone', r: 150},
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];
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export const MAX_WIND = 25;
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export const DEFAULT_KEYPRESS_DELAY = 150;
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export const PLAYER_MAX_ENERGY = 100;
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export const PLAYER_ENERGY_POWER_MULTIPLIER = 10;
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export const PLAYER_INITIAL_POWER = 300;
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export const PLAYER_FALL_DAMAGE_HEIGHT = 50;
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export const PLAYER_FALL_DAMAGE_FACTOR = 3;
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export const PLAYER_EXPLOSION_PARTICLE_POWER = 500;
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export const PLAYER_TANK_BOUNDING_RADIUS = 3;
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export const PLAYER_ANGLE_INCREMENT = 1;
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export const PLAYER_ANGLE_FAST_INCREMENT = 3;
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export const PLAYER_POWER_INCREMENT = 1;
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export const PLAYER_POWER_FAST_INCREMENT = 10;
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export const PLAYER_ANGLE_TICK_SOUND_INTERVAL = 2;
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export const PLAYER_POWER_TICK_SOUND_INTERVAL = 2;
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export const PROJECTILE_POWER_REDUCTION_FACTOR = 10;
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export const PROJECTILE_WIND_REDUCTION_FACTOR = 10;
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export const PROJECTILE_ITERATIONS_PER_FRAME = 30;
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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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export const PARTICLE_MAX_POWER_FACTOR = 1;
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export const PARTICLE_MIN_LIFETIME = 5;
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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 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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export const FONT_WIDTH = 3;
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export const FONT_HEIGHT = 5;
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+135
@@ -0,0 +1,135 @@
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import {splitWords} from './utils.js';
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import {parable} from './math.js';
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import {FONT_HEIGHT, FONT_WIDTH} from './constants.js';
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export function createCanvas(width, height) {
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const canvas = document.createElement('canvas');
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const ctx = canvas.getContext('2d');
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canvas.width = width; canvas.height = height
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return ctx;
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}
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export function loadImage(src) {
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return new Promise((resolve, reject) => {
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const img = document.createElement('img');
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img.onload = (e) => resolve(img);
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// @ts-ignore
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img.onerror = (e) => reject(e.error);
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img.src = src;
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});
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}
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export function clipCanvas(ctx, fn) {
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ctx.globalCompositeOperation = 'destination-out';
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fn(ctx);
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ctx.globalCompositeOperation = 'source-over';
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}
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export function plot(ctx, x, y, color) {
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x = Math.round(x); y = Math.round(y);
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ctx.fillStyle = color;
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ctx.fillRect(x, y, 1, 1);
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}
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export function drawLine(ctx, x1, y1, x2, y2, color, plotFn=plot) {
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x1 = Math.round(x1); y1 = Math.round(y1);
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x2 = Math.round(x2); y2 = Math.round(y2);
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const steep = Math.abs(y2 - y1) > Math.abs(x2 - x1);
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if (steep) [x1, y1, x2, y2] = [y1, x1, y2, x2];
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if (x1 > x2) [x1, y1, x2, y2] = [x2, y2, x1, y1];
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const dX = (x2 - x1);
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const dY = Math.abs(y2 - y1);
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const ystep = (y1 < y2 ? 1 : -1);
