Folder structure

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zenoamaro committed 2019-06-30 13:01:53 +02:00
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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';
import {createCanvas, drawLine, drawRect, drawText, loop, plot, drawLineVirtual} from './gfx.js';
import {key, afterKeyDelay} from './input.js';
import {clamp, deg2rad, parable, randomInt, vec, wrap, random, within} from './math.js';
import {createSky} from './sky.js';
import {audio, createOsc, playTickSound} from './sound.js';
import {collapseTerrain, createTerrain, isTerrain, landHeight, closestLand, clipTerrain} from './terrain.js';
import {EXPLOSION_TYPES} from './weapons.js';
import {sample} from './utils.js';
import {AI_TYPES} from './ai.js';
let state = 'start-game';
const players = [];
let currentPlayer = 0;
let projectile = null;
let explosion = null;
let wind = 0;
let particles = [];
let screenShake = 0;
let trajectories = [];
let idle = false;
// Init layers
const sky = createSky(W, H);
const traces = createCanvas(W, H);
const terrain = createTerrain(W, H);
const foreground = createCanvas(W, H);
for (let c of [sky, traces, terrain, foreground]) {
c.canvas.style.width = `${W * Z}px`;
c.canvas.style.height = `${H * Z}px`;
document.body.appendChild(c.canvas);
}
// Init players
let i=0;
for (let [color, borderColor] of PLAYER_COLORS) {
const x = 50 + (W-100) / 5 * i;
const y = landHeight(terrain, x) + 1;
const a = x > W/2 ? 45 : 180-45;
players.push({
x, y, a,
c: color, cb: borderColor,
p: PLAYER_INITIAL_POWER,
weapons: [...PLAYER_STARTING_WEAPONS],
currentWeapon: 0,
energy: PLAYER_MAX_ENERGY,
ai: i !== 0 ? 'moron' : undefined,
fallHeight: 0,
dead: false,
});
clipTerrain(terrain, (ctx) => drawRect(ctx, x-4, 0, 8, y, ctx.color));
i++;
}
function update() {
idle = false;
updateParticles();
if (state === 'start-game') {
wind = randomInt(-MAX_WIND, +MAX_WIND);
state = 'start-turn';
}
else if (state === 'start-turn') {
state = 'aim';
}
else if (state === 'aim') {
const player = players[currentPlayer];
const {x, y, a, p, energy} = player;
const maxPower = energy * PLAYER_ENERGY_POWER_MULTIPLIER;
const isPrecise = key('Alt');
const isFast = key('Shift');
const isReverse = key('Shift');
let shoot;
if (player.ai) {
let ai = AI_TYPES[player.ai];
const plan = ai.decide();
const a = player.a = wrap(0, plan.a, 180);
const p = player.p = clamp(0, plan.p, maxPower);
shoot = {a, p};
}
else if (key('ArrowLeft')) {
if (isPrecise && !afterKeyDelay()) return;
let incr = isFast ? PLAYER_ANGLE_FAST_INCREMENT : PLAYER_ANGLE_INCREMENT;
player.a = wrap(0, a -incr, 180);
if (isPrecise || isFast || a % PLAYER_ANGLE_TICK_SOUND_INTERVAL === 0) playTickSound();
} else if (key('ArrowRight')) {
if (isPrecise && !afterKeyDelay()) return;
let incr = isFast ? PLAYER_ANGLE_FAST_INCREMENT : PLAYER_ANGLE_INCREMENT;
player.a = wrap(0, a +incr, 180);
if (isPrecise || isFast || a % PLAYER_ANGLE_TICK_SOUND_INTERVAL === 0) playTickSound();
} else if (key('ArrowUp')) {
if (isPrecise && !afterKeyDelay()) return;
let incr = isFast ? PLAYER_POWER_FAST_INCREMENT : PLAYER_POWER_INCREMENT;
player.p = clamp(0, p +incr, maxPower);
if (p < maxPower && (isPrecise || isFast || p % PLAYER_POWER_TICK_SOUND_INTERVAL === 0)) playTickSound();
} else if (key('ArrowDown')) {
if (isPrecise && !afterKeyDelay()) return;
let incr = isFast ? PLAYER_POWER_FAST_INCREMENT : PLAYER_POWER_INCREMENT;
player.p = clamp(0, p -incr, maxPower);
if (p > 0 && (isPrecise || isFast || p % PLAYER_POWER_TICK_SOUND_INTERVAL === 0)) playTickSound();
} else if (key('Tab')) {
if (!afterKeyDelay()) return;
const dir = isReverse ? -1 : 1;
player.currentWeapon = wrap(0, player.currentWeapon+dir, player.weapons.length);
playTickSound();
} else if (key(' ')) {
if (!afterKeyDelay()) return;
shoot = {a, p};
} 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();
});