fix: purchased weapons are now active in game
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1 parent
eab6fef606
commit
36e13a6354
1 file changed
+45
-22
+45
-22
@@ -246,28 +246,51 @@ function aiBuy(player) {
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function initPlayers() {
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const playerCount = selectedPlayers;
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for (let i=0; i<playerCount; i++) {
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const [color, borderColor] = PLAYER_COLORS[i];
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players.push({
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name: `Player ${i+1}`,
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dead: false,
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x:0, y:0, a:0,
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c: color, cb: borderColor,
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p: PLAYER_INITIAL_POWER,
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tools: PLAYER_STARTING_TOOLS.map(x => ({...x})),
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weapons: PLAYER_STARTING_WEAPONS.map(x => ({...x})),
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currentWeapon: 0,
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energy: PLAYER_MAX_ENERGY,
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shield: {type:'springShield', energy:SHIELD_TYPES.springShield.energy},
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ai: i !== 0 ? sample(Object.keys(AI_TYPES)) : undefined,
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parachute: null,
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fallHeight: 0,
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score: 0,
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kills: 0,
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deaths: 0,
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shotsFired: 0,
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wins: 0,
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});
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const existingPlayers = players.length === playerCount ? players : [];
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if (existingPlayers.length === playerCount) {
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for (let i=0; i<playerCount; i++) {
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const player = existingPlayers[i];
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player.dead = false;
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player.x = 0;
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player.y = 0;
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player.a = 0;
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player.p = PLAYER_INITIAL_POWER;
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player.currentWeapon = 0;
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player.energy = PLAYER_MAX_ENERGY;
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player.shield = {type:'springShield', energy:SHIELD_TYPES.springShield.energy};
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player.parachute = null;
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player.fallHeight = 0;
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player.kills = 0;
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player.deaths = 0;
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player.shotsFired = 0;
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}
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players = existingPlayers;
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} else {
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players = [];
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for (let i=0; i<playerCount; i++) {
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const [color, borderColor] = PLAYER_COLORS[i];
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players.push({
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name: `Player ${i+1}`,
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dead: false,
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x:0, y:0, a:0,
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c: color, cb: borderColor,
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p: PLAYER_INITIAL_POWER,
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tools: [{type: 'parachute', ammo: 0}],
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weapons: PLAYER_STARTING_WEAPONS.map(x => ({...x})),
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currentWeapon: 0,
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energy: PLAYER_MAX_ENERGY,
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shield: {type:'springShield', energy:SHIELD_TYPES.springShield.energy},
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ai: i !== 0 ? sample(Object.keys(AI_TYPES)) : undefined,
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parachute: null,
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fallHeight: 0,
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score: 0,
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kills: 0,
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deaths: 0,
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shotsFired: 0,
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wins: 0,
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});
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}
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}
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players = shuffle(players);
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