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let err = (dX / 2);
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let y = y1;
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for (let x = x1; x <= x2; ++x) {
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if (steep) plotFn(ctx, y, x, color); else plotFn(ctx, x, y, color);
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err = err - dY; if (err < 0) { y += ystep; err += dX }
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}
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}
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export function drawLineVirtual(x1, y1, x2, y2, color) {
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const points = [];
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drawLine(null, x1, y1, x2, y2, color, (ctx, x, y, c) => points.push({x, y, c}));
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return points;
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}
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export function drawRect(ctx, x, y, w, h, color) {
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x = Math.round(x); y = Math.round(y);
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w = Math.round(w); h = Math.round(h);
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ctx.fillStyle = color;
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ctx.fillRect(x, y, w, h);
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}
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export function strokeRect(ctx, x, y, w, h, color) {
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if (w === 1 || h === 1) return drawRect(x, y, w, h, color);
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x = Math.round(x); y = Math.round(y);
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w = Math.round(w); h = Math.round(h);
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ctx.lineWidth = 1;
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ctx.strokeStyle = color;
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ctx.strokeRect(x+0.5, y+0.5, w-1, h-1);
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}
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export function drawCircle(ctx, x, y, r, color) {
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x = Math.round(x);
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y = Math.round(y);
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r = Math.round(r);
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for (let cy = -r; cy <= r; cy++) {
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const w = Math.round(Math.sqrt(r*r - cy*cy));
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drawRect(ctx, x-w, y+cy, w*2, 1, color);
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}
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}
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/** @param align {CanvasTextAlign} */
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/** @param baseline {CanvasTextBaseline} */
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export function drawText(ctx, text, x, y, color, align='left', baseline='top') {
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x = Math.round(x); y = Math.round(y);
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ctx.font = '5px text';
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ctx.textBaseline = 'top';
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ctx.textAlign = 'left';
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ctx.fillStyle = color;
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ctx.strokeStyle = 'black';
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const length = (text.length * FONT_WIDTH) + (text.length -1);
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const left = (
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align === 'right' ? x - length :
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align === 'center' ? x - Math.round(length /2) :
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x
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);
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const top = (
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baseline === 'bottom' ? y - FONT_HEIGHT :
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baseline === 'middle' ? y - Math.round(FONT_HEIGHT /2) :
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y
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);
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for (let i=0; i<text.length; i++) {
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ctx.strokeText(text[i], left + i*FONT_WIDTH + i, top);
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ctx.fillText(text[i], left + i*FONT_WIDTH + i, top);
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}
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}
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export function drawParagraph(ctx, text, x, y, w, h, color) {
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x = Math.round(x); y = Math.round(y);
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w = Math.round(w); h = Math.round(h);
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let tx = 0; let ty = 0;
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// FIXME: Handle unbreakable words longer than width
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const words = splitWords(text);
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for (let word of words) {
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const wordLength = word.length * 4;
