Shields
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@@ -1,6 +1,6 @@
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import {AI_TYPES} from './ai.js';
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import {DEATH_SPECS, EXPLOSION_SHAKE_REDUCTION_FACTOR, H, MAX_EXPLOSION_SHAKE_FACTOR, MAX_WIND, PARTICLE_AMOUNT, PARTICLE_FADE_AMOUNT, PARTICLE_MAX_POWER_FACTOR, PARTICLE_MIN_LIFETIME, PARTICLE_MIN_POWER_FACTOR, PARTICLE_POWER_REDUCTION_FACTOR, PARTICLE_TIME_FACTOR, PARTICLE_WIND_REDUCTION_FACTOR, PLAYER_ANGLE_FAST_INCREMENT, PLAYER_ANGLE_INCREMENT, PLAYER_ANGLE_TICK_SOUND_INTERVAL, PLAYER_COLORS, PLAYER_ENERGY_POWER_MULTIPLIER, PLAYER_EXPLOSION_PARTICLE_POWER, PLAYER_FALL_DAMAGE_FACTOR, PLAYER_FALL_DAMAGE_HEIGHT, PLAYER_INITIAL_POWER, PLAYER_MAX_ENERGY, PLAYER_POWER_FAST_INCREMENT, PLAYER_POWER_INCREMENT, PLAYER_POWER_TICK_SOUND_INTERVAL, PLAYER_STARTING_TOOLS, PLAYER_STARTING_WEAPONS, PLAYER_TANK_BOUNDING_RADIUS, PLAYER_TANK_Y_FOOTPRINT, TRAJECTORY_FADE_SPEED, TRAJECTORY_FLOAT_SPEED, W, WEAPON_TYPES, Z} from './constants.js';
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import {createCanvas, drawLine, drawRect, drawSemiCircle, drawText, loop, plot} from './gfx.js';
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import {DEATH_SPECS, EXPLOSION_SHAKE_REDUCTION_FACTOR, H, MAX_EXPLOSION_SHAKE_FACTOR, MAX_WIND, PARTICLE_AMOUNT, PARTICLE_FADE_AMOUNT, PARTICLE_MAX_POWER_FACTOR, PARTICLE_MIN_LIFETIME, PARTICLE_MIN_POWER_FACTOR, PARTICLE_POWER_REDUCTION_FACTOR, PARTICLE_TIME_FACTOR, PARTICLE_WIND_REDUCTION_FACTOR, PLAYER_ANGLE_FAST_INCREMENT, PLAYER_ANGLE_INCREMENT, PLAYER_ANGLE_TICK_SOUND_INTERVAL, PLAYER_COLORS, PLAYER_ENERGY_POWER_MULTIPLIER, PLAYER_EXPLOSION_PARTICLE_POWER, PLAYER_FALL_DAMAGE_FACTOR, PLAYER_FALL_DAMAGE_HEIGHT, PLAYER_INITIAL_POWER, PLAYER_MAX_ENERGY, PLAYER_POWER_FAST_INCREMENT, PLAYER_POWER_INCREMENT, PLAYER_POWER_TICK_SOUND_INTERVAL, PLAYER_STARTING_TOOLS, PLAYER_STARTING_WEAPONS, PLAYER_TANK_BOUNDING_RADIUS, PLAYER_TANK_Y_FOOTPRINT, SHIELD_TYPES, TRAJECTORY_FADE_SPEED, TRAJECTORY_FLOAT_SPEED, W, WEAPON_TYPES, Z} from './constants.js';
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import {createCanvas, drawLine, drawRect, drawSemiCircle, drawText, loop, plot, strokeCircle} from './gfx.js';
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import {afterKeyDelay, key} from './input.js';
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import {clamp, deg2rad, distance, parable, random, randomInt, vec, wrap} from './math.js';
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import {PROJECTILE_TYPES} from './projectiles.js';
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@@ -63,6 +63,7 @@ function initPlayers() {
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const a = x > W/2 ? 45 : 180-45;
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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, y, a,
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c: color, cb: borderColor,
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p: PLAYER_INITIAL_POWER,
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@@ -70,9 +71,10 @@ function initPlayers() {
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weapons: PLAYER_STARTING_WEAPONS.map(x => ({...x})), // FIXME: Ghetto clone
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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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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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@@ -197,8 +199,18 @@ function update() {
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screenShake = 0;
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explosionType.clip(explosion, terrain);
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explosionType.stop(explosion);
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for (let player of players) if (!player.dead) {
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player.energy -= explosionType.damage(explosion, player) || 0;
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let damage = explosionType.damage(explosion, player);
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let remainingDamage = damage;
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if (!damage) continue;
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if (player.shield) {
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remainingDamage = clamp(0, damage-player.shield.energy, Infinity);
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player.shield.energy = clamp(0, player.shield.energy-damage, Infinity);
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}
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player.energy -= remainingDamage;
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}
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explosions.splice(i, 1);
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}
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@@ -264,6 +276,7 @@ function update() {
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player.weapons = player.weapons.filter(x => x.ammo > 0);
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player.tools = player.tools.filter(x => x.ammo > 0);
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player.currentWeapon = wrap(0, player.currentWeapon, player.weapons.length-1);
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if (player.shield && player.shield.energy <= 0) player.shield = null;
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player.fallHeight = 0;
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}
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@@ -347,6 +360,19 @@ export function isTank(x, y) {
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}
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}
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export function isTankShield(x, y) {
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for (let player of players) {
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if (player.dead) continue;
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if (!player.shield) continue;
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const shieldType = SHIELD_TYPES[player.shield.type];
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const playerDistance = distance(x, y, player.x, player.y+PLAYER_TANK_Y_FOOTPRINT);
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if (playerDistance - shieldType.r <= 1) {
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return {player, shieldType};
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}
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}
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}
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function draw() {
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if (idle && particles.length===0) return;
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@@ -367,9 +393,20 @@ function draw() {
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function drawPlayers() {
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for (let player of players) {
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const {x, y, a, c, cb, energy, dead} = player;
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const {x, y, a, c, cb, energy, shield, dead} = player;
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if (dead) continue;
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// Shield
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if (shield) {
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const {type, energy} = shield;
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const shieldType = SHIELD_TYPES[type];
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foreground.globalAlpha = energy / shieldType.energy;
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for (let i=0; i<shieldType.s; i++) {
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strokeCircle(foreground, x, y+PLAYER_TANK_Y_FOOTPRINT, shieldType.r+i, shieldType.color);
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}
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foreground.globalAlpha = 1;
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}
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// Parachute
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if (player.parachute) {
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drawSemiCircle(foreground, x, y-15, 10, 'white');
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@@ -473,7 +510,7 @@ function drawStatus() {
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const {currentWeapon} = player;
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const weapon = player.weapons[currentWeapon];
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const weaponType = WEAPON_TYPES[weapon.type];
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drawText(foreground, `${player.name} NRG:${player.energy} AIM:${player.a} PWR:${player.p} ${clamp(0, weapon.ammo, 99)} ${weaponType.name}`, 8, 8, player.c, 'left');
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drawText(foreground, `${player.name} NRG:${player.energy} AIM:${player.a} PWR:${player.p} SHD:${player.shield?player.shield.energy:0} ${clamp(0, weapon.ammo, 99)} ${weaponType.name}`, 8, 8, player.c, 'left');
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drawText(foreground, `WIND: ${wind<=0?'<':''}${Math.abs(wind)}${wind>=0?'>':''}`, W-8, 8, 'white', 'right');
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}
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