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if (word === '\n') { tx = 0; ty += 6; continue }
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else if (tx + wordLength > w) { tx = 0; ty += 6 }
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if (ty+6 > h) return;
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for (let char of word) {
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drawText(ctx, char, x+tx, y+ty, color);
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tx += 4;
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}
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}
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}
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export function loop(fn) {
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(function looped() {
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fn();
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requestAnimationFrame(looped);
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})();
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}
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@@ -0,0 +1,19 @@
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import {DEFAULT_KEYPRESS_DELAY} from './constants.js';
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const input = {};
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let lastKeypressTime = 0;
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document.addEventListener('keydown', (e) => {input[e.key] = true; e.preventDefault()});
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document.addEventListener('keyup', (e) => {input[e.key] = false; e.preventDefault()});
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export function key(key) {
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return input[key]
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}
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export function afterKeyDelay(amount=DEFAULT_KEYPRESS_DELAY) {
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const now = Date.now();
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if (now - lastKeypressTime >= amount) {
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lastKeypressTime = now;
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return true;
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}
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}
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+449
@@ -0,0 +1,449 @@
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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, 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, PLAYER_TANK_BOUNDING_RADIUS, PLAYER_STARTING_WEAPONS, WEAPON_TYPES, DEATH_SPECS, PLAYER_ANGLE_INCREMENT, PLAYER_POWER_FAST_INCREMENT, PLAYER_POWER_INCREMENT, PLAYER_ANGLE_TICK_SOUND_INTERVAL, PLAYER_POWER_TICK_SOUND_INTERVAL, PLAYER_ANGLE_FAST_INCREMENT} from './constants.js';
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import {createCanvas, drawLine, drawRect, drawText, loop, plot, drawLineVirtual} from './gfx.js';
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import {key, afterKeyDelay} from './input.js';
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import {clamp, deg2rad, parable, randomInt, vec, wrap, random, within} from './math.js';
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import {createSky} from './sky.js';
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import {audio, createOsc, playTickSound} from './sound.js';
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import {collapseTerrain, createTerrain, isTerrain, landHeight, closestLand, clipTerrain} from './terrain.js';
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import {EXPLOSION_TYPES} from './weapons.js';
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import {sample} from './utils.js';
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import {AI_TYPES} from './ai.js';
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let state = 'start-game';
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const players = [];
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let currentPlayer = 0;
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let projectile = null;
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let explosion = null;
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let wind = 0;
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let particles = [];
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let screenShake = 0;
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let trajectories = [];
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let idle = false;
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// Init layers
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const sky = createSky(W, H);
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const traces = createCanvas(W, H);
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const terrain = createTerrain(W, H);
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const foreground = createCanvas(W, H);
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for (let c of [sky, traces, terrain, foreground]) {
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c.canvas.style.width = `${W * Z}px`;
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c.canvas.style.height = `${H * Z}px`;
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document.body.appendChild(c.canvas);
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}
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// Init players
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let i=0;
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for (let [color, borderColor] of PLAYER_COLORS) {
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const x = 50 + (W-100) / 5 * i;
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const y = landHeight(terrain, x) + 1;
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const a = x > W/2 ? 45 : 180-45;
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players.push({
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x, y, a,
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c: color, cb: borderColor,
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p: PLAYER_INITIAL_POWER,
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weapons: [...PLAYER_STARTING_WEAPONS],
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currentWeapon: 0,
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energy: PLAYER_MAX_ENERGY,
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ai: i !== 0 ? 'moron' : undefined,
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fallHeight: 0,
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dead: false,
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});
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clipTerrain(terrain, (ctx) => drawRect(ctx, x-4, 0, 8, y, ctx.color));
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i++;
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}
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function update() {
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idle = false;
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updateParticles();
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if (state === 'start-game') {
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wind = randomInt(-MAX_WIND, +MAX_WIND);
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state = 'start-turn';
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}
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else if (state === 'start-turn') {
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state = 'aim';
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}
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else if (state === 'aim') {
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const player = players[currentPlayer];
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const {x, y, a, p, energy} = player;
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const maxPower = energy * PLAYER_ENERGY_POWER_MULTIPLIER;
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const isPrecise = key('Alt');
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const isFast = key('Shift');
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const isReverse = key('Shift');
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let shoot;
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if (player.ai) {
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let ai = AI_TYPES[player.ai];
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const plan = ai.decide();
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const a = player.a = wrap(0, plan.a, 180);
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const p = player.p = clamp(0, plan.p, maxPower);
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shoot = {a, p};
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}
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else if (key('ArrowLeft')) {
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if (isPrecise && !afterKeyDelay()) return;
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let incr = isFast ? PLAYER_ANGLE_FAST_INCREMENT : PLAYER_ANGLE_INCREMENT;
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player.a = wrap(0, a -incr, 180);
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if (isPrecise || isFast || a % PLAYER_ANGLE_TICK_SOUND_INTERVAL === 0) playTickSound();
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} else if (key('ArrowRight')) {
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if (isPrecise && !afterKeyDelay()) return;
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let incr = isFast ? PLAYER_ANGLE_FAST_INCREMENT : PLAYER_ANGLE_INCREMENT;
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player.a = wrap(0, a +incr, 180);
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if (isPrecise || isFast || a % PLAYER_ANGLE_TICK_SOUND_INTERVAL === 0) playTickSound();
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} else if (key('ArrowUp')) {
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if (isPrecise && !afterKeyDelay()) return;
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let incr = isFast ? PLAYER_POWER_FAST_INCREMENT : PLAYER_POWER_INCREMENT;
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player.p = clamp(0, p +incr, maxPower);
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if (p < maxPower && (isPrecise || isFast || p % PLAYER_POWER_TICK_SOUND_INTERVAL === 0)) playTickSound();
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} else if (key('ArrowDown')) {
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if (isPrecise && !afterKeyDelay()) return;
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let incr = isFast ? PLAYER_POWER_FAST_INCREMENT : PLAYER_POWER_INCREMENT;
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player.p = clamp(0, p -incr, maxPower);
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if (p > 0 && (isPrecise || isFast || p % PLAYER_POWER_TICK_SOUND_INTERVAL === 0)) playTickSound();
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} else if (key('Tab')) {
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if (!afterKeyDelay()) return;
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const dir = isReverse ? -1 : 1;
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player.currentWeapon = wrap(0, player.currentWeapon+dir, player.weapons.length);
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playTickSound();
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} else if (key(' ')) {
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if (!afterKeyDelay()) return;
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shoot = {a, p};
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||||
} else {
|
||||
idle = true;
|
||||
}
|
||||
|
||||
if (shoot) {
|
||||
const {a, p} = shoot;
|
||||
const [px, py] = vec(x, y-3, a+180, 5);
|
||||
|
||||
const weaponType = player.weapons[player.currentWeapon];
|
||||
weaponType.ammo -= 1;
|
||||
|
||||
projectile = {
|
||||
osc: createOsc(),
|
||||
player: player,
|
||||
weaponTypeId: weaponType.type,
|
||||
ox:px, oy:py, a, p,
|
||||
x:px, y:py, t: 0,
|
||||
c: player.c
|
||||
};
|
||||
|
||||
projectile.osc.start();
|
||||
state = 'shoot';
|
||||
}
|
||||
}
|
||||
|
||||
else if (state === 'shoot') {
|
||||
const prevProjectile = {...projectile};
|
||||
|
||||
for (let i=0; i<PROJECTILE_ITERATIONS_PER_FRAME; i++) {
|
||||
const {weaponTypeId, ox, oy, a, p, t} = projectile;
|
||||
const weapon = WEAPON_TYPES.find(x => x.id === weaponTypeId);
|
||||
const [x, y] = parable(
|
||||
t, ox, oy, deg2rad(180+a),
|
||||
p / PROJECTILE_POWER_REDUCTION_FACTOR,
|
||||
wind / PROJECTILE_WIND_REDUCTION_FACTOR,
|
||||
);
|
||||
const f = (
|
||||
(1 - (1 / H * y)) *
|
||||
(PROJECTILE_MAX_SOUND_FREQUENCY - PROJECTILE_MIN_SOUND_FREQUENCY) +
|
||||
PROJECTILE_MIN_SOUND_FREQUENCY
|
||||
);
|
||||
projectile.t += PROJECTILE_ITERATION_PROGRESS;
|
||||
projectile.x = x;
|
||||
projectile.y = y;
|
||||
projectile.osc.frequency.setValueAtTime(f, audio.currentTime);
|
||||
|
||||
if (
|
||||
projectile.y > H ||
|
||||
isTank(projectile.x, projectile.y) ||
|
||||
isTerrain(terrain, projectile.x, projectile.y)
|
||||
) {
|
||||
projectile.osc.stop();
|
||||
const explosionSpec = weapon.explosion;
|
||||
const explosionType = EXPLOSION_TYPES[explosionSpec.type];
|
||||
explosion = explosionType.create(explosionSpec, projectile.x, projectile.y);
|
||||
// @ts-ignore: canvas color hack
|
||||
createParticles(projectile.x, projectile.y, projectile.p, terrain.color);
|
||||
state = 'explosion';
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
fadeTrajectories(TRAJECTORY_FADE_SPEED);
|
||||
|
||||
let trajectory = drawLineVirtual(
|
||||
prevProjectile.x, prevProjectile.y,
|
||||
projectile.x, projectile.y,
|
||||
projectile.c,
|
||||
)
|
||||
|
||||
trajectory = trajectory
|
||||
.slice(0, trajectory.length-1) // Cut last pixel to prevent overlap
|
||||
.map(x => ({...x, a:255})); // Add alpha to all lines
|
||||
|
||||
trajectories = [
|
||||
...trajectories,
|
||||
...trajectory,
|
||||
];
|
||||
}
|
||||
|
||||
else if (state === 'explosion') {
|
||||
const explosionType = EXPLOSION_TYPES[explosion.type];
|
||||
screenShake = (
|
||||
clamp(0, explosion.r, MAX_EXPLOSION_SHAKE_FACTOR) /
|
||||
EXPLOSION_SHAKE_REDUCTION_FACTOR
|
||||
);
|
||||
|
||||
if (!explosionType.update(explosion)) {
|
||||
screenShake = 0;
|
||||
explosionType.clip(explosion, terrain);
|
||||
explosionType.stop(explosion);
|
||||
for (let player of players) if (!player.dead) {
|
||||
player.energy -= explosionType.damage(explosion, player) || 0;
|
||||
}
|
||||
explosion = null;
|
||||
state = 'land-collapse';
|
||||
}
|
||||
}
|
||||
|
||||
else if (state === 'land-collapse') {
|
||||
collapseTerrain(terrain);
|
||||
state = 'land-players';
|
||||
}
|
||||
|
||||
else if (state === 'land-players') {
|
||||
let stable = true;
|
||||
for (let player of players) {
|
||||
if (player.dead) continue;
|
||||
const y = closestLand(terrain, player.x, player.y);
|
||||
if (player.y !== y) {
|
||||
stable = false;
|
||||
player.y++;
|
||||
if (player.fallHeight++ >= PLAYER_FALL_DAMAGE_HEIGHT) {
|
||||
player.energy -= PLAYER_FALL_DAMAGE_FACTOR;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (stable) state = 'destroy-players';
|
||||
}
|
||||
|
||||
else if (state === 'destroy-players') {
|
||||
const dyingPlayer = players.find(x => x.energy<=0 && !x.dead);
|
||||
if (!dyingPlayer) {state = 'end-turn'; return}
|
||||
|
||||
const {x, y, c} = dyingPlayer;
|
||||
const explosionSpec = sample(DEATH_SPECS);
|
||||
const explosionType = EXPLOSION_TYPES[explosionSpec.type];
|
||||
explosion = explosionType.create(explosionSpec, x, y);
|
||||
createParticles(x, y, PLAYER_EXPLOSION_PARTICLE_POWER, c);
|
||||
dyingPlayer.dead = true;
|
||||
state = 'explosion';
|
||||
}
|
||||
|
||||
else if (state === 'end-turn') {
|
||||
const player = players[currentPlayer];
|
||||
|
||||
const weaponType = player.weapons[player.currentWeapon];
|
||||
if (weaponType.ammo <= 0) {
|
||||
player.weapons = player.weapons.filter(x => x !== weaponType);
|
||||
}
|
||||
|
||||
player.currentWeapon = wrap(0, player.currentWeapon, player.weapons.length);
|
||||
player.fallHeight = 0;
|
||||
|
||||
let nextPlayer;
|
||||
|
||||
for (let p=0; p<players.length; p++) {
|
||||
const i = wrap(0, currentPlayer+p+1, players.length);
|
||||
if (!players[i].dead) {nextPlayer = i; break}
|
||||
}
|
||||
|
||||
if (nextPlayer == null) return state = 'game-over';
|
||||
else if (nextPlayer === currentPlayer) return state = 'player-win';
|
||||
else currentPlayer = nextPlayer;
|
||||
|
||||
projectile = null;
|
||||
state = 'start-turn';
|
||||
}
|
||||
|
||||
else if (state === 'player-win') {
|
||||
idle = true;
|
||||
}
|
||||
|
||||
else if (state === 'game-over') {
|
||||
idle = true;
|
||||
}
|
||||
|
||||
else {
|
||||
throw new Error(`Invalid state, ${state}`);
|
||||
}
|
||||
}
|
||||
|
||||
function createParticles(x, y, p, c) {
|
||||
for (let i = 0; i < PARTICLE_AMOUNT; i++) {
|
||||
particles.push({
|
||||
t: 0,
|
||||
ox: x, x: x,
|
||||
oy: y, y: y,
|
||||
a: randomInt(0, 359),
|
||||
p: p * random(PARTICLE_MIN_POWER_FACTOR, PARTICLE_MAX_POWER_FACTOR),
|
||||
// @ts-ignore: canvas color hack
|
||||
c, alpha: 255,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
function updateParticles() {
|
||||
for (let i=particles.length-1; i>=0; i--) {
|
||||
const particle = particles[i];
|
||||
|
||||
if (
|
||||
particle.y > H ||
|
||||
particle.alpha <= 0 ||
|
||||
particle.t > PARTICLE_MIN_LIFETIME && isTerrain(terrain, particle.x, particle.y)
|
||||
) {
|
||||
particles.splice(i, 1);
|
||||
continue;
|
||||
}
|
||||
|
||||
const {ox, oy, t, a, p} = particle;
|
||||
|
||||
const [tx, ty] = parable(
|
||||
t / PARTICLE_TIME_FACTOR,
|
||||
ox, oy, deg2rad(180+a),
|
||||
p / PARTICLE_POWER_REDUCTION_FACTOR,
|
||||
wind / PARTICLE_WIND_REDUCTION_FACTOR,
|
||||
);
|
||||
|
||||
particle.t++;
|
||||
particle.x = tx;
|
||||
particle.y = ty;
|
||||
particle.alpha -= PARTICLE_FADE_AMOUNT;
|
||||
}
|
||||
}
|
||||
|
||||
function isTank(x, y) {
|
||||
for (let player of players) {
|
||||
if (within(x, y, player.x, player.y, PLAYER_TANK_BOUNDING_RADIUS)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function draw() {
|
||||
if (idle && particles.length===0) return;
|
||||
foreground.clearRect(0, 0, W, H);
|
||||
drawTrajectories();
|
||||
drawPlayers();
|
||||
drawProjectile();
|
||||
drawExplosions();
|
||||
drawParticles();
|
||||
drawStatus();
|
||||
drawScreenShake();
|
||||
}
|
||||
|
||||
function drawPlayers() {
|
||||
for (let player of players) {
|
||||
const {x, y, a, c, cb, dead} = player;
|
||||
if (dead) continue;
|
||||
const [px, py] = vec(x, y-3, a+180, 3);
|
||||
drawLine(foreground, x-1, y-3, px-1, py, cb);
|
||||
drawLine(foreground, x+1, y-3, px+1, py, cb);
|
||||
drawLine(foreground, x, y-4, px, py-1, cb);
|
||||
drawRect(foreground, x-4, y-3, 8, 1, cb);
|
||||
drawRect(foreground, x-5, y-2, 10, 2, cb);
|
||||
drawRect(foreground, x-4, y-0, 8, 1, cb);
|
||||
drawRect(foreground, x-3, y+1, 6, 1, cb);
|
||||
drawLine(foreground, x, y-3, px, py, c);
|
||||
drawRect(foreground, x-4, y-2, 8, 2, c);
|
||||
drawRect(foreground, x-3, y-0, 6, 1, c);
|
||||
}
|
||||
}
|
||||
|
||||
function drawTrajectories() {
|
||||
traces.clearRect(0, 0, W, H);
|
||||
for (let {x, y, c, a} of trajectories) {
|
||||
traces.globalAlpha = a / 255;
|
||||
plot(traces, x, y, c);
|
||||
}
|
||||
traces.globalAlpha = 1;
|
||||
}
|
||||
|
||||
function drawProjectile() {
|
||||
if (!projectile) return;
|
||||
plot(foreground, clamp(0, projectile.x, W-1), clamp(0, projectile.y, H-1), 'white');
|
||||
}
|
||||
|
||||
function fadeTrajectories(amount) {
|
||||
for (let i=trajectories.length-1; i>=0; i--) {
|
||||
const trajectory = trajectories[i];
|
||||
trajectory.a -= amount;
|
||||
trajectory.y -= TRAJECTORY_FLOAT_SPEED;
|
||||
|
||||
if (
|
||||
trajectory.a <= 0 || trajectory.y <= 0 ||
|
||||
isTerrain(terrain, trajectory.x, trajectory.y)
|
||||
) {
|
||||
trajectories.splice(i, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function drawExplosions() {
|
||||
if (!explosion) return;
|
||||
const explosionType = EXPLOSION_TYPES[explosion.type];
|
||||
explosionType.draw(explosion, foreground, terrain);
|
||||
}
|
||||
|
||||
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() {
|
||||
const x = randomInt(-screenShake, screenShake);
|
||||
const y = randomInt(-screenShake, screenShake);
|
||||
for (let c of [sky, terrain, traces, foreground]) {
|
||||
c.canvas.style.transform = `translate(${x}px, ${y}px)`;
|
||||
}
|
||||
}
|
||||
|
||||
function drawStatus() {
|
||||
if (state === 'player-win') {
|
||||
const player = players[currentPlayer];
|
||||
drawText(foreground, `Player ${currentPlayer+1} wins!`, 8, 8, player.c, 'left');
|
||||
return;
|
||||
}
|
||||
|
||||
else if (state === 'game-over') {
|
||||
drawText(foreground, `EVERYBODY IS DEAD`, 8, 8, 'white', 'left');
|
||||
return;
|
||||
}
|
||||
|
||||
const player = players[currentPlayer];
|
||||
const {currentWeapon} = player;
|
||||
const weaponType = player.weapons[currentWeapon];
|
||||
const weapon = WEAPON_TYPES.find(x => x.id === weaponType.type);
|
||||
drawText(foreground, `NRG:${player.energy} AIM:${player.a} PWR:${player.p} ${clamp(0, weaponType.ammo, 99)} ${weapon.name}`, 8, 8, player.c, 'left');
|
||||
drawText(foreground, `WIND: ${wind<=0?'<':''}${Math.abs(wind)}${wind>=0?'>':''}`, W-8, 8, 'white', 'right');
|
||||
}
|
||||
|
||||
loop(() => {
|
||||
update();
|
||||
draw();
|
||||
});
|
||||
+55
@@ -0,0 +1,55 @@
|
||||
export function index2coords(width, i) {
|
||||
i = Math.round(i);
|
||||
width = Math.round(width);
|
||||
return [i % width, i / width];
|
||||
}
|
||||
|
||||
export function coords2index(width, x, y) {
|
||||
x = Math.round(x);
|
||||
y = Math.round(y);
|
||||
width = Math.round(width);
|
||||
return y * width + x;
|
||||
}
|
||||
|
||||
export function gradient(from, to, i) {
|
||||
return from + (to-from) * i;
|
||||
}
|
||||
|
||||
export function random(min, max) {
|
||||
return min + Math.random() * (max-min);
|
||||
}
|
||||
|
||||
export function randomInt(min, max) {
|
||||
return Math.round(random(min, max));
|
||||
}
|
||||
|
||||
export function clamp(min, x, max) {
|
||||
return Math.max(min, Math.min(x, max));
|
||||
}
|
||||
|
||||
export function wrap(min, x, max) {
|
||||
return ((x-min + max-min) % (max-min)) + min;
|
||||
}
|
||||
|
||||
export function cycle(x, d) {
|
||||
return Math.floor(x / d);
|
||||
}
|
||||
|
||||
export function within(x, y, tx, ty, r) {
|
||||
return Math.abs(x-tx) < r && Math.abs(y-ty) < r;
|
||||
}
|
||||
|
||||
export function parable(t, x, y, a, v, w=0, g=9.8) {
|
||||
const fx = x + t*v * Math.cos(a) - 0.5 * -w * t*t;
|
||||
const fy = y + t*v * Math.sin(a) - 0.5 * -g * t*t;
|
||||
return [fx, fy];
|
||||
}
|
||||
|
||||
|
||||
export function vec(x, y, a, l) {
|
||||
a = a * Math.PI / 180;
|
||||
return [x+Math.cos(a)*l, y+Math.sin(a)*l];
|
||||
}
|
||||
|
||||
export function deg2rad(a) { return a * Math.PI/180 }
|
||||
export function rad2deg(a) { return a * 180/Math.PI }
|
||||
+23
@@ -0,0 +1,23 @@
|
||||
import {createCanvas, drawRect, clipCanvas, plot} from './gfx.js';
|
||||
import {randomInt, gradient} from './math.js';
|
||||
import {SKY_COLORS} from './constants.js';
|
||||
import {sample} from './utils.js';
|
||||
|
||||
export function createSky(width, height) {
|
||||
const ctx = createCanvas(width, height);
|
||||
generateSky(ctx);
|
||||
return ctx;
|
||||
}
|
||||
|
||||
export function generateSky(ctx) {
|
||||
const {width, height} = ctx.canvas;
|
||||
const {from, to} = sample(SKY_COLORS);
|
||||
|
||||
for (let y=0; y<height; y++) {
|
||||
const f = y / height;
|
||||
const r = gradient(from[0], to[0], f);
|
||||
const g = gradient(from[1], to[1], f);
|
||||
const b = gradient(from[2], to[2], f);
|
||||
drawRect(ctx, 0, y, width, 1, `rgb(${r},${g},${b})`);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
// @ts-ignore
|
||||
export const audio = new (window.AudioContext || window.webkitAudioContext)();
|
||||
export const gain = audio.createGain(audio);
|
||||
gain.gain.setValueAtTime(0.05, audio.currentTime);
|
||||
gain.connect(audio.destination);
|
||||
|
||||
export function createOsc() {
|
||||
const osc = audio.createOscillator();
|
||||
osc.type = 'triangle';
|
||||
osc.connect(gain);
|
||||
return osc;
|
||||
}
|
||||
|
||||
export function playTickSound() {
|
||||
const osc = createOsc();
|
||||
osc.frequency.setValueAtTime(440, audio.currentTime);
|
||||
osc.frequency.setValueAtTime(0, audio.currentTime + 0.005);
|
||||
osc.start();
|
||||
osc.stop(audio.currentTime + 0.005);
|
||||
}
|
||||
|
||||
function clickInit() {
|
||||
const osc = createOsc();
|
||||
osc.start();
|
||||
osc.stop();
|
||||
document.removeEventListener('keydown', clickInit);
|
||||
}
|
||||
|
||||
document.addEventListener('keydown', clickInit);
|
||||
+100
@@ -0,0 +1,100 @@
|
||||
import {createCanvas, drawRect, clipCanvas, drawCircle} from './gfx.js';
|
||||
import {coords2index, random, randomInt, clamp} from './math.js';
|
||||
import {sample} from './utils.js';
|
||||
|
||||
let cachedImageData;
|
||||
|
||||
function cacheImageData(ctx) {
|
||||
const {width, height} = ctx.canvas;
|
||||
cachedImageData = ctx.getImageData(0, 0, width, height);
|
||||
}
|
||||
|
||||
export function createTerrain(width, height) {
|
||||
const terrain = createCanvas(width, height);
|
||||
const generateTerrain = sample(Object.values(TERRAIN_TYPES));
|
||||
generateTerrain(terrain);
|
||||
return terrain;
|
||||
}
|
||||
|
||||
const TERRAIN_TYPES = {
|
||||
mountain(ctx) {
|
||||
ctx.color = sample(['palegreen', 'white']); // FIXME
|
||||
const {width, height} = ctx.canvas;
|
||||
const stepCount = 8;
|
||||
const stepSize = width / stepCount;
|
||||
|
||||
let cy = random(.3, .7) * height;
|
||||
let dy = 0;
|
||||
|
||||
for (let x=0; x<width; x++) {
|
||||
if (x % stepSize === 0) dy = ((random(.3, .7) * height) - cy) / stepSize;
|
||||
if (x % (stepSize/16) === 0) dy = dy - random(-1, 1);
|
||||
const ty = clamp(0, cy+dy, height-1);
|
||||
const wy = clamp(70, ty, height-70-1);
|
||||
cy = wy + (ty-wy) * 0.5;
|
||||
drawRect(ctx, x, cy, 1, height-cy, ctx.color);
|
||||
}
|
||||
|
||||
cacheImageData(ctx);
|
||||
},
|
||||
|
||||
sand(ctx) {
|
||||
ctx.color = 'wheat';
|
||||
const {width, height} = ctx.canvas;
|
||||
const stepCount = 16;
|
||||
const stepSize = width / stepCount;
|
||||
|
||||
for (let s=0; s<=stepCount; s++) {
|
||||
drawCircle(ctx, s*stepSize, height, randomInt(stepSize, stepSize*2), ctx.color);
|
||||
if (s % 3 === 0) drawCircle(ctx, s*stepSize, 0, randomInt(0, stepSize*4), ctx.color);
|
||||
}
|
||||
|
||||
cacheImageData(ctx);
|
||||
collapseTerrain(ctx);
|
||||
}
|
||||
};
|
||||
|
||||
export function collapseTerrain(ctx, ) {
|
||||
const {width, height} = ctx.canvas;
|
||||
const imageData = ctx.getImageData(0, 0, width, height);
|
||||
|
||||
for (let x=0; x<width; x++) {
|
||||
let land = 0;
|
||||
for (let y=0; y<height; y++) {
|
||||
const index = y*width*4 + x*4 +3;
|
||||
if (imageData.data[index] > 0) land++;
|
||||
}
|
||||
|
||||
ctx.clearRect(0+x, 0, 1, height);
|
||||
drawRect(ctx, 0+x, height-land, 1, land, ctx.color);
|
||||
}
|
||||
|
||||
cacheImageData(ctx);
|
||||
}
|
||||
|
||||
export function isTerrain(ctx, x, y) {
|
||||
const index = coords2index(ctx.canvas.width, x, y) * 4;
|
||||
return cachedImageData.data[index+3] > 0;
|
||||
}
|
||||
|
||||
export function closestLand(ctx, x, y) {
|
||||
const {width, height} = ctx.canvas;
|
||||
for (let i=y; i<height; i++) {
|
||||
const index = coords2index(width, x, i) * 4;
|
||||
if (cachedImageData.data[index+3] !== 0) return i;
|
||||
}
|
||||
return height-1;
|
||||
}
|
||||
|
||||
export function landHeight(ctx, x) {
|
||||
const {width, height} = ctx.canvas;
|
||||
for (let i=height-1; i>=0; i--) {
|
||||
const index = coords2index(width, x, i) * 4;
|
||||
if (cachedImageData.data[index+3] === 0) return i;
|
||||
}
|
||||
}
|
||||
|
||||
export function clipTerrain(ctx, fn) {
|
||||
clipCanvas(ctx, fn);
|
||||
cacheImageData(ctx);
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
import {randomInt} from './math.js';
|
||||
|
||||
export function sample(arr) {
|
||||
return arr[randomInt(0, arr.length-1)];
|
||||
}
|
||||
|
||||
export function nextId() {
|
||||
// @ts-ignore
|
||||
const id = nextId.id || 0;
|
||||
// @ts-ignore
|
||||
nextId.id = id + 1;
|
||||
return id;
|
||||
}
|
||||
|
||||
export function splitWords(text) {
|
||||
let words = [''];
|
||||
for (let char of text) {
|
||||
if ([' ', '\n'].includes(char)) words.push(char, '');
|
||||
else words[words.length-1] += char;
|
||||
}
|
||||
if (words[words.length-1] === '') words = words.slice(0, words.length-1);
|
||||
return words;
|
||||
}
|
||||
+163
@@ -0,0 +1,163 @@
|
||||
import {drawCircle, plot} from './gfx.js';
|
||||
import {clipTerrain} from './terrain.js';
|
||||
import {within, cycle, random, randomInt} from './math.js';
|
||||
import {createOsc, audio} from './sound.js';
|
||||
import {PLAYER_TANK_BOUNDING_RADIUS} from './constants.js';
|
||||
|
||||
export function drawExplosion(ctx, x, y, r) {
|
||||
const color = 255 - (16 * (r % 16));
|
||||
drawCircle(ctx, x, y, r, `rgb(${color}, 0, 0)`);
|
||||
}
|
||||
|
||||
export function drawDirt(ctx, x, y, r, c) {
|
||||
drawCircle(ctx, x, y, r, c);
|
||||
}
|
||||
|
||||
export const EXPLOSION_TYPES = {
|
||||
tracer: {
|
||||
create(spec, x, y) {
|
||||
return {type:'tracer'};
|
||||
},
|
||||
update(explosion) {},
|
||||
draw(explosion, foreground) {},
|
||||
stop(explosion) {},
|
||||
clip(explosion, terrain) {},
|
||||
damage(explosion, player) {}
|
||||
},
|
||||
blast: {
|
||||
create(spec, x, y) {
|
||||
const {r} = spec;
|
||||
const osc = createOsc();
|
||||
osc.start();
|
||||
return {type:'blast', x, y, r, cr:0, osc};
|
||||
},
|
||||
update(explosion) {
|
||||
return ++explosion.cr < explosion.r;
|
||||
},
|
||||
draw(explosion, foreground) {
|
||||
const {x, y, cr, osc} = explosion;
|
||||
const f = cycle(explosion.cr, 6) % 2 === 0 ? 220 : 440;
|
||||
osc.frequency.setValueAtTime(f, audio.currentTime);
|
||||
drawExplosion(foreground, x, y, cr);
|
||||
},
|
||||
stop(explosion) {
|
||||
const {osc} = explosion;
|
||||
osc.stop();
|
||||
},
|
||||
clip(explosion, terrain) {
|
||||
const {x, y, cr} = explosion;
|
||||
clipTerrain(terrain, (ctx) => drawExplosion(ctx, x, y, cr));
|
||||
},
|
||||
damage(explosion, player) {
|
||||
if (within(explosion.x, explosion.y, player.x, player.y, explosion.r)) {
|
||||
return 100;
|
||||
} else if (
|
||||
within(explosion.x, explosion.y, player.x-PLAYER_TANK_BOUNDING_RADIUS, player.y, explosion.r) ||
|
||||
within(explosion.x, explosion.y, player.x+PLAYER_TANK_BOUNDING_RADIUS, player.y, explosion.r)
|
||||
) {
|
||||
return 50;
|
||||
}
|
||||
}
|
||||
},
|
||||
dirt: {
|
||||
create(spec, x, y) {
|
||||
const {r} = spec;
|
||||
const osc = createOsc();
|
||||
osc.start();
|
||||
return {type:'dirt', x, y, r, cr:0, osc};
|
||||
},
|
||||
stop(explosion) {
|
||||
const {osc} = explosion;
|
||||
osc.stop();
|
||||
},
|
||||
update(explosion) {
|
||||
return ++explosion.cr < explosion.r;
|
||||
},
|
||||
draw(explosion, foreground, terrain) {
|
||||
const {x, y, cr, osc} = explosion;
|
||||
const f = explosion.cr % 2 === 0 ? 220 + explosion.cr : 0;
|
||||
osc.frequency.setValueAtTime(f, audio.currentTime);
|
||||
osc.frequency.setValueAtTime(0, audio.currentTime+0.1);
|
||||
drawDirt(foreground, x, y, cr, terrain.color);
|
||||
},
|
||||
clip(explosion, terrain) {
|
||||
const {x, y, cr} = explosion;
|
||||
drawDirt(terrain, x, y, cr);
|
||||
},
|
||||
damage(explosion, player) {}
|
||||
},
|
||||
digBomb: {
|
||||
create(spec, x, y) {
|
||||
const {r} = spec;
|
||||
const osc = createOsc();
|
||||
osc.start();
|
||||
return {type:'digBomb', x, y, r, cr:0, osc};
|
||||
},
|
||||
stop(explosion) {
|
||||
const {osc} = explosion;
|
||||
osc.stop();
|
||||
},
|
||||
update(explosion) {
|
||||
return ++explosion.cr < explosion.r;
|
||||
},
|
||||
draw(explosion, foreground, terrain) {
|
||||
const {x, y, cr, osc} = explosion;
|
||||
const f = explosion.cr % 2 === 0 ? 440 - explosion.cr : 0;
|
||||
osc.frequency.setValueAtTime(f, audio.currentTime);
|
||||
osc.frequency.setValueAtTime(0, audio.currentTime+0.1);
|
||||
drawDirt(foreground, x, y, cr, 'brown');
|
||||
},
|
||||
clip(explosion, terrain) {
|
||||
const {x, y, cr} = explosion;
|
||||
clipTerrain(terrain, (ctx) => drawDirt(ctx, x, y, cr));
|
||||
},
|
||||
damage(explosion, player) {}
|
||||
},
|
||||
dirtCone: {
|
||||
create(spec, x, y) {
|
||||
const {r} = spec;
|
||||
const pattern = [];
|
||||
const osc = createOsc();
|
||||
osc.start();
|
||||
return {type:'dirtCone', x, y, r, cr:0, osc, pattern};
|
||||
},
|
||||
stop(explosion) {
|
||||
const {osc} = explosion;
|
||||
osc.stop();
|
||||
},
|
||||
update(explosion) {
|
||||
return ++explosion.cr < explosion.r;
|
||||
},
|
||||
draw(explosion, foreground, terrain) {
|
||||
const {x, y, cr, osc, pattern} = explosion;
|
||||
|
||||
let row = [];
|
||||
for (let cx=0; cx<=1+cr*2; cx++) {
|
||||
row.push(randomInt(0, 3) === 0);
|
||||
}
|
||||
pattern.push(row);
|
||||
|
||||
for (let cy=0; cy<pattern.length; cy++) {
|
||||
const row = pattern[cy];
|
||||
for (let cx=0; cx<row.length; cx++) {
|
||||
if (row[cx]) plot(foreground, x-cy+cx, y-cy, terrain.color);
|
||||
}
|
||||
}
|
||||
|
||||
const f = explosion.cr % 2 === 0 ? 220 + explosion.cr : 0;
|
||||
osc.frequency.setValueAtTime(f, audio.currentTime);
|
||||
osc.frequency.setValueAtTime(0, audio.currentTime+0.1);
|
||||
},
|
||||
clip(explosion, terrain) {
|
||||
const {x, y, pattern} = explosion;
|
||||
|
||||
for (let cy=0; cy<pattern.length; cy++) {
|
||||
const row = pattern[cy];
|
||||
for (let cx=0; cx<row.length; cx++) {
|
||||
if (row[cx]) plot(terrain, x-cy+cx, y-cy, terrain.color);
|
||||
}
|
||||
}
|
||||
},
|
||||
damage(explosion, player) {}
|
||||
},
|
||||
}
|
||||
Reference in new issue
Block a user